The problem I'm having is that I've noticed that DW/WS warriors tend to fire the Ogre leapup/stab deathblow animation much more then a high level 2H warrior (DW fires it almost all the time). I wanted to find out why. After a lot of tests I've released that 2H warriors only seem to fire the deathblow when the Ogre is at a VERY low health, otherwise they play the rather boring slash left/right animation.
Reason for this sems to be that a highlevel 2H does a lot of damage in a single hit compared to other setups. And this in turn seems to screw up a particular condition for the deathblow. I went into the toolset to check on the animations but then found this on the combat_h script:
// ---------------------------------------------
// Special treatment for ogre
// Reason: The ogre, unlike all other special bosses
// has a second, non spectacular deathblow.
// if we specify 0, there's a 50% chance that
// one is played, which we don't want in this
// case, so we're passing the id of the
// spectacular one instead.
// ---------------------------------------------
if (bSpecial && nAppearance == APR_TYPE_OGRE)
{
stRet.nDeathblowType = 5; // 5 - ogre slowmo deathblow
}
else
{
stRet.nDeathblowType = 0; // 0 - auto select in engine;
}
The one thing I wish to edit out is the bspecial condition and see how
things go for ogre deathblows. The reason is because of this:
bSpecial = _GetRelativeResourceLevel(oTarget, PROPERTY_DEPLETABLE_HEALTH) < SPECIAL_BOSS_DEATHBLOW_THRESHOLD;
I am very convinced that this is the problem, as for a high level 2H-handed warrior, which takes chunks out of enemy health with one hit a second instead of 3 lower damage hits a second.... ends up doing enough damage to skip the condition due to the SPECIAL_BOSS_DEATHBLOW_THRESHOLD.
So I'm hoping someone could help me make the script of that section would look simply like:
if (nAppearance == APR_TYPE_OGRE)
Modifié par OneBadAssMother, 22 décembre 2009 - 12:43 .





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