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Changing enemy DR


Hisu

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Is there a tutorial on how to change enemy damage resistance?

 

I'm making a small mod emphasizing the boosters, and my idea for one of them is that it should allow the user to ignore all enemy damage resistance while the effect lasts, regardless of weapon's damage type. Maybe I'm missing something, but I didn't happen to find a pre-made effect of that sort - so, I guess, I have to script it. Can anyone point me in the direction of this particular know-how, please?

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I think project nevada has a script to make the "ripper" ignore enemys DT and DR.. You could see how they've done it, or ask them.

 

Off the top of my head, you could attach your particular script(s) to a perk granted when the game starts (obviously triggered under conditions), though this would only effect the PC.

 

EDIT, I just remembered I found this link, this guy has plotted out the process of making and attaching a script to a perk gained at game start;

 

http://www.bsnooch.com/forums/index.php?topic=298.0

Edited by adman85
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It's not easily doable direclty via script, but it is via perk. Look at Psycho for an example of a chem that adds a perk, and Shotgun Surgeon for an example of a perk that ignores DT.

Psycho adds flat +25% damage via a pre-scripted effect. Shotgun Surgeon uses Entry Point - Modify Damage Threshold (attacker). I need to decrease enemy Damage Resistance, not Damage Threshold. And there is no pre-scripted effect for lowering the DR, as there are no Entry Points for it, too.

 

Like, enemy is using Tesla armor that adds DR against energy weapons. I need PC's weapons - all of them, but only as long as they are used by PC - to ignore this resistance.

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Given energy resistance/DR are something almost nobody but the player has the exercise seems pointless then, but you could easily fake reducing it to 0 by multiplying up the damage dealt by a large enough amount to effectively canel its effects out. You may have to conditionalise it in discrete steps of say ~10% to avoid having to make too many perk entries.
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Given energy resistance/DR are something almost nobody but the player has the exercise seems pointless then, but you could easily fake reducing it to 0 by multiplying up the damage dealt by a large enough amount to effectively canel its effects out. You may have to conditionalise it in discrete steps of say ~10% to avoid having to make too many perk entries.

That means roughly a bit less than one entry per each armor per each energy weapon. A shitload of work to say the least; also, incompatible with any possible energy weapons that may appear in the future. There must be a way to remove the stats, not circumvent them.

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You can't ignore the actual stats for the player only; perks are the only thing that change how the player specifically interacts with a target.

 

Also I don't really get what you mean 'one per armour per weapon'- if the target has EnergyResist of say 10, then multiply damage by 1.111 (1/0.9). Conditionalise this for the range 10-20, say, then repeat. How fine you go is just a matter of how much time you want to put in. Then once that's done then it's not unreasonable to assume that all weapons using the EnergyWeapons skill and not in the Pyromaniac list use EnergyResist- the only ones that don't are the Tesla weapons to my knowledge.

Edited by TheTalkieToaster
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