Modding help: understanding critical effect dice rolls.

shifteight
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Modding help: understanding critical effect dice rolls.

Postby shifteight » Sun 11 Oct 2020 19:26

One of the things I want to do with my mod is make tank combat less binary. One of the things I want to change to make that happen is alter the probability that tanks take certain critical effects. But I am not sure I understand the code below. Originally this code was only in place for side and read ricochets, but I copy pasted it to front as well. I am not sure I understand the dice rolls. It seems to say that dive rolls 1-5 result in different effects. Then it creates a sub-roll from 6-100, I think. Except that in that 6-100, it appears to claim that from 1-65 shells will bounce, and from 66-100 different critical effects can happen. Firstly, why are there redundant effects from dive rolls 1-5? Second, how can the dive rolls be from 6-100 and 1-65 at the same time? That would seem to overlap. Clearly I am not understanding something here.

[
TCriticalEffect(Roll=(1,1) Token='BOUNCE2' EffectsPack=~/UnitEffect_Critic_Stop_Armes TimeOut=120 RepairCost=-1 KeepWhenLeavingTerrain=False Unique=False DisplayOnDeath=False), // Shooter KO -> Armes stop 120sec
TCriticalEffect(Roll=(2,2) Token='BOUNCE3' EffectsPack=~/UnitEffect_Critic_Stop_Reload TimeOut=120 RepairCost=-1 KeepWhenLeavingTerrain=False Unique=False DisplayOnDeath=False), // Loader KO -> no reload 120sec
TCriticalEffect(Roll=(3,3) Token='BOUNCE4' EffectsPack=~/UnitEffect_Critic_Full_Stop TimeOut=120 RepairCost=-1 KeepWhenLeavingTerrain=False Unique=False DisplayOnDeath=False), // Driver KO -> Full stop 120sec
TCriticalEffect(Roll=(4,5) Token='CRITIC6' EffectsPack=~/UnitEffect_Critic_Vitesse_50 TimeOut=-1 RepairCost=50 KeepWhenLeavingTerrain=False Unique=True DisplayOnDeath=False), // Transmission endommagée -> 50% vitesse

TCriticalEffect(Roll=(6,100) Token='BOUNCE1' EffectsPack=nil TimeOut=0 RepairCost=-1 KeepWhenLeavingTerrain=False Unique=False DisplayOnDeath=False), // BOUNCE
{TCriticalEffect(Roll=(1,65) Token='BOUNCE1' EffectsPack=nil TimeOut=0 RepairCost=-1 KeepWhenLeavingTerrain=False Unique=False DisplayOnDeath=False), // BOUNCE
TCriticalEffect(Roll=(66,70) Token='CRITIC23' EffectsPack=~/UnitEffect_Critic_Deroute TimeOut=30 RepairCost=-1 KeepWhenLeavingTerrain=False Unique=True DisplayOnDeath=False), // Crew panicked -> Deroute
TCriticalEffect(Roll=(71,75) Token='BOUNCE2' EffectsPack=~/UnitEffect_Critic_Stop_Armes TimeOut=120 RepairCost=-1 KeepWhenLeavingTerrain=False Unique=False DisplayOnDeath=False), // Shooter KO -> Armes stop 120sec
TCriticalEffect(Roll=(76,80) Token='BOUNCE3' EffectsPack=~/UnitEffect_Critic_Stop_Reload TimeOut=120 RepairCost=-1 KeepWhenLeavingTerrain=False Unique=False DisplayOnDeath=False), // Loader KO -> no reload 120sec
TCriticalEffect(Roll=(81,85) Token='BOUNCE4' EffectsPack=~/UnitEffect_Critic_Full_Stop TimeOut=120 RepairCost=-1 KeepWhenLeavingTerrain=False Unique=False DisplayOnDeath=False), // Driver KO -> Full stop 120sec
TCriticalEffect(Roll=(86,90) Token='BOUNCE5' EffectsPack=~/UnitEffect_Critic_Bailed_Out TimeOut=10 RepairCost=-1 KeepWhenLeavingTerrain=False Unique=False DisplayOnDeath=False), // Crew KO -> Bailout 120sec
TCriticalEffect(Roll=(91,95) Token='CRITIC6' EffectsPack=~/UnitEffect_Critic_Vitesse_50 TimeOut=-1 RepairCost=50 KeepWhenLeavingTerrain=False Unique=True DisplayOnDeath=False), // Transmission endommagée -> 50% vitesse
TCriticalEffect(Roll=(96,100) Token='CRITIC8' EffectsPack=~/UnitEffect_Critic_Vitesse_50 TimeOut=-1 RepairCost=50 KeepWhenLeavingTerrain=False Unique=True DisplayOnDeath=False), // Moteur endommagée -> 50% vitesse}

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JoonasTo
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Re: Modding help: understanding critical effect dice rolls.

