TGMC:Xenomorph Mechanics: различия между версиями

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imported>Qwerty4429
imported>ClosetedSkeleton
 
(не показано 30 промежуточных версий 4 участников)
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{{TGMC}}
Here you can check out xenomorph mechanics more in-depth, with formulas and rules taken directly from the source code.
Here you can check out xenomorph mechanics more in-depth, with formulas and rules taken directly from the source code.


== Health and Armor ==
'''Also see: [[TGMC:Marine Mechanics]]'''
 
= The Core Xenomorph Mechanics =
 
==Health Regeneration==
Regen is pretty complicated. It always works on weeds (or off weeds if you have CASTE_INNATE_HEALING), and changes according to several things:
Regen is pretty complicated. It always works on weeds (or off weeds if you have CASTE_INNATE_HEALING), and changes according to several things:


* Doesn't work if you're on fire.
* Doesn't work if you're on fire.
* Base regen is 1+3.75% max HP.
* Base regen is 1 + 3.75% max HP.
* On resting weeds (white), regen increased 20% (after all modifiers, so it's always 1.2 times faster). But you only gain the bonus if you rest.
* On resting weeds (green), regen increased 20% (after all modifiers, so it's always 1.2 times faster). But you only gain the bonus if you rest.
* When standing, a major debuff (modifier is  1.1 resting vs 0.2 standing, so about 5 times as slow).
* When standing, a major debuff (modifier is  1.1 resting vs 0.2 standing, so about 5 times as slow).
* When you have '''Queen''' of '''Shrike''' alive (on same z-level) any regen is doubled.
* When you have '''[[TGMC:Queen|Queen]]''', '''[[TGMC:Shrike|Shrike]]''', or '''[[TGMC:King|King]]''' alive (on same z-level) any regen is doubled.
* Pheromones increase regen by % of max HP or flat, depending on aura level.
* Pheromones increase regen by % of max HP or flat, depending on pheromones level.


'''Formula''':
'''Formula''':


<code>REGEN = (1 + (maxHealth * (0.0375 + 0.01*Regen_aura_level))) * Multipliers + Ward</code>
<code>REGEN = (1 + (maxHealth * (0.0375 + 0.01*Regen_aura_level))) * Multipliers * Ramp</code>


<code>Multipliers = (0.2*Standing + 1.1*Resting) * (1+Ruler_alive) * (1+Resting*Resting_weeds*0.2)</code>
<code>Multipliers = (0.2*Standing + 1.1*Resting) * (1+Ruler_alive) * (1+Resting*Resting_weeds*0.2)</code>


<code>Ward = Warding_aural_level * 0.25</code>
Regen works with a '''delay'''.


Regen works with a '''delay'''.
* If under recovery pheromones, delay is small. <code>Ramp=1</code>
* Without pheromones, there is a 10 second delay to healing after taking damage. Then healing gradually increases from 0% to 100%. So it is worth resting for a while, but also note that timer starts working if you're standing up. So you can stand alert, wait for regen to ramp up, and then rest.
 
== Sunder Regeneration==
 
* Activation of sunder regen is under same rules as Health Regen
* Base is 0.25% per tick.
* Resting multiplies regen by 2
* Resting multiplies regen by 2
* +10% per recover pheromones level.
 
'''Formula''':
 
<code>Sunder_regen = 0.5 * (0.5 * (1+resting) * (1+resting_weeds) * (1+0.1*Regen_aura_level))</code>


* If under regen aura, delay is small.
== Sunder Healing in Xenomorph Abilities ==
* Without aura, it gradually double every tick until reaches max as given by formula above. So it is worth resting for a while, but also note that timer starts working if you're standing up. So you can stand alert, wait for regen to ramp up, and then rest.


==== Sunder ====
*Shrike's psychic cure heals a flat 10 sunder
regens a little different.
*Hivemind's, Drone's, and Queen's acidic acidic salve heals for 10% of the total amount healed


* Activation of regen is under same rules.
<code>Hivemind's and Queen's: 0.1 *(50  + (Regen_aura_level * xeno being healed's max health * 0.01))</code>
* Base is 0.5% per tick.
* Resting doubles regen.
* Resting weeds double again.
* +10% per regen aura level.


