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Copy file name to clipboardExpand all lines: CREDITS.md
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@@ -147,6 +147,7 @@ This page lists all the individual contributions to the project by their author.
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- Warhead that can not kill
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-`Pips.HideIfNoStrength` and `SelfHealing.EnabledBy` additions for shields
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- Warhead activation target health thresholds enhancements
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- Event 606: AttachEffect is attaching to a Techno
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-**Starkku**:
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- Misc. minor bugfixes & improvements
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- AI script actions:
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- Income money string indication upon ore dump
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- Warhead superweapon launch logic
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- TechnoType conversion placeholder
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-`606 The shield of the attached object is broken` trigger event
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-`600 The shield of the attached object is broken` trigger event
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-`RadialIndicator` observer visibility
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- Cloaked objects from allies displaying to player in singleplayer campaigns
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- Skip `NaturalParticleSystem` displaying from in-map pre-placed structures
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- Enhanced reveal & gap warhead
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- Fix an issue that teleport units board transport vehicles on the bridge will create an impassable invisible barrier, which may cause the game to freeze or even crash
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- Fix wrong shadow when a vehicle has hover locomotor and is being lifted by `IsLocomotor=yes` warhead
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- Fix the bug that a unit can overlap with `Teleport` units after it's been damaged by a fallen unit lifted by `IsLocomotor=yes` warheads
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- Customize parasite culling targets
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- Customize harvester dump amount
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- Select box logic
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- Several new Infotypes, no display in specific status and a new single frame display method
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- Customizable spawn delay of `VoxelAnim`'s `TrailerAnim` and fix its incorrect position
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- Add `DebrisMinimums` to keep the count of debris within a certain range
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- Task subtitles display in the middle of the screen
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- Fix an issue that `MovementZone=Fly` harvesters can not be able to enter refinery buildings manually
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- Fix an issue that jumpjet harvester cannot automatically go mining when leaving the weapons factory
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- Fix an issue that jumpjet harvester will overlap when manually entering refinery buildings and cause game crashes
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-**Ollerus**:
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- Build limit group enhancement
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- Customizable rocker amplitude
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- Power plant damage factor
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- Allow faking digital display for `InfoType=Health` at disguise
Copy file name to clipboardExpand all lines: docs/AI-Scripting-and-Mapping.md
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| >= 0 | The index of the current House in the map |
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| -1 | This value is ignored (any house is valid) |
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| -2 | Pick the owner of the map trigger |
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### `606` AttachEffect is attaching to a Techno
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- Checks if an `AttachEffectType` is attaching to a techno. Doesn't work for [attached effects](New-or-Enhanced-Logics.md#attached-effects) that were attached prior to the trigger's enabling.
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- To be elaborate, the event will be triggered during these occasions:
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- Self-owned effects: initial granted (triggered after `AttachEffect.InitialDelays` amount of frames), recreation (triggered after `AttachEffect.Delays` or `AttachEffect.RecreationDelays` amount of frames).
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- Effects from other sources: granted, refreshing when trying to apply the same type of attached effect to the techno.
Copy file name to clipboardExpand all lines: docs/Fixed-or-Improved-Logics.md
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- Fixed an issue that teleport units board transport vehicles on the bridge will create an impassable invisible barrier, which may cause the game to freeze or even crash.
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- Fixed an issue that moving MCV with Teleport locomotion will cause reconnection error.
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- Fixed wrong shadow when a vehicle has hover locomotor and is being lifted by `IsLocomotor=yes` warhead.
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- Fixed the bug that a unit can overlap with `Teleport` units after it's been damaged by a fallen unit lifted by `IsLocomotor=yes` warheads.
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- Fixed an issue that game crashes (EIP:7FB178) when infantry are about to enter an occupiable building that has been removed and is not real dead.
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- Fixed an issue that game crashes when spawnee has been removed and is not real dead.
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- Separated the AirstrikeClass pointer between the attacker/aircraft and the target to avoid erroneous overwriting issues.
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- Fixed the bug that `DamageSelf` and `AllowDamageOnSelf` are ineffective on airforce.
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- Fixed the bug that damaged particle dont disappear after building has repaired by engineer.
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- Fixed the issue of incorrect position of `TrailerAnim` in `VoxelAnim`.
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- Fixed the bug that `OpenToppedWarpDistance` is calculated incorrectly for building target.
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- Fixed an issue that `MovementZone=Fly` harvesters can not be able to enter refinery buildings manually.
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- Fixed an issue that jumpjet harvester cannot automatically go mining when leaving the weapons factory.
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- Fixed an issue that jumpjet harvester will overlap when manually entering refinery buildings and cause game crashes.
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## Fixes / interactions with other extensions
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-`Weapon` can be set to a WeaponType, to create a projectile and immediately detonate it instead of simply dealing `Damage` by `Warhead`. This allows weapon effects to be applied.
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-`Damage.Delay` determines delay between two applications of `Damage`. Requires `Damage` to be set to 1.0 or above. Value of 0 disables the delay. Keep in mind that this is measured in animation frames, not game frames. Depending on `Rate`, animation may or may not advance animation frames on every game frame.
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-`Damage.DealtByInvoker`, if set to true, makes any `Damage` dealt to be considered as coming from the animation's invoker (f.ex, firer of the weapon if it is Warhead `AnimList/SplashList` animation, the destroyed vehicle if it is `DestroyAnim` animation or the object the animation is attached to). If invoker has died or does not exist, the house the invoker belonged to is still used to deal damage and apply Phobos-introduced Warhead effects. Does not affect which housethe `Damage` dealt by `Warhead` is dealt by.
