Here's what seems to be the xeno health regen code. It seems that regen is composed of a flat portion plus a percent of max health, plus another percent of max health if recovery pheremones are nearby. Fire damage also seems to heal quicker than brute.
Code: Select all
#define XENO_HEAL_WOUNDS(m) \
adjustBruteLoss(-((maxHealth / 70) + 0.5 + (maxHealth / 70) * recovery_aura/2)*(m)); \
adjustFireLoss(-(maxHealth / 60 + 0.5 + (maxHealth / 60) * recovery_aura/2)*(m)); \
adjustOxyLoss(-(maxHealth * 0.1 + 0.5 + (maxHealth * 0.1) * recovery_aura/2)*(m)); \
adjustToxLoss(-(maxHealth / 5 + 0.5 + (maxHealth / 5) * recovery_aura/2)*(m)); \
updatehealth()
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if(tier == 1 && ((tierB + tierC) / max(totalXenos, 1))> 0.5 && castepick != "Queen")
src << "<span class='warning'>The hive cannot support another Tier 2, wait for either more aliens to be born or someone to die.</span>"
return
else if(tier == 2 && (tierC / max(totalXenos, 1))> 0.25 && castepick != "Queen")
src << "<span class='warning'>The hive cannot support another Tier 3, wait for either more aliens to be born or someone to die.</span>"
Cryo halts embryo growth. Stasis bags and dangerous cold levels slow embryo growth.
Carriers are considered t3, hivelords are t2 though
Xenos in crit take 2.5 damage a second off weeds, if affected by guarding this is subtracted by 1/2 of aura strength. (Ancient queen completely halts bleed out) If on weeds, warding gives a flat regen to crit xenos equal to half of the aura strength. Warding gives armor equal to triple aura strength, and damage reduction equal to aura strength*2.5%.
Todo:
Figure out how xeno's armor_deflection values work
Figure out how marine's armor values work
Find all bullet/weapon damages/accuracies/ect with all damage affecting attachments (spreadsheet)
Here's a link to my current data spreadsheet:
https://docs.google.com/spreadsheets/d/ ... sp=sharing