<code>Sunder_regen = 0.5 * (1+resting) * (1+resting_weeds) * (1+0.1*Regen_aura_level)</code>
*Drone's heal works the same way but heals for 3x if they are linked with their target and their target is within 10% of their total health


Among other things, healing abilities (Psychic cure) also give 5% of HP restored to sunder heal.
== Critical Health ==
After their health goes below 0, a xenomorph enters a critical state. In this state, they cannot preform actions but can still be dragged by other xenomorphs to safety. In this critical state, every xenomorph no matter the tier has 100 health. This health is still affected by HP regeneration mechanics, however, if the xenomorph is off weeds the xenomorph loses 5 health per tick, meaning that if a xenomorph gets knocked into critical while offweeds its almost certainly a death sentence if you have no nearby teammate that can quickly respond.


==== Critical ====
If a critical xenomorph regenerates their HP to 100 HP or above, they will be restored into an active state where they can move and perform their abilities, if they are knocked below 0 HP while in critical, they will permanently die and have to join again as a larva.
After getting smacked well enough, xeno goes to critical condition. He cannot perform actions, but still affected by regen mechanics. Also, off weeds he loses 5 but gains <code>Warding_aural_level * 0.5</code> health per tick.


==== Plasma ====
== Plasma Regeneration ==


* Resting doubles regen
* Resting doubles regeneration
* Resting weeds give +20%.
* Resting weeds give +20%
* Recovery pheromones do '''NOT''' affect plasma


== Fire damage ==
= Fire and resin =
Fire turns off regen, auras and some abilities. Damage per tick is
Fire turns off pheromones and prohibits some abilities. Damage per tick is


<code>(#fire_stacks + 3) * (1-fire_resist)</code>
<code>(#fire_stacks + 3) * (1-fire_resist)</code>


== Pheromones ==
Resin jelly increases your fire defense by '''100''' flat and protects you from obtaining '''new''' fire stacks (making you immune to catching on fire). Existing fire stacks persist but stop damaging you without an extreme amount of sunder.
AURAS DO NOT STACK! Only the most powerful is taken for each pheromone.
 
Walking over an acid trap that has atleast one level of acid will activate it, removing all fire from a xenomorph.
<br>
= Speed =
Speed for all mobs is calculated inversely, meaning a xenomorph with -1.0 speed is faster than a xenomorph with -0.4 speed. Each xenomorph has a custom speed stat that can be seen within their [[TGMC:Xenomorph Castes|Caste Info Page]] or within either the [[User:ClosetedSkeleton#Xenomorph Castes Basic Stats|Simplified Stats Chart]] or the [[User:ClosetedSkeleton#All_Xenomorph_Castes_Stat_Chart|Full Stats Chart]].
 
Speed is effected by only a few aspects:
*Being on weeds provides a -0.4 for almost all castes
*Frenzy pheromones provide -0.06 speed per level of frenzy
*Some xenos have abilities which allow them to boost their movespeed, see this in their caste page or on [[User:ClosetedSkeleton#All_Xenomorph_Castes_Stat_Chart|Full Stats Chart]]
*Being hit by certain [[TGMC:Marine Equipment|marine weapons]] will cause staggering and slowdown
 
<br>
For reference, a human or robot with no armor moves at -1.0, with running giving them a -1.0 boost while consuming stamina
 
= Pheromones =
'''PHEROMONES DO NOT STACK!''' Only the most powerful is taken for each pheromone.
 
==Pheromone levels per Xenomorph==
 
[[File:Wiki Images.png|64px|link=TGMC:Drone#Maturity_Statistics_and_Evolution_Paths|Drone]] Drone - 2.0, [[File:CarrierTGMC.png|64px|link=TGMC:Carrier#Maturity_Statistics_and_Evolution_Paths|Carrier]] Carrier - 2.5, [[File:TGMC_Defiler.png|64px|link=TGMC:Defiler#Maturity_Statistics_and_Evolution_Paths|Defiler]] Defiler - 2.6, [[File:HivelordTGMC.png|64px|link=TGMC:Hivelord#Maturity_Statistics_and_Evolution_Paths|Hivelord]] Hivelord - 3.0, [[File:Shrike.png|64px|link=TGMC:Shrike#Maturity_Statistics_and_Evolution_Paths|Shrike]] Shrike - 3.0, [[File:Tgmc_hivemind_materialisation.gif|link=TGMC:Hivemind#Maturity_Statistics_and_Evolution_Paths]] Hivemind - 4.0, [[File:PraetorianTGMC.png|64px|link=TGMC:Praetorian#Maturity_Statistics_and_Evolution_Paths|Praetorian]] Praetorian - 4.5, [[File:QueenTGMC.png|64px|link=TGMC:Queen#Maturity_Statistics_and_Evolution_Paths|Queen]] Queen and Pheromone Towers - 5.0, and finally [[File:TGMC King.png|64px|link=TGMC:King#Maturity_Statistics_and_Evolution_Paths|King]] King - 6.0.
 
