Making physical resistances random
seraglio
Member Posts: 122
in BG:EE Mods
Hello all. I am trying to create a defense that gives resistance to physical attacks "sometimes". If the target is hit, there is say a 50% chance that he avoids a certain percentage of the damage.
So far I've tried adding a number less than 100 in probability 1. That doesn't seem to work.
I've also tried a "on hit cast spell" that casts a custom spell that gives physical resistance, giving the "on hit cast spell" the random chance of firing. That's not working either.
Anyone have any ideas? Perhaps physical resistances- are just hardcoded to be binary?
So far I've tried adding a number less than 100 in probability 1. That doesn't seem to work.
I've also tried a "on hit cast spell" that casts a custom spell that gives physical resistance, giving the "on hit cast spell" the random chance of firing. That's not working either.
Anyone have any ideas? Perhaps physical resistances- are just hardcoded to be binary?
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I'll give more depth. I have an idea for a ooze like creature. It has some , mobile internal organs. Some attacks hit for full damage. But some attacks hit for partial damage because they hit only ooze. Damage is never avoided entirely, like high armor class or stoneskins. And damage is not always partially absorbed, like current damage resistance. Some damage is always taken on a hit, its just a matter of whether or not its full or partial, which is random and based on damage type.
So say, 50% of the time when hit, Piercing/Missle damage is halved, slashing damage does 75%, and blunt does 90%. The other 50%, full damage. I know 25% piercing/missle kind of accomplishes the final result...but that's no fun and not what I'm trying to do. I want EVERY hit to do some damage, probably full damage. That's the concept, I just want to know if the game engine can accomplish it, and if not why not. I'm trying to learn more about the limits and quirks of the infinity engine, do some things that haven't been done already.
Make sense? Seems doable with a "on hit spell" but I can't get it to work. Looking for someone with knowledge of the ins and outs of NI and coding. Thanks!
Yeah, that makes more sense, and is something different from AC. Unfortunately, can't help you there. I have little knowledge on the technical details.
I also haven't heard of any 2nd or 3rd edition rules that work like that, though of course that doesn't mean they can't be interesting!
Unfortunately, I can't do more for you than wish you good luck with your project.
I'll try the repeating .eff and report back. Usually I avoid such things because of past experiences with scripts using too much CPU, but I'll give it a go, thanks.