Barabas' regeneration

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Revision as of 18:54, 19 June 2008 by Loser (talk | contribs) (Mystery solved. TRAM shortcuts ^_^')
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This is page about Barabus's regeneration, for Paradox and his project.


1) Only AI2 powered characters can regenerate the way similar to Barabus. For player, there are hypos. ^_^

2) Only 05 - Barabbas shoot | 06 - Barabbas advance | 07 - Barabbas melee CMBT behaviors contain possibility of regeneration.

3) AI2 character must have basic health 150 or more, otherwise it won't work. Basic health is base health from ONCC + additional health from CHAR

4) When AI2 character is made unkillable (either by script or via flags in CHAR), total amount of hitpoints which can be healed is limited to the value of character's basic health. That means if char has 100 hitpoints, he/she can heal max 100 hitpoints ALTOGETHER, then regeneration is disabled. Read section 6 about mechanics of regeneration to fully understand.

5) Regeneration mechanics can be called unlimited times, unless they are disabled by unkillable max healed hitpoints limitation (read section 6)

6) Mechanics of regeneration:

  • When AI2 character has 40% of its basic health or less, regeneration mechanics start.
  • AI2 character can be healed max to 80% of basic health, then engine ends regeneration. If AI2 is forced to end regeneration earlier (enemy comes nearby) and its actual health is over 40% of basic health, it won't regenerate further. It will do its own business until its health drops under 40% of base health again.
  • For AI to start regenerating, distance at least about 40 game world units (more or less) is required. Due to this AI2 attempts for about 300 game time units to get away from its enemy to at least this distance. If this is unsucessful (enemy still to close), regeneration mechanics are terminated for some time (AI2 starts fighting again) but after another some time(^_^') these regeneration mechanics start again.
  • When in required distance, AI2 goes into animation: type 219, state from 07 to 68, varient 00|00|00|02 (fight varient). For sucessful transition into state 68, at least one of combat idle animations(for example STRCOMidle1) must have shortcut to state 68(see TRAM for info about animation shortcut). This is required for actual regeneration process. If AI2 sucesses in getting into state 68, it loops animation: type 219, state from 68 to 68, varient 00|00|00|02 (fight varient). Along with that, engine calls something similar to elderrune cheat for this AI2 character. That is what actually heals it.
  • When terminated, AI2 character goes back to its job (fight, usually ^_^'). Healed hitpoints from all regeneration sessions are added together. Sum of all healed hitpoints has it own meaning when AI2 character is unkillable (read section 4).

Solved. Now we can give regeneration to other TRACs as well.

It looks like required 150 hitpoints are a bit too much health for ordinary non-boss opponents, but keep in mind that in fact engine can heal AI2 character max to 80% of it, which is about 120(it usually heals one or two hitpoints over 80% which is nothing important). 120 is basic health of red Elites. So we can take Elite_hard ONCC, give it additional health via CHAR so his basic health is 150 and then (via chr_set_health) reduce his health to 80% of basic when he is spawned. This way, we can get "harder hard elites" ^_^