{| class="wikitable"
{| class="wikitable"
! style="background:#afeeee" width=150|Pheromones  
! style="background:#afeeee" width=150|Pheromones  
! style="background:#afeeee" |Effect
! style="background:#afeeee" |Effect
|-
|-
![[File:TGMC_Recovery.png|64px]]<br>Recovery
![[File:TGMC_Recovery.png|64px]]<br>Recovery  
|Described above. Gives 1% regen per level.
|
Also increases effect of healing abilities.
*Adds a 1% boost per recovery level to health regen
 
*Adds a 10% boost per recovery level to sunder regen (stacks multiplicative)
Regen only works on weeds.
*Adds a 1% boost per recovery level to healing abilities HP heal
*Adds a 1% boost per recovery level to healing abilities sunder heal
*Adds a 5% boost per recovery level to amount healed per hivelord beam tick
|-
|-
![[File:TGMC_Warding.png|64px]]<br>Warding
![[File:TGMC_Warding.png|64px]]<br>Warding
|Gives 2.5 Soft Armor (in each category) per level.  
|
Increases regen by 0.25HP per tick flat.
*Gives 2.5 unsunderable Soft Armor per level of warding.
 
*Applies to every form of Soft Armor
Regen only works on weeds.
|-
|-
![[File:TGMC_Frenzy.png|64px]]<br>Frenzy
![[File:TGMC_Frenzy.png|64px]]<br>Frenzy
| +0.06 base speed per level.
|  
*-0.06 extra speed per level of frenzy
*'''DOES NOT''' effect damage
|}<code>Aura_range = round(6+Aura_level*2)</code>
|}<code>Aura_range = round(6+Aura_level*2)</code>


Aura (pheromone) level (strength) is on each xeno's page. Varies from 2 to 6.
* Reminder that speed is calculated inversely


== Queen mechanics ==
Aura (pheromone) level (strength) is on each xeno's page. Varies from 2.0 to 6.0
 
= Queen mechanics =
Hive leaders have Queen's pheromones (type and level). And of course they can choose their own if they posses this ability.
Hive leaders have Queen's pheromones (type and level). And of course they can choose their own if they posses this ability.


Rally minions summons minions nearby, note that activation sets behaviour to "aggressive". This patch Queen should get a rally point ability similar to that of Hive mind. Every minion will go there - including those who spawned after. Minions have low degree of independence, so if enemy is nearby they will aggro and attack.
Rally minions summons minions nearby, note that activation sets behaviour to "aggressive". This patch Queen should get a rally point ability similar to that of Hive mind. Every minion will go there - including those who spawned after. Minions have low degree of independence, so if enemy is nearby they will aggro and attack.


== Buildings ==
= Buildings =
[[File:Resin wall.png|64px]] Resin wall. They regen on their own. Starts at 150 HP, regens at 3 HP per 5 secs, up to 300 HP. This maximum is same for all castes, starting health differs. Has 40% bullet resistance.  
[[File:Resin wall.png|64px]] Resin wall. They regen on their own. Starts at 150 HP, regens at 3 HP per 5 secs, up to 300 HP. This maximum is same for all castes, starting health differs. Has 40% bullet resistance.  


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Before Containment SHitters are open, all weed costs only half as much.
Before Containment SHitters are open, all weed costs only half as much.


== '''LARVA SPAWN FORMULA''' ==
= Tier Slots =
'''Tier 4''' are limited to one each of: Queen, Shrike, King.
 
'''Tier 3:'''
 
<code>Tier 3 = (NUM_XENOS-NUM_TIER_3)/3+1</code>
 
Minimum one. If current number of T3 is higher than that, no xeno is devolved (the number stays until death of one of them).
 
'''Tier 2:'''
 
<code>Tier 3 = NUM_TIER_0+NUM_TIER_1+NUM_TIER_4 + 1 - NUM_TIER_3</code>
 
So if somebody evolves from T2 to T3, T2 slot is gone.
 
'''Tier 1''' is unlimited
 
'''Tier 0''' are larvas, see below.
 
