Talk:Explosion interactions

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Default `c.explosion_radius`

Is the default for `c.explosion_radius` actually 20? I've tried Divide By 10 Intense Concentrated Light (presumably setting `c.explosion_radius` to 0), multicast with Explosive Projectile to set it back to 15, but this appears to expand the explosion radius compared to just Intense Concentrated Light on its own. But if Intense Concentrated Light on its own uses a `c.explosion_radius` of 20, why isn't its explosion larger instead? Additionally, why aren't explosions of projectiles like Chainsaw (which has a `config_explosion` `explosion_radius` of 3) visually larger if the default is to add 20 to this radius? Might the current default / starting point actually be 0? Leaftenant (talk) 03:17, 24 August 2023 (UTC)

The 20 default is per-spell, not a starting figure for the cast state (so if a spell hasn't got explosion_radius set it's 20). The cast state starts out at c.explosion_radius = 0, Div10 adds -40 (but clamps it to zero). Explosive Projectile adds 15 (the order matters). Then it adds c.explosion_radius to each projectile, so it'll end up with ICL's innate radius of 3, + 15, or without the modifier, 3 + 0. (I.C.L. is made up of two different kinds of projectile - the one that hits things has explosion_radius 3). -flowsINtomAyHeM (talk) 06:31, 24 August 2023 (UTC)
Thanks for the explanation! So the default of 20 is for `explosion_radius`, not `c.explosion_radius`? Side note: I meant Pinpoint of Light, not, ICL. Sorry, can't seem to write the right name ever. Leaftenant (talk) 15:16, 24 August 2023 (UTC)
* It specifically needs to be a positive value in the final cast state. If another spell reduces it and it becomes negative, then regardless of the projectile's base explosion radius there is gonna be no scaling.
I am not sure this is true... -flowsINtomAyHeM (talk) 06:52, 24 August 2023 (UTC)

Spells to Power Interaction

When no projectile absorbed, StP resets radius to 0 or a large number? --Ddffrr (talk) 09:49, 5 May 2024 (UTC)