Postby JoonasTo » Fri 23 Oct 2020 22:27

Roll Dice 100

Code: Select all

TCriticalEffect(Roll=(1,1) Token='BOUNCE2' EffectsPack=~/UnitEffect_Critic_Stop_Armes TimeOut=120 RepairCost=-1 KeepWhenLeavingTerrain=False Unique=False DisplayOnDeath=False), // Shooter KO -> Armes stop 120sec

Rolls from 1-1 Shooter Ko -> No weapons for 120 seconds

Code: Select all

TTCriticalEffect(Roll=(2,2) Token='BOUNCE3' EffectsPack=~/UnitEffect_Critic_Stop_Reload TimeOut=120 RepairCost=-1 KeepWhenLeavingTerrain=False Unique=False DisplayOnDeath=False), // Loader KO -> no reload 120sec

Rolls from 2-2 Loader Ko -> No Reloading for 120 seconds

Code: Select all

TCriticalEffect(Roll=(3,3) Token='BOUNCE4' EffectsPack=~/UnitEffect_Critic_Full_Stop TimeOut=120 RepairCost=-1 KeepWhenLeavingTerrain=False Unique=False DisplayOnDeath=False), // Driver KO -> Full stop 120sec

Rolls from 3-3 Driver KO -> No movement for 120 seconds

Code: Select all

TCriticalEffect(Roll=(4,5) Token='CRITIC6' EffectsPack=~/UnitEffect_Critic_Vitesse_50 TimeOut=-1 RepairCost=50 KeepWhenLeavingTerrain=False Unique=True DisplayOnDeath=False), // Transmission endommagée -> 50% vitesse

Rolls from 4-5 Loader Ko -> Transmission damaged -> Half Speed

Code: Select all

TCriticalEffect(Roll=(6,100) Token='BOUNCE1' EffectsPack=nil TimeOut=0 RepairCost=-1 KeepWhenLeavingTerrain=False Unique=False DisplayOnDeath=False), // BOUNCE
{TCriticalEffect(Roll=(1,65) Token='BOUNCE1' EffectsPack=nil TimeOut=0 RepairCost=-1 KeepWhenLeavingTerrain=False Unique=False DisplayOnDeath=False), // BOUNCE
TCriticalEffect(Roll=(66,70) Token='CRITIC23' EffectsPack=~/UnitEffect_Critic_Deroute TimeOut=30 RepairCost=-1 KeepWhenLeavingTerrain=False Unique=True DisplayOnDeath=False), // Crew panicked -> Deroute
TCriticalEffect(Roll=(71,75) Token='BOUNCE2' EffectsPack=~/UnitEffect_Critic_Stop_Armes TimeOut=120 RepairCost=-1 KeepWhenLeavingTerrain=False Unique=False DisplayOnDeath=False), // Shooter KO -> Armes stop 120sec
TCriticalEffect(Roll=(76,80) Token='BOUNCE3' EffectsPack=~/UnitEffect_Critic_Stop_Reload TimeOut=120 RepairCost=-1 KeepWhenLeavingTerrain=False Unique=False DisplayOnDeath=False), // Loader KO -> no reload 120sec
TCriticalEffect(Roll=(81,85) Token='BOUNCE4' EffectsPack=~/UnitEffect_Critic_Full_Stop TimeOut=120 RepairCost=-1 KeepWhenLeavingTerrain=False Unique=False DisplayOnDeath=False), // Driver KO -> Full stop 120sec
TCriticalEffect(Roll=(86,90) Token='BOUNCE5' EffectsPack=~/UnitEffect_Critic_Bailed_Out TimeOut=10 RepairCost=-1 KeepWhenLeavingTerrain=False Unique=False DisplayOnDeath=False), // Crew KO -> Bailout 120sec
TCriticalEffect(Roll=(91,95) Token='CRITIC6' EffectsPack=~/UnitEffect_Critic_Vitesse_50 TimeOut=-1 RepairCost=50 KeepWhenLeavingTerrain=False Unique=True DisplayOnDeath=False), // Transmission endommagée -> 50% vitesse
TCriticalEffect(Roll=(96,100) Token='CRITIC8' EffectsPack=~/UnitEffect_Critic_Vitesse_50 TimeOut=-1 RepairCost=50 KeepWhenLeavingTerrain=False Unique=True DisplayOnDeath=False), // Moteur endommagée -> 50% vitesse}

Rolls from 6-100 -> Bounce -> Subroll Dice 100:
Subrolls from 1-65 -> Bounce
Subrolls from 66-70 -> Crew Panicked -> Routed
Subrolls from 71-75 -> Shooter KO
Subrolls from 76-80 -> Loader KO
Subrolls from 81-85 -> Driver KO
Subrolls from 86-90 -> Crew KO
Subrolls from 91-95 -> Transmission Damaged
Subrolls from 96-100 ->Engine Damaged -> Half Speed
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