Phobos
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AE Bonus & Bound for received damage and speed
FirepowerBonus,ArmorBonus,SpeedBonusandROFBonuscan also be used to modify the object's stats, but in the way of increasing/decreasing a fixed value to them. Will be calculated after all sort of multipliers.FirepowerBonusandSpeedBonusadd a value to the object's firepower and speed, respectively.ArmorBonuscan be set on both techno, shield and attached effect. It decreases the damage taken by a fixed value. This is applied before armor type.ROFBonusdecreases weapon reload rate by a fixed value. Can't be reduced to value below 1.
ReceivedDamage.MinimumandReceivedDamage.Maximumcontrol the minimum and maximum amount of damage that can be dealt to object in a single hit. This is applied after armor type.- If the object has
ReceivedDamage.Minimumby itself or is affected by multiple attached effects withReceivedDamage.Minimum, the maximum amount of these would be used. - If the object has
ReceivedDamage.Maximumby itself or is affected by multiple attached effects withReceivedDamage.Maximum, the minimum amount of these would be used.
- If the object has
Speed.MinimumandSpeed.Maximumcontrol the minimum and maximum speed that the object could have.- If the object has
Speed.Minimumby itself or is affected by multiple attached effects withSpeed.Minimum, the maximum amount of these would be used. - If the object has
Speed.Maximumby itself or is affected by multiple attached effects withSpeed.Maximum, the minimum amount of these would be used.
- If the object has
In rulesmd.ini:
[SOMEATTACHEFFECT] ; AttachEffectType
FirepowerBonus=0 ; integer
ArmorBonus=0 ; integer
SpeedBonus=0.0 ; floating point value
ROFBonus=0 ; integer
ReceivedDamage.Minimum=-2147483648 ; integer
ReceivedDamage.Maximum=2147483647 ; integer
Speed.Minimum=0.0 ; floating point value
Speed.Maximum=2147483647.0 ; floating point value
[SOMETECHNO] ; TechnoType
ArmorBonus=0 ; integer
ReceivedDamage.Minimum=-2147483648 ; integer
ReceivedDamage.Maximum=2147483647 ; integer
Speed.Minimum=0.0 ; floating point value
Speed.Maximum=2147483647.0 ; floating point value
[SOMESHIELDTYPE] ; ShieldType name
ArmorBonus=0 ; integer
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The cost (more perf tax for AE) doesn't really march what it can provide. 'Bonus' has rather limited usage and can be replaced by proper 'Multiplier' setting in many times. It would also be chaotic when AEs with different 'bound' apply together, the maximum/minimum rule is unintuitive and doesn't fit some certain demand
Though, if someone has the need to make ReceiveDamage/Speed bounds for Techno, I could make a smaller PR for that