易爆的投射物/交互

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explosion_radius

c.explosion_radius + 15.0 - Explosive Projectile deals different damage depending on explosion_radius of the projectile's ProjectileComponent

[default = 20]

Radius Threshold Damage
1-31 5
32-63 325
64-127 375
128-210 500
211-10015+ 600 / 500 (center / outer area)

After 211 explosion radius the damage stayed on 600 (center) and 500 (outer area), but the radius of the center increased with more explosion radius

Note: Glass Cannon / Living on the Edge / Berserkium all apply their radius increase after EP calculated damage, i.e., with 1 Glass Cannon and say 30 explosion radius EP will only deal 5 * 5 = 25 explosion damage in 30 * 5 = 150 radius area

on_death_explode

on_death_explode="1" - if set to 1 does explosion with config_explosion

[default = 0]

Explosive Projectile sets this to 1 automatically

damage_mortals

damage_mortals="0" - if set to 0, the explosion won't be able to damage any entities or the world (only affects the explosion, not the projectile itself)

[default = 1]

List of projectiles with damage_mortals="0"

* - All spells marked like that can't be deleted using Explosive Detonator

Note

  • Summon Rock
    • Uses damage_mortals="0" in the ExplodeOnDamageComponent, but has damage_mortals="1" in it's ProjectileComponent, so it's explosions still damage stuff if destroyed by ED, Fizzle, LifetimeComponent or some matter eating spell

explosion_dont_damage_shooter

explosion_dont_damage_shooter="1" - if explodes naturally EP won't damage you (isn't affected by friendly_fire="1")

[default = 0]

Exceptions

Projectile was destroyed in a specific way and didn't recognize you as a shooter

Projectile has its config_explosion in a different component

  • Lightning Bolt and Ball Lightning have config_explosion in LightningComponent
    • EP still applies to config_explosion in ProjectileComponent, but the explosion from LightningComponent will force ProjectileComponent explosion to take effect and will make it damage you.

Projectile doesn't have explosion_dont_damage_shooter="1" so it defaults to 0

Projectile has projectile_type="MATERIAL_PARTICLE" - a variable responsible for a script that kills material spells

on_lifetime_out_explode

on_lifetime_out_explode="0" - won't explode on running out of lifetime, instead creates an explosion if projectile is forcefully removed

[default = 0]

Force explosion by destroying projectile in a different way

* - All examples marked like that will create a trick explosion (trick kill)

Things that can forcefully remove the projectile but don't create an explosion:


  • Spells to - all the spells in this list will override config_explosion in a way where the projectile dies and no explosion happens
  • Nolla - Nolla's set lifetime of 1 will be of higher priority than its set LifetimeComponent of 1 so LifetimeComponent isn't gonna be the one to kill the projectile

Test examples

* - created explosion will damage you

* - created explosion is safe

* - created explosion can not damage entities / world

Explosive Detonator example

ED creates an explosion if:

  • * killed by another Explosive Detonator or Fizzle
  • * killed by LifetimeComponent

ED doesn't create an explosion if:

  • runs out of lifetime
  • collides with an entity / world

Freezing Gaze example

FG creates an explosion if:

  • * killed by Explosive Detonator or Fizzle
  • * killed by LifetimeComponent
  • * collides with the world

FG doesn't create an explosion if:

  • runs out of lifetime
  • collides with an entity

Long-Distance Cast example

LDC creates an explosion if:

  • * killed by Explosive Detonator or Fizzle
  • * killed by LifetimeComponent
  • * runs out of lifetime

LDC doesn't create an explosion if:

  • collides with an entity / world   

Energy Sphere example

ES creates an explosion if:

  • * killed by Explosive Detonator or Fizzle
  • * killed by LifetimeComponent
  • * collides with the world or an entity
  • * reaches minimum velocity

ES doesn't create an explosion if:

  • runs out of lifetime