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>> No.4663767 [View]
File: 930 KB, 3648x1840, KSG 12 Gauge Short Barrel Shotgun.jpg [View same] [iqdb] [saucenao] [google]
4663767

>>4663216
>>4663661
Just figured out how to keep shotguns from blowing through multiple enemies. You make all of the shotgun pellets cause 1 point of damage but have its own damage type. Each enemy has a 100% painstate for shotguns which gives it a buckshot token each time (0 tics) then 1 tic goes by.
> Then you set up some kind of For loop, maybe using JumpIfInventory for the buckshot tokens
> Make the monster take damage from each buckshot token as its depleted

Since the monster already took all 7 (or 20) pellets from the blast, causing 1 point of damage each, the shotgun blast has been dissipated. Since that all happens at once the painstate for buckshot has been repeated at the 0 tics level a bunch of times but hasnt been allowed to progress to the next Tic that acts as a buffer (so the actual damage for the blast hasnt caught up with them yet).

Not sure if this is going to jump directly to death state even if its still stuck in a 0 tic loop for the damage delivery... but if it kills them before they're given a chance to go into overkill you can also check inside their Death state if there are buckshot tokens left... and then you can choose how much more buckshot they require in order to be splattered.

This is pretty elegant but it will require each monster having a memory token placed for whichever state they was in before they were shot so that it doesnt 100% faze them. And it automatically will require tweaking their painstates and death to support the dynamic.

For any monster you didnt give a shit about, the process is reversible by making them take 10x damage from buckshot so that each 1 point caused becomes 10 (im guessing boss/mini boss monsters since they take a truckload of damage to kill, the randomness doesnt matter).

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