Mastermind Overload characteristic deharcoded
[MASTERMIND]
Overload.Count= ;default to `[CombatDamage]->OverloadCount`
Overload.Damage= ;default to `[CombatDamage]->OverloadDamage`
Overload.Frames= ;default to `[CombatDamage]->OverloadFrames`
Overload.DeathSound= ;default to `[AudioVisul]->MasterMindOverloadDeathSound`
Overload.ParticleSys= ;default to `[CombatDamage]->DefaultSparkSystem`
Overload.ParticleSysCount= ;int , default to 5
MindControl.DrawLink= ;bool , default to true (wheter this techno with capture manager draw their link to the victim)
Nightly build for this pull request:
- compiled-dll-c03e5e5714b432e15024381b142bae8ef7b98dc5.zip This comment is automatic and is meant to allow guests to get latest nightly builds without registering. It is updated on every successful build.
Overload.Count=5,7,9,11 Overload.Damage=0,25,50,1000 Overload.Frames=30,60,60,600 Overload.DeathSound=NukeSiren Overload.ParticleSys=SmallGreySSys MindControll.DrawLink=false
If my codes here are correct
the only tags that worked for me is Overload.Count & MindControll.DrawLink
the reset didn't work
but they don't fall back to the old numbers meaning this
The Master Mind is at full HP
Overload.Count=5,7,9,11 Overload.Damage=0,25,50,1000 Overload.Frames=30,60,60,600 Overload.DeathSound=NukeSiren Overload.ParticleSys=SmallGreySSys MindControll.DrawLink=false
If my codes here are correct the only tags that worked for me is Overload.Count & MindControll.DrawLink the reset didn't work but they don't fall back to the old numbers meaning this
The Master Mind is at full HP
it seems the parser is broken , they not parsing the values , should be fixed now !
the Overload.DeathSound should play when the Master Mind dies right ? it plays when it reach any of the Overload Counts
beside that every thing works as intended
the Overload.DeathSound should play when the Master Mind dies right ? it plays when it reach any of the Overload Counts
It is not apparently ,typical WWp :kekw:
Using YR 1.001, I've added the following tags to the Lasher Tank for this test. I've found the following based on the newest available Nightly.
Overload.Count does not appear to be working correctly. When set to 'Overload.Count=5,7,11,55' , the game will start inflicting damage on the 8th captured object. In Vanilla YR, an 'OverloadCount=5,7,11,55' would start inflicting damage on the 6th captured object.
Overload.Damage seems to be working correctly even with the issues described in Overload.Count. Observed behavior: if you set the first value to above 0 (Overload.Damage=1,50,100,500 for example), the unit will immediately take damage upon construction without any captured victims.
Overload.Frames seems to be working correctly even with the issues described in Overload.Count.
Overload.DeathSound= is also working. Is it possible that a tag rename to 'Overload.VoiceFeedback' to indicate this is played when the unit is taking damage? The current game uses VoiceFeedback for units that hit yellow health and I think it may indicate it's functionality clearer.
Overload.ParticleSys and Overload.ParticleSysCount both seem to be working. Overload.ParticleSys= confirmed to work on Spark, Smoke and does not work with Gas, Fire, did not test Railgun, but I have my doubts.
MindControll.DrawLink= is also working. It has a typo in the tag name, maybe it is supposed to be MindControl.DrawLink= without the second L in MindControl?
It has conflict with techno_late_update hook in dp 0x6FAFFD 0x6FAF7A which may make game crash but i don't no why