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Mastermind Overload characteristic deharcoded

Open Otamaa opened this issue 3 years ago • 7 comments

[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)

Otamaa avatar Mar 10 '22 19:03 Otamaa

Nightly build for this pull request:

github-actions[bot] avatar Mar 10 '22 19:03 github-actions[bot]

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 SCRN 20220311-200637-00632 The Master Mind is at full HP

CommanderNour avatar Mar 11 '22 18:03 CommanderNour

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 SCRN 20220311-200637-00632 The Master Mind is at full HP

it seems the parser is broken , they not parsing the values , should be fixed now !

Otamaa avatar Mar 11 '22 22:03 Otamaa

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

CommanderNour avatar Mar 12 '22 05:03 CommanderNour

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:

Otamaa avatar Mar 12 '22 05:03 Otamaa

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?

SMxReaver avatar May 05 '22 06:05 SMxReaver

image It has conflict with techno_late_update hook in dp 0x6FAFFD 0x6FAF7A which may make game crash but i don't no why image

hejiajun107 avatar Nov 29 '23 14:11 hejiajun107