25-10-20, 12:25 | #1 |
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Joined: Oct 2020
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[DATA] Numbers behind fall damage
In this thread, I will show you all the possible damage Lara can suffer from a fall in Tomb Raider II.
Might be applicable to TR1, TR3, TR4 and TR5 but it's only speculative. For the purpose of this thread, fall damage implies that Lara doesn’t reach into water which would allow her to survive ridiculously high drops. Fall damage chart: Keep in mind drop height values were taken from tests in free fall conditions, the like of which you get when Lara falls through a collapsible floor or when a trapdoor opens below her feet. Drop height values are prone to increases when external forces act on Lara, for example when she hits a ceiling or a wall. To convert from units to sectors, simply divide by 1024. I chose the pushable block as a metric, since this object is a cube with an edge length of 1 sector/4 clicks/1024 units, and I think people visualize how high blocks/sectors are better than they would in-game units. For a given range, minimal drop height and fall damage both have a formula associated to them: The variable n is the range number. I derived both formulas empirically, rather than looking at ASM. For the damage formula, a floor is applied to the result. Notes: ¹ While Lara won’t take any damage at all from any fall below 2611 units high, I chose a drop height value of 2471 for range 0 for the sake of obtaining a viable threshold formula, as well as to synchronize the range variable for both formulas. ² Any fall 4522 units high or more will technically kill Lara, but if her HP is set above 1000 she will survive a drop up to 4675 units high, the exact end of range 14. This is proof that range 14 actually uses the damage formula to apply the fall damage. ³ For range 15, the threshold formula predicts (correctly) a minimal drop height of 4676 units while the damage formula predicts 1147 HP damage. However the damage formula is no longer applicable beginning with range 15, and that’s because 4676 units is also where Lara reaches the point of no return (the scream) and any fall that high or more will ALWAYS KILL even if her current HP is set to 32767, its maximum value. Last edited by TwilightQueen; 26-10-20 at 09:07. Reason: small clarification about testing conditions |
25-10-20, 13:45 | #2 |
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This is excellent ! Especially important for custom TR engines. For instance I worked on a Tomb Raider level on the game Dreams and I succeed to create fall damage, but it's even better with the real numbers.
Thank you very much ! Last edited by Chamayoo; 25-10-20 at 13:47. |
26-10-20, 09:00 | #4 | |
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Joined: Oct 2020
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Quote:
Code:
item->hit_points += -1000 * landspeed * landspeed / 196 |
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26-10-20, 17:02 | #5 |
The Inscrutable One
Joined: Apr 2006
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26-10-20, 17:41 | #6 |
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27-10-20, 17:59 | #7 |
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Fall damage has often appeared random to me, so it's nice to have some numbers. Thought I'd say thanks for the effort, and thank you for sharing with the community.
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28-10-20, 05:56 | #8 |
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Joined: Jun 2019
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Great stuff! Also nice one Chi
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28-10-20, 22:54 | #9 |
The Inscrutable One
Joined: Apr 2006
Posts: 9,513
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One of the most controversial things about falling in TR2 was this....
Does dropping and rolling reduce damage? I used to think it did as it was mentioned a lot on this forum, and so I did the 'drop and roll' move occasionally when hitting the ground. Maybe just because it made Lara look cool by doing a fancy move But this guy below proves it never did reduce damage. I still wonder. We need mathematical proof |
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