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Post by notld on Jan 23, 2011 12:37:02 GMT -5
[zombiebox] No explanation required, I think. Multiplied all zombie's health. I think I might have also multiplied the non-boss living enemies, like looters and others. I'm not sure, I have to test that. Will probably add X5, X6, X7, X8, X9 and X10 just because it's easy to do. In some time I'll be releasing the same about weapon durabilities, and immediately after, a mixture of both increased zombie's health and increased durabilities, because if zombies take more damage weapons shouldn't break as easily, so both things support each other. For now, just increased healths, because there's over a thousand durability values to check, which are easy to change, but man, over a thousand, it's tedious. So I'll be doing that by parts or go crazy. Here's the file, just replace the datafile.big, the items.txt is just in case: Zombie's Health X2 datafile.big: www.megaupload.com/?d=72UEW5C0items.txt: www.megaupload.com/?d=DJ2626AWZombie's Health X3 datafile.big: www.megaupload.com/?d=X75WNIKDitems.txt: www.megaupload.com/?d=DJ2626AWZombie's Health X4 datafile.big: www.megaupload.com/?d=56VDDE89items.txt: www.megaupload.com/?d=6DPAULDIZombie's Health X5 datafile.big: www.megaupload.com/?d=ZY2BDF30items.txt: www.megaupload.com/?d=2SJZ27ZM
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Post by anno1404 on Jan 24, 2011 9:58:06 GMT -5
great job, thanks for including all of the files. Can you explain exactly what portions of datafile.big and items.txt you edited?
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moloko
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Post by moloko on Jan 24, 2011 15:05:36 GMT -5
I'd just like to know the normal health values for the zombie types (male, female, fat, gas, day and night). Using that, I think we could update the wiki page on the weapons, as I don't know what a strenght of 5 is about to represent and the items.txt holds all the damage values.
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Post by notld on Jan 24, 2011 15:37:28 GMT -5
I thought the day/night difference was just in aggressivity, you sure there's also a health difference?
In the datafile.big I just changed the items.txt. In the items.txt, I changed the values in the lines "InitialHealth" and "InitialHealthForGasZombies". Luckily there aren't many of those lines, so you can change them pretty fast.
I didn't find different lines for day and night, that's why I asked you if you were sure. If there is, I don't know where it may be.
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Post by notld on Jan 24, 2011 15:41:34 GMT -5
The portion I changed is exactly the one down here. The health values are normal in this one. cZombieClassItem zombie_skinny { BehaviourNames0 = "MalePassiveZombie" BehaviourNames1 = "MaleNormalZombie" BehaviourNames2 = "MaleAggressiveZombie" BehaviourNames3 = "MaleSlowZombie" BehaviourNames4 = "MaleBerserkZombie" ChanceOfBehaviour0 = "5" ChanceOfBehaviour1 = "41" ChanceOfBehaviour2 = "31" ChanceOfBehaviour3 = "22" ChanceOfBehaviour4 = "1" InitialHealth = "100" InitialHealthForGasZombies = "300" ModelOffsetFromGround = "-0.01" QueenOffset = "0.035,0.085,0.00" QueenZombieRotation = "-0.976,0.000,0.000,0.219" ZombieBodyTypeName = "KelseyZombie" }
