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New bounty logic #2118
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NetsuNegi 8765b46
Update New-or-Enhanced-Logics.md
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Update docs
DeathFishAtEase 2860cc8
`Bounty.Display.House`→`Bounty.Display.Houses`
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[doc] `Bounty.Display.House`→`Bounty.Display.Houses`
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Update New-or-Enhanced-Logics.md
DeathFishAtEase 912d03c
Resolve the alignment issue introduced by batch replacement
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Update New-or-Enhanced-Logics.md
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| Original file line number | Diff line number | Diff line change |
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@@ -58,6 +58,8 @@ This page describes all the engine features that are either new and introduced b | |
| - `DisableWeapons` can be used to disable ability to fire any and all weapons. | ||
| - On TechnoTypes with `OpenTopped=true`, `OpenTopped.CheckTransportDisableWeapons` can be set to true to make passengers not be able to fire out if transport's weapons are disabled by `DisableWeapons`. | ||
| - `Unkillable` can be used to prevent the techno from being killed by taken damage (minimum health will be 1). | ||
| - `Bounty` can be used to override the option with the same name in TechnoTypes, enabling it for TechnoTypes that originally did not have the Bounty Hunter ability, or conversely, disabling it. | ||
| - If multiple AEs with this setting exist simultaneously, the last AE applied and in effect shall prevail. | ||
| - It is possible to set groups for attach effect types by defining strings in `Groups`. | ||
| - Groups can be used instead of types for removing effects and weapon filters. | ||
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@@ -149,6 +151,7 @@ ReflectDamage.Override= ; integer | |
| ReflectDamage.UseInvokerAsOwner=false ; boolean | ||
| DisableWeapons=false ; boolean | ||
| Unkillable=false ; boolean | ||
| Bounty= ; boolean | ||
| LaserTrail.Type= ; LaserTrailType | ||
| Groups= ; comma-separated list of strings (group IDs) | ||
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@@ -2167,6 +2170,51 @@ TiberiumEater.Anims.Tiberium3= ; List of AnimationTypes | |
| TiberiumEater.AnimMove=true ; boolean | ||
| ``` | ||
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| ### New bounty logic | ||
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| - Similar to [Ares' bounty logic](https://ares-developers.github.io/Ares-docs/new/bounty.html), but with more configurable options and easier to use. | ||
| - `Bounty.Enable` is the master switch for the new bounty logic; it must be turned on first to utilize the new bounty system. | ||
| - `Bounty.Enablers` specifies the TechnoTypes that grant the bounty capability, not limited to buildings. | ||
| - If this list is empty, the bounty logic is enabled without requiring any prerequisite TechnoTypes. | ||
| - `Bounty.Multiplier` is the multiplier applied to the bounty a hunter receives when a victim is killed. This is defined on the victim. | ||
| - `Bounty.Value` is the fixed amount of funds a hunter receives when a victim is killed. This is also defined on the victim. | ||
| - If `Bounty.Value` is not 0, the base value is the amount set by `Bounty.Value`; otherwise, the base bounty value is the victim's actual cost multiplied by `Bounty.Multiplier`. | ||
| - `Bounty.KillerMultiplier` is the multiplier applied to the bounty received when killing a target. This is defined on the hunter. | ||
| - `Bounty.Display` controls whether the bounty amount is shown, displayed on the hunter. | ||
|
Contributor
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. I think it should be allowed to be displayed on the head of the prey. |
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| In `rulesmd.ini`: | ||
| ```ini | ||
| [General] | ||
| Bounty.Enable=false ; boolean | ||
| Bounty.Enablers= ; list of TechnoTypes | ||
| Bounty.Default=false ; boolean | ||
| Bounty.Multiplier=1.0 ; double | ||
| Bounty.KillerMultiplier=1.0 ; double | ||
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| [AudioVisual] | ||
| Bounty.Display=false ; boolean | ||
| Bounty.Display.Houses=all ; List of Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all) | ||
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| [SOMETECHNO] ; TechnoType | ||
| Bounty= ; boolean, default to [General] -> Bounty.Default | ||
| Bounty.Multiplier= ; double, default to [General] -> Bounty.Multiplier | ||
| Bounty.Multiplier.Veteran= ; double, default to [TechnoType] -> Bounty.Multiplier | ||
| Bounty.Multiplier.Elite= ; double, default to [TechnoType] -> Bounty.Multiplier | ||
| Bounty.Value=0 ; integer | ||
| Bounty.Value.Veteran= ; integer, default to [TechnoType] -> Bounty.Value | ||
| Bounty.Value.Elite= ; integer, default to [TechnoType] -> Bounty.Value | ||
| Bounty.KillerMultiplier= ; double, default to [General] -> Bounty.KillerMultiplier | ||
| Bounty.KillerMultiplier.Veteran= ; double, default to [TechnoType] -> Bounty.KillerMultiplier | ||
| Bounty.KillerMultiplier.Elite= ; double, default to [TechnoType] -> Bounty.KillerMultiplier | ||
| Bounty.Display= ; boolean, default to [AudioVisual] -> Bounty.Display | ||
| Bounty.Display.Houses= ; List of Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all), default to [AudioVisual] -> Bounty.Display.Houses | ||
| Bounty.Display.Offset=0,0 ; X,Y, pixels relative to default | ||
| ``` | ||
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| ```{note} | ||
| Do not use this alongside Ares' bounty logic; although it will not cause a crash, the hunter will receive a bounty from each logic. | ||
| ``` | ||
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| ### Weapons fired on warping in / out | ||
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| - It is now possible to add weapons that are fired on a teleporting TechnoType when it warps in or out. They are at the same time as the appropriate animations (`WarpIn` / `WarpOut`) are displayed. | ||
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It would be best if the value of the holder's bounty could also be adjusted through AE.