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* introduction of aggravated damage properties and modification of damage pathways such that 'aggravated' is treated as a unique damage type * initial work and tests for AggravatedDamageMessage * wrote aggravated damage properties into the definitions of projectiles that convey them; basic workflow for aggravation from projectile damage is in place, but not tested * merge rebase resolutions * grenade projectile flag on projectile definition; better timing control on aura behavior and integration with player control * timing and damage tuning around: standard, reinforced, max; plasma grenades, dragon * work on starfire damage profile; moved aura behavior into own folder and creates an aura container object; extended aura behavior to vehicles; applied target-control to aggravation effect * woring Starfire damage calculations; projectiles have open-ended quality modifier * working comet calculations * separated aggravation behavior and uara management behavior; moved files into packages and deleted old files * moved aggravation damage into damage implementations of turrets and vehicles, rather than directly into ther immediate control agencies; revamp projectile quality modifiers; comet now does initial damage and one less tick of aggravation; the implementation progression of damageable entities is different now * eliminated multiple timers for a single aura effect; added comments; added tests; fixed tests * aura effects that will run for longer will not get replaced by aura effects that would end sooner * merge rebase; accommodation for suppressing aura where no aura should be displayed; new radial degrade calculations * test repairs * merge rebase hell * dragon fireball burn damage modification * fireball burn effect should always be 1 as long as it does damage, despite radial degrade |
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