cZombieClassItem zombie_fat { BehaviourNames0 = "MalePassiveZombie" BehaviourNames1 = "MaleNormalZombie" BehaviourNames2 = "MaleAggressiveZombie" BehaviourNames3 = "MaleSlowZombie" BehaviourNames4 = "MaleBerserkZombie" ChanceOfBehaviour0 = "5" ChanceOfBehaviour1 = "41" ChanceOfBehaviour2 = "31" ChanceOfBehaviour3 = "21" ChanceOfBehaviour4 = "2" InitialHealth = "100" InitialHealthForGasZombies = "300" ModelOffsetFromGround = "-0.01" QueenOffset = "0.035,0.105,0.00" QueenZombieRotation = "-0.353,-0.205,-0.909,0.079" ZombieBodyTypeName = "AlZombie" }
cZombieClassItem zombie_skinny_female { BehaviourNames0 = "FemaleSlowZombie" BehaviourNames1 = "FemaleNormalZombie" BehaviourNames2 = "FemaleAggroZombie" BehaviourNames3 = "FemaleAggroZombie1" ChanceOfBehaviour0 = "10" ChanceOfBehaviour1 = "50" ChanceOfBehaviour2 = "20" ChanceOfBehaviour3 = "20" InitialHealth = "70" InitialHealthForGasZombies = "300" ModelOffsetFromGround = "-0.0059999847" QueenOffset = "0.02,0.05,0.00" ZombieBodyTypeName = "CocktailDressZombie" }
cZombieClassItem zombie_fat_female { BehaviourNames0 = "FemaleSlowZombie" BehaviourNames1 = "FemaleNormalZombie" BehaviourNames2 = "FemaleAggroZombie" BehaviourNames3 = "FemaleAggroZombie1" ChanceOfBehaviour0 = "10" ChanceOfBehaviour1 = "50" ChanceOfBehaviour2 = "20" ChanceOfBehaviour3 = "20" InitialHealth = "70" InitialHealthForGasZombies = "300" ModelOffsetFromGround = "-0.02" QueenOffset = "0.02,0.05,0.00" QueenZombieRotation = "0,0,0,1" ZombieBodyTypeName = "CocktailDressZombie" }
cZombieClassItem zombie_protester { BehaviourNames0 = "FemaleSlowZombie" BehaviourNames1 = "FemaleNormalZombie" BehaviourNames2 = "FemaleAggroZombie" BehaviourNames3 = "FemaleAggroZombie1" ChanceOfBehaviour0 = "10" ChanceOfBehaviour1 = "50" ChanceOfBehaviour2 = "20" ChanceOfBehaviour3 = "20" InitialHealth = "70" InitialHealthForGasZombies = "300" ModelOffsetFromGround = "-0.03" QueenOffset = "0.02,0.05,0.00" QueenZombieRotation = "0,0,0,1" ZombieBodyTypeName = "CocktailDressZombie" }
cZombieClassItem zombie_protester_female { BehaviourNames0 = "FemaleSlowZombie" BehaviourNames1 = "FemaleNormalZombie" BehaviourNames2 = "FemaleAggroZombie" BehaviourNames3 = "FemaleAggroZombie1" ChanceOfBehaviour0 = "10" ChanceOfBehaviour1 = "50" ChanceOfBehaviour2 = "20" ChanceOfBehaviour3 = "20" InitialHealth = "70" InitialHealthForGasZombies = "300" ModelOffsetFromGround = "-0.02" QueenOffset = "0.02,0.05,0.00" QueenZombieRotation = "0,0,0,1" ZombieBodyTypeName = "CocktailDressZombie" }
cZombieClassItem mercenary { BehaviourNames0 = "DefaultMerc" ChanceOfBehaviour0 = "100" InitialHealth = "260" ModelOffsetFromGround = "0" ZombieBodyTypeName = "KCsMercenary" }
cZombieClassItem mercenary_pheno { BehaviourNames0 = "DefaultMerc" ChanceOfBehaviour0 = "100" InitialHealth = "260" ModelOffsetFromGround = "0" ZombieBodyTypeName = "mercenary_pheno" }
cZombieClassItem mercenary_tk { BehaviourNames0 = "DefaultMerc" ChanceOfBehaviour0 = "100" InitialHealth = "260" ModelOffsetFromGround = "0" ZombieBodyTypeName = "mercenary_tk" }
cZombieClassItem mercenary_army { BehaviourNames0 = "ArmyMerc" ChanceOfBehaviour0 = "100" InitialHealth = "260" ModelOffsetFromGround = "0" ZombieBodyTypeName = "mercenary_army" }
cZombieClassItem zombie_maintenance { BehaviourNames0 = "MalePassiveZombie" BehaviourNames1 = "MaleNormalZombie" BehaviourNames2 = "MaleAggressiveZombie" BehaviourNames3 = "MaleSlowZombie" BehaviourNames4 = "MaleBerserkZombie" ChanceOfBehaviour0 = "5" ChanceOfBehaviour1 = "41" ChanceOfBehaviour2 = "31" ChanceOfBehaviour3 = "21" ChanceOfBehaviour4 = "1" InitialHealth = "120" InitialHealthForGasZombies = "300" ModelOffsetFromGround = "0" QueenOffset = "0.02,0.05,0.00" ZombieBodyTypeName = "ConstructionZombie" }
