Author Topic: Determining gibs in game  (Read 484 times)

Legacy_ShadowM

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Determining gibs in game
« on: November 13, 2015, 04:33:02 am »


               

I got gibs / exploding creatures working in my base, my question is how did the other game determine when it fired. Like baldurs gate and ice wind dale. I read it was called when big junk of damage was done on death, but I want to get into specifics. Like was it only melee damage or all damage? Was it a set formula of damage and if so what was the formula. Idea and suggestion making a formula to call it and can we grab that information.


 



               
               

               
            

Baaleos

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Determining gibs in game
« Reply #1 on: November 13, 2015, 10:02:16 am »


               

I don't actually know.


Some googling took me to this page:


 


https://forums.beamd...permanent-death


 


Some people have theorized that the exploding body was triggered if the health is reduced to -10.


Eg: Player has 50 health, they take 60 damage, they then hit -10 : so they explode.


 


Others have thought it might be critical hit induced - (its possible the critical hit just made it so that the above condition was met)


               
               

               
            

Legacy_ShadowM

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Determining gibs in game
« Reply #2 on: November 14, 2015, 02:29:15 am »


               

Ok I made the system do gibs if you the killing damage is greater then half the max hp of the creature.


Example 4 hp creature, if you killing blow does 3 or more then gib.


So will not see many 1000 hp creatures exploding LOL



               
               

               
            

Legacy_LoA_Tristan

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Determining gibs in game
« Reply #3 on: November 17, 2015, 11:54:52 pm »


               

I'm wary of gibs.  Doesn't it prevent OnDeath from running?



               
               

               
            

Legacy_ShadowM

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Determining gibs in game
« Reply #4 on: November 18, 2015, 02:10:26 am »


               Well not in my system the regular death script still runs. It is part of my special pre-death system that be coming out in hr base 10.00 which let you do some special deaths in the sample so far I have radius damage on death and spawn creature on death and gibs. I put in a switch for the gibs, you can turn it off.
               
               

               
            

Legacy_Shadooow

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Determining gibs in game
« Reply #5 on: November 20, 2015, 09:51:34 am »


               

Others have thought it might be critical hit induced - (its possible the critical hit just made it so that the above condition was met)



It doesnt have to be critical strike but i dont know whats the exact formula. I think the damage must exceed current hp + 10 ie the resulting hp to be -11 and less. Also the instagib is done via devastating attack or EffectDeath(TRUE); Afaik vorpal on the other hand leaves corspe intact.

 



I'm wary of gibs.  Doesn't it prevent OnDeath from running?



no, edit: something like this might be written in nwn lexicon and it might be true in some older patches, but now it works and online version of lexicon was edited by me to clarify this



               
               

               
            

Legacy_LoA_Tristan

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Determining gibs in game
« Reply #6 on: November 21, 2015, 07:20:01 am »


               

I was screwing around in the toolset and noticed that gibbing creatures could prevent OnDeath when the game was especially busy (where the script engine lags, and so it won't run on a deleted object)


 


This was not for the community patch, though; just plain 1.69