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Wounds
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Author:  Asklar [ Wed May 02, 2012 4:11 am ]
Post subject:  Wounds

So, I was looking at wounds, and I realised that there is BurstDamage and EmissionDamage.

Which is the difference between those?

Author:  Kettenkrad [ Wed May 02, 2012 5:03 am ]
Post subject:  Re: Wounds

Afaics BurstDamage comes into effect when the wound emits it's first burst of particles, and on every other burst (defined in BurstSpacing or something). EmissionDamage, I would assume, comes into effect every time a particle is emitted.

Author:  Azukki [ Thu May 03, 2012 2:03 am ]
Post subject:  Re: Wounds

Lets say I have
BurstDamage = 2.5
EmissionDamage = 0.025
ParticlesPerMinute = 300
EmissionCountLimit = 200
BurstSize = 10
BurstScale = 4

Upon having this wound inflicted, an actor will instantly lose 2.5 health (BurstDamage) and splash (burst) out 10 blood drops (BurstSize) at 4 times the regular emission velocity. (BurstScale)
For the bleeding afterward:
5 Emissions (blood drops) per second (300 [ParticlesPerMinute] / 60 [seconds per minute])
40 Seconds of bleeding (200 [EmissionCountLimit] / 5 [emissions per second])
5 Total bleeding damage (0.025 [EmissionDamage] * 200 [EmissionCountLimit])
0.125 Bleeding damage per second (5 [emissions per second]* 0.025 [EmissionDamage])

Author:  ryry1237 [ Thu May 03, 2012 2:23 am ]
Post subject:  Re: Wounds

I'm pretty sure burst damage is the initial damage you receive, while emission damage is more like bleeding and stuff.

Author:  Asklar [ Thu May 03, 2012 10:46 pm ]
Post subject:  Re: Wounds

Azukki wrote:
Lets say I have
BurstDamage = 2.5
EmissionDamage = 0.025
ParticlesPerMinute = 300
EmissionCountLimit = 200
BurstSize = 10
BurstScale = 4

Upon having this wound inflicted, an actor will instantly lose 2.5 health (BurstDamage) and splash (burst) out 10 blood drops (BurstSize) at 4 times the regular emission velocity. (BurstScale)
For the bleeding afterward:
5 Emissions (blood drops) per second (300 [ParticlesPerMinute] / 60 [seconds per minute])
40 Seconds of bleeding (200 [EmissionCountLimit] / 5 [emissions per second])
5 Total bleeding damage (0.025 [EmissionDamage] * 200 [EmissionCountLimit])
0.125 Bleeding damage per second (5 [emissions per second]* 0.025 [EmissionDamage])


This is the best explanation I could have gotten. Thanks!

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