cZombieClassItem zombie_cop { BehaviourNames0 = "MalePassiveZombie" BehaviourNames1 = "MaleNormalZombie" BehaviourNames2 = "MaleAggressiveZombie" BehaviourNames3 = "MaleSlowZombie" BehaviourNames4 = "MaleBerserkZombie" ChanceOfBehaviour0 = "5" ChanceOfBehaviour1 = "41" ChanceOfBehaviour2 = "31" ChanceOfBehaviour3 = "21" ChanceOfBehaviour4 = "2" InitialHealth = "120" InitialHealthForGasZombies = "300" ModelOffsetFromGround = "-0.01" QueenOffset = "0.02,0.05,0.00" QueenZombieRotation = "0,0,0,1" ZombieBodyTypeName = "CopZombie" }
cZombieClassItem zombie_construction { BehaviourNames0 = "MalePassiveZombie" BehaviourNames1 = "MaleNormalZombie" BehaviourNames2 = "MaleAggressiveZombie" BehaviourNames3 = "MaleSlowZombie" BehaviourNames4 = "MaleBerserkZombie" ChanceOfBehaviour0 = "10" ChanceOfBehaviour1 = "44" ChanceOfBehaviour2 = "25" ChanceOfBehaviour3 = "20" ChanceOfBehaviour4 = "1" InitialHealth = "120" InitialHealthForGasZombies = "300" ModelOffsetFromGround = "0" QueenOffset = "0.02,0.05,0.00" ZombieBodyTypeName = "ConstructionZombie" }
cZombieClassItem zombie_dealer { BehaviourNames0 = "FemaleSlowZombie" BehaviourNames1 = "FemaleNormalZombie" BehaviourNames2 = "FemaleAggroZombie" BehaviourNames3 = "FemaleAggroZombie1" BehaviourNames4 = "MaleBerserkZombie" ChanceOfBehaviour0 = "10" ChanceOfBehaviour1 = "45" ChanceOfBehaviour2 = "40" ChanceOfBehaviour3 = "4" ChanceOfBehaviour4 = "1" InitialHealth = "70" InitialHealthForGasZombies = "300" ModelOffsetFromGround = "0.0659999847" QueenOffset = "0.02,0.05,0.00" ZombieBodyTypeName = "DealerZombie" }
cZombieClassItem zombie_waitress { BehaviourNames0 = "FemaleSlowZombie" BehaviourNames1 = "FemaleNormalZombie" BehaviourNames2 = "FemaleAggroZombie" BehaviourNames3 = "FemaleAggroZombie1" ChanceOfBehaviour0 = "10" ChanceOfBehaviour1 = "50" ChanceOfBehaviour2 = "20" ChanceOfBehaviour3 = "20" InitialHealth = "70" InitialHealthForGasZombies = "300" ModelOffsetFromGround = "0.0659999847" QueenOffset = "0.02,0.05,0.00" ZombieBodyTypeName = "CocktailDressZombie" }
cZombieClassItem zombie_knife { BehaviourNames0 = "MaleNormalZombie" BehaviourNames1 = "MaleAggressiveZombie" BehaviourNames2 = "MalePassiveZombie" BehaviourNames3 = "MaleBerserkZombie" ChanceOfBehaviour0 = "80" ChanceOfBehaviour1 = "10" ChanceOfBehaviour2 = "9" ChanceOfBehaviour3 = "1" InitialHealth = "150" InitialHealthForGasZombies = "300" ModelOffsetFromGround = "0" QueenOffset = "0.02,0.05,0.00" QueenZombieRotation = "0,0,0,1" ZombieBodyTypeName = "SoldierZombie" }
cZombieClassItem zombie_sandwich { BehaviourNames0 = "MaleSlowZombie" BehaviourNames1 = "MaleNormalZombie" BehaviourNames2 = "MaleAggressiveZombie" BehaviourNames3 = "MalePassiveZombie" ChanceOfBehaviour0 = "5" ChanceOfBehaviour1 = "80" ChanceOfBehaviour2 = "10" ChanceOfBehaviour3 = "5" InitialHealth = "150" InitialHealthForGasZombies = "300" ModelOffsetFromGround = "0" QueenOffset = "0.02,0.05,0.00" ZombieBodyTypeName = "SoldierZombie" }
cZombieClassItem zombie_soldier { BehaviourNames0 = "MaleSlowZombie" BehaviourNames1 = "MaleNormalZombie" BehaviourNames2 = "MaleAggressiveZombie" BehaviourNames3 = "MaleBerserkZombie" ChanceOfBehaviour0 = "5" ChanceOfBehaviour1 = "43" ChanceOfBehaviour2 = "31" ChanceOfBehaviour3 = "21" InitialHealth = "150" InitialHealthForGasZombies = "300" ModelOffsetFromGround = "0" QueenOffset = "0.02,0.05,0.00" ZombieBodyTypeName = "SoldierZombie" }
cZombieClassItem zombie_tir { BehaviourNames0 = "TestSolderZombie" ChanceOfBehaviour0 = "100" InitialHealth = "150" InitialHealthForGasZombies = "300" ModelOffsetFromGround = "0" QueenOffset = "0.02,0.05,0.00" ZombieBodyTypeName = "SoldierZombie" }
cZombieClassItem zombie_stripper { BehaviourNames0 = "FemaleSlowZombie" BehaviourNames1 = "FemaleNormalZombie" BehaviourNames2 = "FemaleAggroZombie" BehaviourNames3 = "FemaleAggroZombie1" ChanceOfBehaviour0 = "10" ChanceOfBehaviour1 = "70" ChanceOfBehaviour2 = "10" ChanceOfBehaviour3 = "10" InitialHealth = "150" InitialHealthForGasZombies = "300" ModelOffsetFromGround = "0" QueenOffset = "0.02,0.05,0.00" ZombieBodyTypeName = "SoldierZombie" }
cZombieClassItem zombie_showgirl { BehaviourNames0 = "FemaleSlowZombie" BehaviourNames1 = "FemaleNormalZombie" BehaviourNames2 = "FemaleAggroZombie" BehaviourNames3 = "FemaleAggroZombie1" ChanceOfBehaviour0 = "10" ChanceOfBehaviour1 = "70" ChanceOfBehaviour2 = "10" ChanceOfBehaviour3 = "10" InitialHealth = "70" InitialHealthForGasZombies = "300" ModelOffsetFromGround = "0.0659999847" QueenOffset = "0.02,0.05,0.00" ZombieBodyTypeName = "ShowgirlZombie" }
cZombieClassItem zombie_cheerleader { BehaviourNames0 = "FemaleNormalZombie" BehaviourNames1 = "FemaleAggroZombie" BehaviourNames2 = "FemaleSlowZombie" BehaviourNames3 = "FemaleAggroZombie1" ChanceOfBehaviour0 = "70" ChanceOfBehaviour1 = "10" ChanceOfBehaviour2 = "10" ChanceOfBehaviour3 = "10" InitialHealth = "150" InitialHealthForGasZombies = "300" ModelOffsetFromGround = "0" QueenOffset = "0.02,0.05,0.00" ZombieBodyTypeName = "SoldierZombie" }
cZombieClassItem zombie_kitty { BehaviourNames0 = "FemaleNormalZombie" BehaviourNames1 = "FemaleSlowZombie" BehaviourNames2 = "FemaleAggroZombie" BehaviourNames3 = "FemaleAggroZombie1" ChanceOfBehaviour0 = "70" ChanceOfBehaviour1 = "10" ChanceOfBehaviour2 = "10" ChanceOfBehaviour3 = "10" InitialHealth = "150" InitialHealthForGasZombies = "300" ModelOffsetFromGround = "0" QueenOffset = "0.02,0.05,0.00" QueenZombieRotation = "0,0,0,1" ZombieBodyTypeName = "SoldierZombie" }
cZombieClassItem soldier { BehaviourNames0 = "TestSolder" ChanceOfBehaviour0 = "100" InitialHealth = "150" ModelOffsetFromGround = "0" ZombieBodyTypeName = "Soldier" }
cZombieClassItem looter { BehaviourNames0 = "DefaultLooter" ChanceOfBehaviour0 = "100" InitialHealth = "250" ModelOffsetFromGround = "0" QueenZombieRotation = "0,0,0,1" ZombieBodyTypeName = "looter" }
cZombieClassItem zombie_bertha { BehaviourNames0 = "Zombie_Bertha" ChanceOfBehaviour0 = "100" InitialHealth = "70" InitialHealthForGasZombies = "300" ModelOffsetFromGround = "0.0659999847" QueenOffset = "0.02,0.05,0.00" ZombieBodyTypeName = "zombie_bertha" }
cZombieClassItem zombie_bride { BehaviourNames0 = "Zombie_Bertha" ChanceOfBehaviour0 = "100" InitialHealth = "70" InitialHealthForGasZombies = "300" ModelOffsetFromGround = "0.0659999847" QueenOffset = "0.02,0.05,0.00" ZombieBodyTypeName = "zombie_bride" }
cZombieClassItem zombie_gas { AttackDamage = "75" BehaviourNames0 = "GasZombie1" ChanceOfBehaviour0 = "100" InitialHealth = "300" InitialHealthForGasZombies = "300" ModelOffsetFromGround = "0" QueenOffset = "0.02,0.05,0.00" ZombieBodyTypeName = "zombie_gas" }
