Merchanics behind splitting enemies

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Chopkinsca
Wayist
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Joined: Tue Jul 15, 2014 6:37 pm

Merchanics behind splitting enemies

#1 Post by Chopkinsca »

I was wondering how splitting monsters such as oozes work. I couldn't find anything about it in a search.
Also known as Boatshow, for some stupid reason.

HousePet
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Re: Merchanics behind splitting enemies

#2 Post by HousePet »

What sort of mechanics are you looking for?
My feedback meter decays into coding. Give me feedback and I make mods.

Chopkinsca
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Joined: Tue Jul 15, 2014 6:37 pm

Re: Merchanics behind splitting enemies

#3 Post by Chopkinsca »

I mean things like when do they split, how often do they split, how much health do they have when they split, is there a limit to their splitting.
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edge2054
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Re: Merchanics behind splitting enemies

#4 Post by edge2054 »

The short answer is it varies.

The attribute is called clone_on_hit and it has a few sub attributes, min_dam_pct and chance. When you hit a monster with clone_on_hit its maximum life is checked against the min_dam_pct. It the hit is large enough the chance is rolled. If the roll is successful a clone is created with half of the originals current life (not maximum life) and half of the originals clone_on_hit.chance.

So the clones have a smaller chance of splitting then the original but assuming some kind of healing the original can split forever.

Note that the most notorious cloner in the game is the brittle ooze. 50% chance to split and splits on any damage larger than 1% of its maximum life. By comparison a Gelatinous Cube sits at 30% chance with a 15% threshold.

Chopkinsca
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Re: Merchanics behind splitting enemies

#5 Post by Chopkinsca »

Thanks, that was the answer I was looking for. I also forgot this game is open source, so I can look at the code for any future questions.
Also known as Boatshow, for some stupid reason.

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