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AE attach/discard by health & ExtraWarheads & Aux/FeedbackWeapon & other tweaks #1643
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AE attach/discard by health & ExtraWarheads & Aux/FeedbackWeapon & other tweaks #1643
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…-discard-by-health-3 # Conflicts: # docs/Whats-New.md
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…-discard-by-health-3 # Conflicts: # docs/New-or-Enhanced-Logics.md # docs/Whats-New.md
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A sequel of #1355. Was trying to use a generic condition group with many conditions for AE before, but it appeared to be quite laggy since it needed to be calculated on each techno with AE per frame. Hence, we had to abandon a group of unified conditions, and only add conditions when it's really needed. Together with some other tweaks here
Duration.ApplyVersus.Warhead
is set, it can multiply the duration by the set warhead's versus against the target's armor type if it's not negative. Can't reduce duration to below 0 by a negative versus.DiscardOn.AbovePercent
orDiscardOn.BelowPercent
is set, the effect is discarded when the object's health percentage is above/below that value.AffectAbovePercent
orAffectBelowPercent
is set, the effect can be applied only when the object's health percentage is above/below that value.ExtraWarheads
. The warheads are detonated at same location as the main one, after it in listed order. This only works in cases where a projectile has been fired by a weapon and still remembers it when it is detonated (due to currently existing technical limitations, this excludesAirburstWeapon
).ExtraWarheads.DamageOverrides
can be used to override the weapon'sDamage
for the extra Warhead detonations. Value from position matching the position fromExtraWarheads
is used if found, or last listed value if not found. If list is empty, WeaponTypeDamage
is used.ExtraWarheads.DetonationChances
can be used to customize the chance of each extra Warhead detonation occuring. Value from position matching the position fromExtraWarheads
is used if found, or last listed value if not found. If list is empty, every extra Warhead detonation is guaranteed to occur.ExtraWarheads.FullDetonation
can be used to customize whether or not each individual Warhead is detonated fully (as part of a dummy weapon) or simply deals area damage and applies Phobos' Warhead effects. Value from position matching the position fromExtraWarheads
is used if found, or last listed value if not found. If list is empty, defaults to true.[Warheads]
for them to work.FireInTransport
setting of the auxiliary weapons are respected to determine if it can be fired when the original weapon is fired from insideOpenTopped=true
transport. If auxiliary weapons are fired, it is fired on the transport.OpenToppedDamageMultiplier
is not applied on auxiliary weapons.AuxWeapon
is fired at the original target, or another nearby target ifAuxWeapon.Retarget
set to true.AuxWeapon.Offset
defines the relative position to the firer that the auxiliary weapon will be fired from.AuxWeapon.FireOnTurret
defines if the FLH is relative to the turret rather than the body.AuxWeapon.AllowZeroDamage
set to true, the auxiliary weapon will be fired even if its damage on the set target is 0.AuxWeapon.ApplyFirepowerMult
determines whether or not the auxiliary weapon's damage should multiply the firer's firepower multipliers.AuxWeapon.Retarget.AroundFirer
determines whether the original target or the firer will be the center of the retargeting.AuxWeapon.Retarget.Range
determines the radius of the retargeting, default to the auxiliary weapon'sRange
if the center is the firer, and 0 if the center is the original target.AuxWeapon.Retarget.Accuracy
defines the probability that the auxiliary weapon is fired to the original target.FeedbackWeapon
is fired at the firer.RevengeWeapon.RealLaunch
/KillWeapon.OnFirer.RealLaunch
set to true, the weapon will be fired through a real projectile from the TechnoType to the killer.in
rulesmd.ini
: