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phobos-minimal's Issues

Untrackable

Buat technotype pergerakannya gak kedeteksi sama Psychic Sensor dkk

[TechnoType]
Untrackable=no ;bool, whether every movement of this technotype is trackable by Psychic Sensor or not

Expand Build Limit Function

Biasanya Build Limit scr global akan membatasi produksi unit sampai nominal yg ditentukan PER player. Nah, dengan memperluasnya, kini batas produksi bisa ditentukan PER requirement.

Sebagai contoh beserta blueprintnya:

[NALASR] ;Sentry Gun
BuildLimit=8
BuildLimit.Capper=NACNST (must be structure, default to none)

Nah, dengan ini Sentry Gun hanya bisa dibangun 8 unit PER conyard. Jika ingin membuat lebih dari 8 maka kita harus membangun conyard lagi biar capnya bertambah.

Jika tidak ada structure yg ditambahkan alias nihil atau none pada BuildLimit.Capper, maka setting akan mengikut global PER player seperti biasa.

AttachEffect.ReloadMultiplier

[WH]
AttachEffect.ReloadMultiplier=1.0

;semakin rendah, semakin cepat (seperti ROFMultiplier). Affects Reload and EmptyReload

contoh:
[X]
Ammo=2
Reload=90
EmptyReload=180

kena effect AttachEffect.ReloadMultiplier=0.5, maka nanti dia dapet efeknya:

[X]
Ammo=2
Reload=45 ;900.5
EmptyReload=90 ;180
0.5

New EMP Type

Buat type EMP baru. Ngikut punya ARES, yang ini lebih simple bacanya drpd yg di DC
Link ARES Doc

;contoh
[EMPTypes]
0=Default
1=Type

[Type]
EMP.AIRecoverMission= (recover mission for this EMP Type)
EMP.Sparkles= (EMP anim for this EMP Type)
EMP.PreImpactAnim= (EMP anim buildup for this EMP Type. If used, then the EMP applies after the PreImpactAnim ends)
EMP.UseColorTint= (use color tint for this EMP Type)
EMP.ColorTint= (color of this EMP Type for affected units, can be RGB or use [ColorAdd])
EMP.ColorTintToInfantryType=  (color of this EMP Type for affected infantry, can be RGB or use [ColorAdd])

[TechnoTypes]
ImmuneToEMP= (immune to all EMP Types)
ImmuneToEMP.Type= (immune to this EMP Type)
EMP.Modifier= (factor multiplier to all EMP Types)
EMP.Modifier.Type= (factor multiplier to this EMP Type)
EMP.Threshold= (damage threshold to all EMP Types)
EMP.Threshold.Type= (factor multiplier to this EMP Type)

[WarheadType]
EMP.Duration= (duration of all EMP Types, can use negative value)
EMP.Cap= (maximum duration of all EMP Types)
EMP.Type= (define EMP type for this warhead)

Contoh pengaplikasiannya dibawah ini:

[EMPTypes]
0=Default
1=Bio

[Bio]
EMP.AIRecoverMission=Guard
EMP.Sparkles=BIOINFEST1
EMP.PreImpactAnim=BIOINFEST1MK
EMP.UseColorTint=no
;EMP.ColorTint= ;not used for this type
;EMP.ColorTintToInfantryType= ;not used for this type

[GAWEAP]
Armor=wood_weap
ImmuneToEMP=no
ImmuneToEMP.Default=yes
ImmuneToEMP.Bio=no
;EMP.Modifier= ;not used, def 100%
EMP.Modifier.Bio=200%
;EMP.Threshold= ;not used, def inair
EMP.Threshold.Bio=75

[BioSplatWH]
Verses=0%.0%.0%.0%.0%.0%.0%.0%.0%.0%.0%
Versus.wood_weap=100%
EMP.Duration=15
EMP.Cap=75
EMP.Type=Bio

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