= Larva spawn formula =
Points are given each minute, as below:
Points are given each minute, as below:


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For distress, you must gain '''8 points per larva'''. Also, at the start you gain '''2 burrowed larva'''.
For distress, you must gain '''8 points per larva'''. Also, at the start you gain '''2 burrowed larva'''.
When somebody enters the game on marine side, xeno gain '''3.25''' larva points. Therefore stable ratio is 2 xeno to 5 marines.
= Maturity gain formula =
Maturity is given every tick(a tick on average is 2 seconds), as below:
<code>Maturity Points = 1+(Burrowed/6)+0.2*Maturity towers</code>
With a base of 1 per tick every tower adds 0.2 points, giving you a 20% increase in maturity gain.
Burrowed larva increase maturity by around 0.17 points, giving you a 17% increase per larva.

Текущая версия от 00:55, 24 ноября 2023

Файл:DMCA Logo.png This page is a part of the TGMC wiki.

TGMC is a project based on the CM-SS13 codebase.


Here you can check out xenomorph mechanics more in-depth, with formulas and rules taken directly from the source code.

Also see: TGMC:Marine Mechanics

The Core Xenomorph Mechanics[править | править код]

Health Regeneration[править | править код]

Regen is pretty complicated. It always works on weeds (or off weeds if you have CASTE_INNATE_HEALING), and changes according to several things:

  • Doesn't work if you're on fire.
  • Base regen is 1 + 3.75% max HP.
  • On resting weeds (green), regen increased 20% (after all modifiers, so it's always 1.2 times faster). But you only gain the bonus if you rest.
  • When standing, a major debuff (modifier is 1.1 resting vs 0.2 standing, so about 5 times as slow).
  • When you have Queen, Shrike, or King alive (on same z-level) any regen is doubled.
  • Pheromones increase regen by % of max HP or flat, depending on pheromones level.

Formula:

REGEN = (1 + (maxHealth * (0.0375 + 0.01*Regen_aura_level))) * Multipliers * Ramp

Multipliers = (0.2*Standing + 1.1*Resting) * (1+Ruler_alive) * (1+Resting*Resting_weeds*0.2)

Regen works with a delay.

  • If under recovery pheromones, delay is small. Ramp=1
  • Without pheromones, there is a 10 second delay to healing after taking damage. Then healing gradually increases from 0% to 100%. So it is worth resting for a while, but also note that timer starts working if you're standing up. So you can stand alert, wait for regen to ramp up, and then rest.

Sunder Regeneration[править | править код]

  • Activation of sunder regen is under same rules as Health Regen
  • Base is 0.25% per tick.
  • Resting multiplies regen by 2
  • Resting multiplies regen by 2
  • +10% per recover pheromones level.

Formula:

Sunder_regen = 0.5 * (0.5 * (1+resting) * (1+resting_weeds) * (1+0.1*Regen_aura_level))

Sunder Healing in Xenomorph Abilities[править | править код]

  • Shrike's psychic cure heals a flat 10 sunder
  • Hivemind's, Drone's, and Queen's acidic acidic salve heals for 10% of the total amount healed

Hivemind's and Queen's: 0.1 *(50 + (Regen_aura_level * xeno being healed's max health * 0.01))

  • Drone's heal works the same way but heals for 3x if they are linked with their target and their target is within 10% of their total health

Critical Health[править | править код]

After their health goes below 0, a xenomorph enters a critical state. In this state, they cannot preform actions but can still be dragged by other xenomorphs to safety. In this critical state, every xenomorph no matter the tier has 100 health. This health is still affected by HP regeneration mechanics, however, if the xenomorph is off weeds the xenomorph loses 5 health per tick, meaning that if a xenomorph gets knocked into critical while offweeds its almost certainly a death sentence if you have no nearby teammate that can quickly respond.

If a critical xenomorph regenerates their HP to 100 HP or above, they will be restored into an active state where they can move and perform their abilities, if they are knocked below 0 HP while in critical, they will permanently die and have to join again as a larva.

Plasma Regeneration[править | править код]

  • Resting doubles regeneration
  • Resting weeds give +20%
  • Recovery pheromones do NOT affect plasma

Fire and resin[править | править код]

Fire turns off pheromones and prohibits some abilities. Damage per tick is

(#fire_stacks + 3) * (1-fire_resist)

Resin jelly increases your fire defense by 100 flat and protects you from obtaining new fire stacks (making you immune to catching on fire). Existing fire stacks persist but stop damaging you without an extreme amount of sunder.

Walking over an acid trap that has atleast one level of acid will activate it, removing all fire from a xenomorph.

