Game Difficulty / Rank System - Damage modifiers
Mar 24, 2020 4:26:57 GMT 10
FluffyQuack, ReiKaz, and 8 more like this
Post by kitty on Mar 24, 2020 4:26:57 GMT 10
Tools needed: Hex Editor with Goto+Search function, Hex Converter, Notepad, unpacked game core files
1. We go to the folder: "[unpacked folder name]\natives\STM\escape\userdata\system"
2. Open File: gamerankparameterdata.user.2
3. Jump to Offset [from beginning of file]: 2016 [Decimal]
Here we have the beginning of the modifiers. It is exactly like Skyrim's difficulty modifiers, and like RE2's ranking system.
We have 20 Entries for each section, incoming, and outgoing damage.
The first section, is 80 bytes long:
This is the whole section of Floating points, for all 20 Ranks.
The lowest incoming damage is: 0.69999999 which is 3333333F
The highest, is 3.6 [hex rounds down to 3.59999999f] which is 66666640
This means, if you play badly, and your overall rank is low, die a lot, take damage a lot, do not kill enemies fast, do not dodge good enough; you get a "plot armour" and only take 70% damage.
If you play like a god or goddess, you take up to 360% damage. I tested this with.... 9999% damage, and it is no fun being instantly killed by a simple zombie just grabbing you. Makes a good hardcore mode though.
The next section is about OUTGOING damage - you can do more damage to the enemy too!!!!
1. We still have this file open.
2. We notice this piece of HEX inbetween the sections, after the 80th byte:
This is the separator, that separates each of the arrays of floating points, from the next.
3. We find this bit of floating points:
Again: 80 bytes long. THIS, is the OUT GOING damage, the damage Jill does. Tested with: 9.0, aka 900% damage, which makes a one shot on EVERY zombie with the Glock 19.
The floats go from: 1.8f which is 6666E63F, down to 0.5f which is 0000003F
Notice the difference?
The min damage you can take is 70% of the enemy damage. The min damage you can DEAL, is 50%.
This is contrasted by the player being able to deal up to 180% damage, if he or she plays very badly. Again, the better you play, the less damage you do, the more damage you take.
It is now up to you to decide what floats to use.
For experimenting, you can use "0000C642", which is 99.0f, and translates to 9900% [to translate this use math: float percentage = float number *100 | 1.8x * 100 = 180 == 180%]
This will come in handy for ULTRA EXTREME mods, where any hit, kills you instantly. Or for players who want the difficulty to be more fair: you make ALL the floats the same number, 1.0. Or you make all the incoming damage floats to 0.7, and outgoing to 1.8, so it is always "normal difficulty mode".
Edit: It also appears that if you get grabbed by a zombie, and they "bite you", and you activate the prompt, you get put into 1% HP-mode. So one shots are only possible if you fail to press the prompt. This seems to be a safety measure to prevent "one shots" if the player is fast enough to press the quick action prompt - I failed to test this, as I wanted to see what happens.
Furthermore: Damage seems to be dependent on the limbs. The game seems to consider Headshots and Body hits the only viable options - even with 900% damage multiplier, a shot on the shoulder does not kill a zombie in 1 hit. This is a very interesting observation, as it sheds light on why and how these Zombies are so damage resistant. LIMB shots or shots that are not center mass [torso, abdomen] and head or neck, must thus be avoided, at all costs. Leg shots seem to be better, but unimportant limbs like arms, seem to lower the damage taken.
1. We go to the folder: "[unpacked folder name]\natives\STM\escape\userdata\system"
2. Open File: gamerankparameterdata.user.2
3. Jump to Offset [from beginning of file]: 2016 [Decimal]
Here we have the beginning of the modifiers. It is exactly like Skyrim's difficulty modifiers, and like RE2's ranking system.
We have 20 Entries for each section, incoming, and outgoing damage.
The first section, is 80 bytes long:
3333333F3333333FCDCC4C3FCDCC4C3F6666663F0000803F9A99993FCDCCCC3F00000040333333400000504033335340666656409A995940CDCC5C400000604066666640666666406666664066666640
This is the whole section of Floating points, for all 20 Ranks.
The lowest incoming damage is: 0.69999999 which is 3333333F
The highest, is 3.6 [hex rounds down to 3.59999999f] which is 66666640
This means, if you play badly, and your overall rank is low, die a lot, take damage a lot, do not kill enemies fast, do not dodge good enough; you get a "plot armour" and only take 70% damage.
If you play like a god or goddess, you take up to 360% damage. I tested this with.... 9999% damage, and it is no fun being instantly killed by a simple zombie just grabbing you. Makes a good hardcore mode though.
The next section is about OUTGOING damage - you can do more damage to the enemy too!!!!
1. We still have this file open.
2. We notice this piece of HEX inbetween the sections, after the 80th byte:
14000000
This is the separator, that separates each of the arrays of floating points, from the next.
3. We find this bit of floating points:
6666E63FCDCCCC3F3333B33F9A99993FCDCC8C3F0000803F6666663FCDCC4C3F3333333F6666263F6666663F9A99593FCDCC4C3F0000403F3333333F9A99193F0000003F0000003F0000003F0000003F
Again: 80 bytes long. THIS, is the OUT GOING damage, the damage Jill does. Tested with: 9.0, aka 900% damage, which makes a one shot on EVERY zombie with the Glock 19.
The floats go from: 1.8f which is 6666E63F, down to 0.5f which is 0000003F
Notice the difference?
The min damage you can take is 70% of the enemy damage. The min damage you can DEAL, is 50%.
This is contrasted by the player being able to deal up to 180% damage, if he or she plays very badly. Again, the better you play, the less damage you do, the more damage you take.
It is now up to you to decide what floats to use.
For experimenting, you can use "0000C642", which is 99.0f, and translates to 9900% [to translate this use math: float percentage = float number *100 | 1.8x * 100 = 180 == 180%]
This will come in handy for ULTRA EXTREME mods, where any hit, kills you instantly. Or for players who want the difficulty to be more fair: you make ALL the floats the same number, 1.0. Or you make all the incoming damage floats to 0.7, and outgoing to 1.8, so it is always "normal difficulty mode".
Edit: It also appears that if you get grabbed by a zombie, and they "bite you", and you activate the prompt, you get put into 1% HP-mode. So one shots are only possible if you fail to press the prompt. This seems to be a safety measure to prevent "one shots" if the player is fast enough to press the quick action prompt - I failed to test this, as I wanted to see what happens.
Furthermore: Damage seems to be dependent on the limbs. The game seems to consider Headshots and Body hits the only viable options - even with 900% damage multiplier, a shot on the shoulder does not kill a zombie in 1 hit. This is a very interesting observation, as it sheds light on why and how these Zombies are so damage resistant. LIMB shots or shots that are not center mass [torso, abdomen] and head or neck, must thus be avoided, at all costs. Leg shots seem to be better, but unimportant limbs like arms, seem to lower the damage taken.