cZombieClassItem pro_zombie_trucker { BehaviourNames0 = "MalePassiveZombie" BehaviourNames1 = "MaleNormalZombie" BehaviourNames2 = "MaleAggressiveZombie" BehaviourNames3 = "MaleSlowZombie" BehaviourNames4 = "MaleBerserkZombie" ChanceOfBehaviour0 = "9" ChanceOfBehaviour1 = "35" ChanceOfBehaviour2 = "20" ChanceOfBehaviour3 = "35" ChanceOfBehaviour4 = "1" InitialHealth = "120" InitialHealthForGasZombies = "300" ModelOffsetFromGround = "0" QueenOffset = "0.02,0.05,0.00" ZombieBodyTypeName = "pro_zombie_trucker" }
cZombieClassItem pro_zombie_bowling { BehaviourNames0 = "MalePassiveZombie" BehaviourNames1 = "MaleNormalZombie" BehaviourNames2 = "MaleAggressiveZombie" BehaviourNames3 = "MaleSlowZombie" BehaviourNames4 = "MaleBerserkZombie" ChanceOfBehaviour0 = "9" ChanceOfBehaviour1 = "35" ChanceOfBehaviour2 = "20" ChanceOfBehaviour3 = "35" ChanceOfBehaviour4 = "1" InitialHealth = "120" InitialHealthForGasZombies = "300" ModelOffsetFromGround = "0" QueenOffset = "0.02,0.05,0.00" ZombieBodyTypeName = "pro_zombie_bowling" }
cZombieClassItem zombie_cocktaildress { BehaviourNames0 = "FemaleSlowZombie" BehaviourNames1 = "FemaleNormalZombie" BehaviourNames2 = "FemaleAggroZombie" BehaviourNames3 = "FemaleAggroZombie1" ChanceOfBehaviour0 = "10" ChanceOfBehaviour1 = "70" ChanceOfBehaviour2 = "10" ChanceOfBehaviour3 = "10" InitialHealth = "70" InitialHealthForGasZombies = "300" ModelOffsetFromGround = "0.0659999847" QueenOffset = "0.02,0.05,0.00" ZombieBodyTypeName = "zombie_cocktaildress" }
cZombieClassItem pro_zombie_cop { BehaviourNames0 = "MalePassiveZombie" BehaviourNames1 = "MaleNormalZombie" BehaviourNames2 = "MaleAggressiveZombie" BehaviourNames3 = "MaleSlowZombie" BehaviourNames4 = "MaleBerserkZombie" ChanceOfBehaviour0 = "9" ChanceOfBehaviour1 = "35" ChanceOfBehaviour2 = "20" ChanceOfBehaviour3 = "35" ChanceOfBehaviour4 = "1" InitialHealth = "120" InitialHealthForGasZombies = "300" ModelOffsetFromGround = "0" QueenOffset = "0.02,0.05,0.00" ZombieBodyTypeName = "pro_zombie_cop" }
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moloko
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Post by moloko on Jan 24, 2011 16:02:50 GMT -5
I think I read somewhere that zombies are also tougher at night. But maybe that was just based on untested assumptions. If there's no indicator, it might be false. Or maybe night just multiplies all health values by a number, I don't know. Anyway, thanks for the pointed out code.
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Post by anno1404 on Apr 9, 2011 23:17:54 GMT -5
Dead Rising 2, zombies are more aggressive, as mentioned in the Caution section of page 111 of the official guide: The clock will likely strike 7:00 PM as you make your way to the “Short Sighted” mission. Day turns to night at this point, and zombies become more aggressive and powerful. Stay sharp and avoid those clusters of brain-eaters! Dead Rising 1Zombies in Dead Rising 1 are most definitely tougher at night. I actually have tested this exhaustively: deadrisingwiki.com/wiki/Zombies#EnduranceIf I recall, the dead rising 1 official guide mentions this too.
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moloko
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Post by moloko on Apr 10, 2011 6:04:05 GMT -5
Thing is, what's "more powerful"? Since we haven't found any indicator in the files. Maybe it's hardcoded.
Thanks for the upload, though.
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