Speed[править | править код]

Speed for all mobs is calculated inversely, meaning a xenomorph with -1.0 speed is faster than a xenomorph with -0.4 speed. Each xenomorph has a custom speed stat that can be seen within their Caste Info Page or within either the Simplified Stats Chart or the Full Stats Chart.

Speed is effected by only a few aspects:

  • Being on weeds provides a -0.4 for almost all castes
  • Frenzy pheromones provide -0.06 speed per level of frenzy
  • Some xenos have abilities which allow them to boost their movespeed, see this in their caste page or on Full Stats Chart
  • Being hit by certain marine weapons will cause staggering and slowdown


For reference, a human or robot with no armor moves at -1.0, with running giving them a -1.0 boost while consuming stamina

Pheromones[править | править код]

PHEROMONES DO NOT STACK! Only the most powerful is taken for each pheromone.

Pheromone levels per Xenomorph[править | править код]

Drone Drone - 2.0, Carrier Carrier - 2.5, Defiler Defiler - 2.6, Hivelord Hivelord - 3.0, Shrike Shrike - 3.0, Hivemind - 4.0, Praetorian Praetorian - 4.5, Queen Queen and Pheromone Towers - 5.0, and finally King King - 6.0.

Pheromones Effect

Recovery
  • Adds a 1% boost per recovery level to health regen
  • Adds a 10% boost per recovery level to sunder regen (stacks multiplicative)
  • Adds a 1% boost per recovery level to healing abilities HP heal
  • Adds a 1% boost per recovery level to healing abilities sunder heal
  • Adds a 5% boost per recovery level to amount healed per hivelord beam tick

Warding
  • Gives 2.5 unsunderable Soft Armor per level of warding.
  • Applies to every form of Soft Armor

Frenzy
  • -0.06 extra speed per level of frenzy
  • DOES NOT effect damage

Aura_range = round(6+Aura_level*2)

  • Reminder that speed is calculated inversely

Aura (pheromone) level (strength) is on each xeno's page. Varies from 2.0 to 6.0

Queen mechanics[править | править код]

Hive leaders have Queen's pheromones (type and level). And of course they can choose their own if they posses this ability.

Rally minions summons minions nearby, note that activation sets behaviour to "aggressive". This patch Queen should get a rally point ability similar to that of Hive mind. Every minion will go there - including those who spawned after. Minions have low degree of independence, so if enemy is nearby they will aggro and attack.

Buildings[править | править код]

Resin wall. They regen on their own. Starts at 150 HP, regens at 3 HP per 5 secs, up to 300 HP. This maximum is same for all castes, starting health differs. Has 40% bullet resistance.

Resin Door. Has 100 HP for Drone with 1.5 Hardness and 160 HP for Hivelord with Hardness 2.

Before Containment SHitters are open, all weed costs only half as much.

Tier Slots[править | править код]

Tier 4 are limited to one each of: Queen, Shrike, King.

Tier 3:

Tier 3 = (NUM_XENOS-NUM_TIER_3)/3+1

Minimum one. If current number of T3 is higher than that, no xeno is devolved (the number stays until death of one of them).

Tier 2:

Tier 3 = NUM_TIER_0+NUM_TIER_1+NUM_TIER_4 + 1 - NUM_TIER_3

So if somebody evolves from T2 to T3, T2 slot is gone.

Tier 1 is unlimited

Tier 0 are larvas, see below.

Larva spawn formula[править | править код]

Points are given each minute, as below:

PTS = ((1.75 + SILOS) * (marines * 0.035 * (marines_on_ship * 3 + marines_on_planet * 2)) / (1+1.75)) * (1+Hijacked*2) + BUFF

So, taking BUFF as 0, with 1 silo you have multiplier of 2.75.

With 2 silos, you have multiplier of 3.75, which translates to 36% increase in larvas.

Buff base is 0. Updates once every 5 minutes.

Changes according to:

  1. Monitoring decides that balance is off.
  2. There is a stalemate.
  3. If live players are less than ghosts. Then there is BUFF = GHOSTS * 0.75

For distress, you must gain 8 points per larva. Also, at the start you gain 2 burrowed larva.

When somebody enters the game on marine side, xeno gain 3.25 larva points. Therefore stable ratio is 2 xeno to 5 marines.

Maturity gain formula[править | править код]

Maturity is given every tick(a tick on average is 2 seconds), as below:

Maturity Points = 1+(Burrowed/6)+0.2*Maturity towers

With a base of 1 per tick every tower adds 0.2 points, giving you a 20% increase in maturity gain.

Burrowed larva increase maturity by around 0.17 points, giving you a 17% increase per larva.