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-`Damage.DealtByInvoker`, if set to true, makes any `Damage` dealt to be considered as coming from the animation's invoker (f.ex, firer of the weapon if it is Warhead `AnimList/SplashList` animation, the destroyed vehicle if it is `DestroyAnim` animation or the object the animation is attached to). If invoker has died or does not exist, the house the invoker belonged to is still used to deal damage and apply Phobos-introduced Warhead effects etc. If not set, the animation's owner house, or failing that, owning house of object it is attached to or the building it belongs to is used to deal the damage.
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-`Damage.ApplyFirepowerMult` determines whether or not firepower modifiers from the animation's invoker are applied on the damage dealt from this animation, if exists.
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-`Damage.ApplyOncePerLoop`, if set to true, makes `Damage` be dealt only once per animation loop (on single loop animations, only once, period) instead of on every frame or intervals defined by `Damage.Delay`. The frame on which it is dealt is determined by `Damage.Delay`, defaulting to after the first animation frame.
- Now you can have some units following surrounding units when executing an attack move command. The follow behavior is equivalent to the behavior of follow command (`ctrl + alt`).
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- Now you can have some units following surrounding units when executing an attack move command. The follow behavior is equivalent to the behavior of follow command (`[Ctrl]+[Alt]`).
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- Use `AttackMove.Follow.IncludeAir` to determine whether the follower will follow an air unit.
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- Mind control units with `AttackMove.Follow.IfMindControlIsFull=true` set will follow if they reach the capacity.
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- This feature should be useful for supportive units such as medics and repairers.
*Multi Weapon used to release different weapons against different targets in **Zero Boundary** by @[Stormsulfur](https://space.bilibili.com/11638715/lists/5358986)*
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- You can now use `WeaponX` to enable more than 2 weapons for a TechnoType without hardcoded `Gunner=yes`, `IsGattling=yes` or `IsChargeTurret=yes` restriction.
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- Set `MultiWeapon=yes` to enable this feature, be careful not to forget `WeaponCount`.
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-`MultiWeapon.IsSecondary` specifies which weapons will be considered as `Secondary` when selecting weapons or triggering infantry's `SecondaryFire` settings. If not set, `Weapon1` will be considered as `Secondary`.
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-`MultiWeapon.SelectCount` determines the number of weapons that can be selected by default weapon selection logic. Notice that higher number is bad for performance.
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- If the number is smaller than the total amount of weapons, the ones with smaller indices will be picked.
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- Other weapons can still be used for logic that specify a weapon index, such as [ForceWeapon](#forcing-specific-weapon-against-certain-targets).
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- Set `MultiWeapon=yes` to enable this feature, be careful not to forget `WeaponCount`.
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-`MultiWeapon.IsSecondary` specifies which weapons will be considered as `Secondary` when selecting weapons or triggering infantry's `SecondaryFire` settings. If not set, `Weapon1` will be considered as `Secondary`.
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-`MultiWeapon.SelectCount` determines the number of weapons that can be selected by default weapon selection logic. Notice that higher number is bad for performance.
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- If the number is smaller than the total amount of weapons, the ones with smaller indices will be picked.
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- Other weapons can still be used for logic that specify a weapon index, such as [ForceWeapon](#forcing-specific-weapon-against-certain-targets).
- Warheads are now able to define the extra damage multiplier for owner house, ally houses and enemy houses. If the warhead's own `Damage(Owner|Allies|Enemies)Multiplier` are not set, these will default to respective `[CombatDamage] -> Damage(Owner|Allies|Enemies)Multiplier` which all default to 1.0 .Note that `DamageAlliesMultiplier` won't affect your own units like `AffectsAllies` did, and this function will not affect damage with ignore defenses like `Suicide`.etc .
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- Warheads are now able to define the extra damage multiplier for owner house, ally houses and enemy houses. If the warhead's own `Damage(Owner|Allies|Enemies)Multiplier` are not set, these will default to respective `[CombatDamage] -> Damage(Owner|Allies|Enemies)Multiplier` which all default to 1.0 .Note that `DamageAlliesMultiplier` won't affect your own units like `AffectsAllies` did.
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- An extra damage multiplier based on the firer or target's health percentage will be added to the total multiplier. To be elaborate: the damage multiplier will firstly increased by the firer's health percentage multiplies `DamageSourceHealthMultiplier`, then increased by the target's health percentage multiplies `DamageTargetHealthMultiplier`.
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- These multipliers will not affect damage with ignore defenses like `Suicide`.etc .
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In `rulesmd.ini`:
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```ini
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[CombatDamage]
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DamageOwnerMultiplier=1.0 ; floating point value
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DamageAlliesMultiplier=1.0 ; floating point value
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DamageEnemiesMultiplier=1.0 ; floating point value
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DamageOwnerMultiplier=1.0 ; floating point value
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DamageAlliesMultiplier=1.0 ; floating point value
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DamageEnemiesMultiplier=1.0 ; floating point value
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[SOMEWARHEAD]; WarheadType
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DamageOwnerMultiplier= ; floating point value
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DamageAlliesMultiplier= ; floating point value
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DamageEnemiesMultiplier= ; floating point value
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[SOMEWARHEAD]; WarheadType
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DamageOwnerMultiplier= ; floating point value
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DamageAlliesMultiplier= ; floating point value
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DamageEnemiesMultiplier= ; floating point value
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DamageSourceHealthMultiplier=0.0 ; floating point value
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DamageTargetHealthMultiplier=0.0 ; floating point value
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