object DamageModifiers
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- DamageModifiers.scala
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- DamageModifiers
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- case class CustomDistanceCutoff(cutoff: Float) extends Mod with Product with Serializable
If the calculated distance is greater than a custom distance, damage is zero'd.
- type Format = (Int, ResolvedProjectile) => Int
- case class GalaxyGunshipReduction(multiplier: Float) extends Mod with Product with Serializable
The input value degrades (lessens) to the percentage of its original value if the target is a vehicle with no shields.
The input value degrades (lessens) to the percentage of its original value if the target is a vehicle with no shields. Mainly used for the
galaxy_gunshipvehicle.- See also
ResolvedProjectile
- trait Mod extends AnyRef
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- case object CometAggravated extends Mod with Product with Serializable
The initial application of aggravated damage against a target.
The initial application of aggravated damage against a target. Primarily for use in the comet weapon system.
- See also
AggravatedDamageProjectileQuality.AggravatesTargetResolvedProjectile
- case object CometAggravatedBurn extends Mod with Product with Serializable
The ongoing application of aggravated damage ticks against a target.
The ongoing application of aggravated damage ticks against a target. Primarily for use in the comet weapon system. This is called "burning" regardless of what the active aura effect actually is.
- See also
AggravatedDamageProjectileQualityResolvedProjectile
- case object DistanceDegrade extends Mod with Product with Serializable
The input value degrades (lessens) the further the distance between the point of origin (
shot_origin) and the point of encounter (hit_pos) of its vector (projectile).The input value degrades (lessens) the further the distance between the point of origin (
shot_origin) and the point of encounter (hit_pos) of its vector (projectile). If the value is not set to degrade over any distance within its maximum distance, the value goes unmodified. If the value is encountered beyond its maximum distance, the value is zero'd. - case object FireballAggravatedBurn extends Mod with Product with Serializable
For damage application that involves aggravation of a fireball (Dragon secondary fire mode), perform 1 damage.
For damage application that involves aggravation of a fireball (Dragon secondary fire mode), perform 1 damage.
- See also
ResolvedProjectile
- case object FlakBurst extends Mod with Product with Serializable
If the damage is resolved through a
SplashHitDamagepacket, calculate the damage as a function of its degrading value over distance between the hit position of the projectile and the position of the target.If the damage is resolved through a
SplashHitDamagepacket, calculate the damage as a function of its degrading value over distance between the hit position of the projectile and the position of the target.- See also
radialDegradeFunctionProjectileQualityResolvedProjectile
- case object FlakHit extends Mod with Product with Serializable
If the damage is resolved through a
HitDamagepacket, calculate the damage as a function of its degrading value over distance traveled by its carrier projectile.If the damage is resolved through a
HitDamagepacket, calculate the damage as a function of its degrading value over distance traveled by its carrier projectile.- See also
distanceDegradeFunctionProjectileQualityResolvedProjectile
- case object InfantryAggravatedDirect extends Mod with Product with Serializable
The initial application of aggravated damage against an infantry target where the specific damage component is
Direct. - case object InfantryAggravatedDirectBurn extends Mod with Product with Serializable
The ongoing application of aggravated damage ticks against an infantry target where the specific damage component is
Direct.The ongoing application of aggravated damage ticks against an infantry target where the specific damage component is
Direct. This is called "burning" regardless of what the active aura effect actually is. - case object InfantryAggravatedSplash extends Mod with Product with Serializable
The initial application of aggravated damage against an infantry target where the specific damage component is
Splash. - case object InfantryAggravatedSplashBurn extends Mod with Product with Serializable
The ongoing application of aggravated damage ticks against an infantry target where the specific damage component is
Splash.The ongoing application of aggravated damage ticks against an infantry target where the specific damage component is
Splash. This is called "burning" regardless of what the active aura effect actually is. - case object Lash extends Mod with Product with Serializable
Lashing is the property of a projectile affecting nearby targets without coming into direct contact with them.
Lashing is the property of a projectile affecting nearby targets without coming into direct contact with them. The effect only activates after 5m from the point of origin (
shot_origin) before the maximum distance. If lashing does not apply, the value goes unmodified. If lashing is valid but the value is encountered beyond its maximum radial distance, the value is zero'd. - case object MaxDistanceCutoff extends Mod with Product with Serializable
If the calculated distance is greater than the maximum distance of the projectile, damage is zero'd.
- case object RadialDegrade extends Mod with Product with Serializable
The input value degrades (lessens) the further the distance between the point of origin (target position) and the point of encounter (
hit_pos) of its vector (projectile).The input value degrades (lessens) the further the distance between the point of origin (target position) and the point of encounter (
hit_pos) of its vector (projectile). If the value is encountered beyond its maximum radial distance, the value is zero'd. - case object SameHit extends Mod with Product with Serializable
The input value is the same as the output value.
- case object SpikerChargeDamage extends Mod with Product with Serializable
If the projectile has charging properties, and the weapon that produced the projectile has charging mechanics, calculate the current value of the damage as a sum of some minimum damage and scaled normal damage.
If the projectile has charging properties, and the weapon that produced the projectile has charging mechanics, calculate the current value of the damage as a sum of some minimum damage and scaled normal damage. The projectile quality has information about the "factor" of damage scaling.
- See also
ChargeDamageChargeFireModeDefinitionProjectileQualityResolvedProjectile
- case object StarfireAggravated extends Mod with Product with Serializable
The initial application of aggravated damage against an aircraft target.
The initial application of aggravated damage against an aircraft target. Primarily for use in the starfire weapon system.
- See also
AggravatedDamageProjectileQuality.AggravatesTargetResolvedProjectile
- case object StarfireAggravatedBurn extends Mod with Product with Serializable
The ongoing application of aggravated damage ticks against an aircraft target.
The ongoing application of aggravated damage ticks against an aircraft target. Primarily for use in the starfire weapon system. This is called "burning" regardless of what the active aura effect actually is.
- See also
AggravatedDamageProjectileQualityResolvedProjectile