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Some weapon property clarifications #1

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warp-core
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@warp-core warp-core commented May 29, 2024

Correction/Clarification

Summary

Clarifies the details mentioned in the linked issue:

  • Include a brief description on when a weapon will be considered "continuous" in the CreatingOutfits page, near where reload, burst count, and burst reload are mentioned, as relevant properties.
  • Mention that weapons with blast radius will not damage or prospect minables.
  • Mention that "disabled damage" does not override "relative hull damage".
  • Mention that "relative minable damage" can be non-zero if undefined and "relative hull damage" is provided.

@SomeTroglodyte
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SomeTroglodyte commented Jun 16, 2024

👍 👍 👍 ... and I just forked the repo to begin exactly this. Tiny favour? Near the top, "Unless otherwise states, other outfit attributes will stack additively" -> "Unless otherwise stated..."
Edit: Is the tidbit worth mentioning that projectile sprites for continuous weapons should be exactly 2*range pixels high (4x for the highdpi variants), otherwise they will look weird (higher: some pixels will poke out of the rear end of the ship, lower: gap)? Also, "sprite: the path to the sprite" is only ~90% obvious in the context that it refers to the projectile, not the weapon per se. The rest of 10% comes later within the example paths.

@@ -792,7 +800,7 @@ Ordinary weapon attributes (those that take a number as an argument) include:

* `"trigger radius"`: how close a projectile must be to a hostile target to trigger its explosion. This only makes sense to use with weapons with a `"blast radius"` at least as big as their `"trigger radius"`.

* `"blast radius"`: all ships (friendly and hostile) within this radius are damaged if this projectile explodes. Note: anything with a blast radius will show up on radar, like missiles do. Beginning in **v. 0.9.9**, any weapon with a blast radius is subject to damage scaling - objects closer to the center of the blast take more damage. Weapons with a trigger radius have their nominal damage boosted a small amount to compensate.
* `"blast radius"`: all ships (friendly and hostile) within this radius are damaged if this projectile explodes. Note: anything with a blast radius will show up on radar, like missiles do. Beginning in **v. 0.9.9**, any weapon with a blast radius is subject to damage scaling - objects closer to the center of the blast take more damage. Weapons with a trigger radius have their nominal damage boosted a small amount to compensate. Weapons with a blast radius will not deal damage or apply prospecting to a minable.
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does it mean we're not going to fix it?

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I'm just making the documentation more complete and accurate.

@tibetiroka tibetiroka added the standalone A PR that doesn't require an endless-sky PR to be merged. label Aug 12, 2024
@TomGoodIdea TomGoodIdea added the documentation Improvements or additions to documentation label Aug 22, 2024
@TheGiraffe3
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@warp-core did you see my comment?

@tibetiroka tibetiroka merged commit 5d46d1b into endless-sky:master Oct 29, 2024
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@warp-core warp-core deleted the Some-weapon-property-clarifications branch November 11, 2024 13:30
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5 participants