Coronia

Results 21 issues of Coronia

Allow to modify Techno's ammo and gattling with a warhead `[WarheadType]` `TargetGattlingStage (positive integer, default to 0)` `TargetGattlingRateUp (integer, default to 0)` `TargetReloadAmmo (integer, default to 0)` Warhead with **TargetGattlingStage**...

Tested

Some enhancement for trajectory projectiles, especially for Bombard Trajectory. Many thanks to **NaotoYuuki** who provided trajectory scatter logic and the prototypes of vertical and meteor projectiles, which are used as...

In Ares AlphaImage always respawns (deletes old ones and recreates new ones) per frame, which affects performance a lot. NetsuNegi adjusted the respawn logic to make it not always respawn...

1 - added the following AutoDeath conditions: - `OwnedByPlayer` / `OwnedByAI`: The object will die if its owner house is / isn't a human player. - `MoneyExceed` / `MoneyBelow`: The...

1 - Crit chance and extra damage can now be determined differently when target health is below certain percentage - `Crit.Chance` determines chance for a critical hit to occur. By...

Help TwinkleStar to finish his 2 pull requests, with proper docs this time https://github.com/Phobos-developers/Phobos/pull/1080 https://github.com/Phobos-developers/Phobos/pull/1082 The rocker amplitude of warheads with `Rocker=yes` used to be determined by `Damage` value of...

Needs improvement

Different technos can now share build limit within a group. Originally implemented by ststl. I've gotten the permission to transplant it to mainline Phobos and make further enhancement on it....

- `ForceWeapon.InRange` forces specified a list of weapons to be used once the target is within their `Range`. The first weapon in the listed order satisfied will be selected. This...

previous `Insignia(.Frame/.Frames).WeaponN` settings can't be read or overridden from maps, which is fixed now also added insignia based on current passenger size: Normal insignia can be overridden when its current...

added a few more tags to further customize ReflectDamage - `ReflectDamage.Chance` determines the chance of reflection. - `ReflectDamage.Override` directly overrides the damage. - `SuppressReflectDamage.Groups` does the same thing as `SuppressReflectDamage.Types`...

Minor