易爆的投射物/交互
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"
- * Mist spells (Spirits, Blood, Toxic, Slime)
- * Summon Wall / Summon Platform
- Long-Distance Cast
- All Seeing Eye
- Tentacle
- Burst of Air
* - All spells marked like that can't be deleted using Explosive Detonator
Note
- Summon Rock
- Uses
damage_mortals="0"
in theExplodeOnDamageComponent
, but hasdamage_mortals="1"
in it'sProjectileComponent
, so it's explosions still damage stuff if destroyed by ED, Fizzle, LifetimeComponent or some matter eating spell
- Uses
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
inLightningComponent
- EP still applies to
config_explosion
inProjectileComponent
, but the explosion fromLightningComponent
will forceProjectileComponent
explosion to take effect and will make it damage you.
- EP still applies to
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
- *
LifetimeComponent
(except Nolla and Spells To Power)- Matter Eater, Chaos Larpa, Upwards Larpa, Downwards Larpa, Copy Trail, Projectile Energy Shield
- * Explosive Detonator
- * Fizzle
- * Material script kills
projectile_type="MATERIAL_PARTICLE"
- * Destroying PhysicsBody attached to the projectiles
- Reaching minimum starting velocity with
die_on_low_velocity="1"
- Collision (if
on_collision_die="1"
)- Unique specifics of collision death:
penetrate_entities="1"
- colliding with entities won't kill the projectile so no explosionpenetrate_world="1"
- colliding with the ground won't kill the projectile so no explosion
- Unique specifics of collision death:
* - 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 soLifetimeComponent
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