#[ER] Method to reduce damage between NPC Enemies when fighting each other.

23 messages · Page 1 of 1 (latest)

hollow cairn
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Hello, trying to find a way to make enemies fight without dealing full damage. I swear I have seen this in game somewhere but cannot seem to remember. Any info I appreciated.

Edit: I am aware of how teamtype works and can implement that without issue. My question is about the damage dealt.

night junco
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The battle you're talking about is near the grace site called agheel lake south. Enemies hp doesn't start dropping until you walk into set distance and their damage output towards each other is made much weaker, to extend the length of such battle.

hollow cairn
mental ridge
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@hollow cairn
If you have 2 specific NPCs that you would lime to make fight reducing dam values in AttackParamNPC for the IDs assossiated to their attacks. Would be the easiest way and could make the fight drag out for hours if you want.
Find the Dam and Correction fields in AttackParamNpc like Phys,Magic,Fire,Lightning, etc.
PhysCorrection,MagicCorrection, etc.

hollow cairn
# mental ridge <@368105365973499914> If you have 2 specific NPCs that you would lime to make f...

The only concern would be reducing the damage they deal to the player. I want the damage the deal to remain the same, but just be reduced between NPC group 1 and 2. I did manage to locate the event script that uses SpEffects 4800 (0% damage taken) and 4802 (10% damage taken). There is also use of speffect 5653, which uses state info 456. But I am not sure what that does. Either way, I think the EMEVD method is likely the best option for my need.

mental ridge
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@hollow cairn if you go the SpEffect route you could make the dam reduction only affect NPCs by changing the Target / Trigger for the effect ID.

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Dam to player would remain intact

minor minnow
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This is how the War-Dead Catacombs does it, they tickle each other because they have an effect that reduces damage done to other Npc's but not the player

hollow cairn
mental ridge
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@minor minnow
Do you have 1 effect id in mind that you know works like this ?. I would like to check a few things inside value wise.

minor minnow
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The War-Dead Catacombs enemies have it and it's invoked via SpEffectSetParam

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The SetParam is in the 100000 range

mental ridge
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K ty

mental ridge
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@minor minnow
So Using the Main
SpEffectSetParam ID is accepted as the sum of it's parts ?

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Because I see that the set ids have up to 4 speffects set inside so these decide what the Id will have for effect ?

minor minnow
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SetParam is defined in MSB and whatever effects are in SetParam will be applied to the enemy that has the SetParam

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Also these are the fields used to discriminate damage between Npc's and players

mental ridge
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@minor minnow
Thanks man, it's funny I regularly scroll past these But Because of the Alt Naming had set them along with the online stuff and never looked back.

[ atkPlayerDmgCorrectRate_Physics ]
this is why
[ PVP Damage %: Physical ]<- would you say this is a mistake ?

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I will go through all of them, test them and Re-Label accordingly.

minor minnow
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Yes and no, it is used for PvP mainly the Scorpion Charms but it has use outside of PvP

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That screenshot was from my Sekiro params since that what I have open more often than not and they don't have the new community names which I tend to not use anyways

mental ridge
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Screen was perfect names on these are identical. But offline usage should at the very least be mentionned in Wiki Def and Even Perhaps a small hint to this in the New Names could be helpfull.
Have a nice evening.