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Some weapon property clarifications #1
Some weapon property clarifications #1
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👍 👍 👍 ... 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..." |
@@ -792,7 +800,7 @@ Ordinary weapon attributes (those that take a number as an argument) include: | |||
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* `"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"`. | |||
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* `"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.
@warp-core did you see my comment? |
Co-authored-by: Loymdayddaud <[email protected]>
Correction/Clarification
Summary
Clarifies the details mentioned in the linked issue: