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Copy file name to clipboardExpand all lines: docs/New-or-Enhanced-Logics.md
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@@ -41,7 +41,15 @@ This page describes all the engine features that are either new and introduced b
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-`ExtraWarheads.DetonationChances` can be used to customize the chance of each extra Warhead detonation occuring. Value from position matching the position from `ExtraWarheads` is used if found, or last listed value if not found. If list is empty, every extra Warhead detonation is guaranteed to occur.
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-`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 from `ExtraWarheads` is used if found, or last listed value if not found. If list is empty, defaults to true.
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- Note that the listed Warheads must be listed in `[Warheads]` for them to work.
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-`FeedbackWeapon` can specify an auxiliary weapon to be fired on the firer itself when a weapon is fired.
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- You can now specify an auxiliary weapon to be fired when a weapon is fired.
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-`FireInTransport` setting of the auxiliary weapons are respected to determine if it can be fired when the original weapon is fired from inside `OpenTopped=true` transport. If auxiliary weapons are fired, it is fired on the transport. `OpenToppedDamageMultiplier` is not applied on auxiliary weapons.
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-`AuxWeapon` is fired at the original target, or another nearby target if `AuxWeapon.Retarget` set to true.
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-`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.
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- If `AuxWeapon.AllowZeroDamage` set to true, the auxiliary weapon will be fired even if its damage on the set target is 0.
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-`AuxWeapon.ApplyFirepowerMult` determines whether or not the auxiliary weapon's damage should multiply the firer's firepower multipliers.
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-`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's `Range` if the center is the firer, and 0 if the center is the original target.
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-`AuxWeapon.Retarget.Accuracy` defines the probability that the auxiliary weapon is fired to the original target.
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-`FeedbackWeapon` is fired at the firer.
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-`FireInTransport` setting of the feedback weapon is respected to determine if it can be fired when the original weapon is fired from inside `OpenTopped=true` transport. If feedback weapon is fired, it is fired on the transport. `OpenToppedDamageMultiplier` is not applied on feedback weapons.
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-`Tint.Color` & `Tint.Intensity` can be used to set a color tint effect and additive lighting increase/decrease on the object the effect is attached to, respectively.
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-`Tint.VisibleToHouses` can be used to control which houses can see the tint effect.
@@ -124,6 +132,15 @@ ExtraWarheads= ; List of WarheadTypes
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ExtraWarheads.DamageOverrides= ; List of integers
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ExtraWarheads.DetonationChances= ; List of floating-point values (percentage or absolute)
- It is now possible to make another weapon & projectile go off from a detonated projectile (in somewhat similar manner to `AirburstWeapon` or `ShrapnelWeapon`) straight back to the firer by setting `ReturnWeapon`. If the firer perishes before the initial projectile detonates, `ReturnWeapon` is not fired off.
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-`ReturnWeapon.ApplyFirepowerMult` determines whether or not the auxiliary weapon's damage should multiply the firer's firepower multipliers.
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In `rulesmd.ini`:
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```ini
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[SOMEPROJECTILE]; Projectile
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ReturnWeapon= ; WeaponType
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[SOMEPROJECTILE]; Projectile
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ReturnWeapon= ; WeaponType
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ReturnWeapon.ApplyFirepowerMult=false ; boolean
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```
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```{note}
@@ -2241,18 +2260,34 @@ ExtraWarheads.DetonationChances= ; List of floating-point values (percentage or
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ExtraWarheads.FullDetonation= ; List of booleans
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```
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### Feedback weapon
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### Auxiliary weapon
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*`FeedbackWeapon` used to apply healing aura upon firing a weapon in [Project Phantom](https://www.moddb.com/mods/project-phantom)*
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- You can now specify an auxiliary weapon to be fired on the firer itself when a weapon is fired.
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-`FireInTransport` setting of the feedback weapon is respected to determine if it can be fired when the original weapon is fired from inside `OpenTopped=true` transport. If feedback weapon is fired, it is fired on the transport. `OpenToppedDamageMultiplier` is not applied on feedback weapons.
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In `rulesmd.ini`:
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```ini
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[SOMEWEAPON]; WeaponType
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FeedbackWeapon= ; WeaponType
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- You can now specify an auxiliary weapon to be fired when a weapon is fired.
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-`FireInTransport` setting of the auxiliary weapons are respected to determine if it can be fired when the original weapon is fired from inside `OpenTopped=true` transport. If auxiliary weapons are fired, it is fired on the transport. `OpenToppedDamageMultiplier` is not applied on auxiliary weapons.
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-`AuxWeapon` is fired at the original target, or another nearby target if `AuxWeapon.Retarget` set to true.
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-`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.
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- If `AuxWeapon.AllowZeroDamage` set to true, the auxiliary weapon will be fired even if its damage on the set target is 0.
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-`AuxWeapon.ApplyFirepowerMult` determines whether or not the auxiliary weapon's damage should multiply the firer's firepower multipliers.
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-`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's `Range` if the center is the firer, and 0 if the center is the original target.
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-`AuxWeapon.Retarget.Accuracy` defines the probability that the auxiliary weapon is fired to the original target.
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