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Author Topic: Incomplete hazard damage types  (Read 1605 times)

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January 23, 2016, 09:25:15 PM
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Offline JaxOf7

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Incomplete hazard damage types
« on: January 23, 2016, 09:25:15 PM »
Missing some hazard damage types.
You should have these so that mods that upscale hp can upscale the hazards as well, or when people make things that are (un)affected by hazards (like my Yoku Attack from INSPIRE) (or in case shock guard comes into being).
Also consistency.
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This feature is complete when HazardMan can run around any map without dying.

January 24, 2016, 09:19:51 PM
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Offline Messatsu

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Re: Incomplete hazard damage types
« Reply #1 on: January 24, 2016, 09:19:51 PM »
Just to clarify.  You're looking at stage hazards that currently don't have a damage type (Ex. OilFlame from Oil Man and Ice Blocks from Cold Man)

If so then yes, I agree this should be addressed.  I'm sure modders have just being doing replaces.  Do we have a list of ones we KNOW are missing types at the moment aside from the above mentioned?

July 23, 2016, 08:16:12 PM
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Offline Russel

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Re: Incomplete hazard damage types
« Reply #2 on: July 23, 2016, 08:16:12 PM »
Due to how damage on some of these objects are handled, they had to be given native typing:

Spikes now deal "Spiny" damage. Some maps were updated so their pits would use the SectorDamage function instead of Instant Death or otherwise null or ambiguous damage types.
Elec Traps deal "Disintegrate" damage via MOD_DISINTEGRATE due to making use of the DamageThing line special.
Stage Oil Flames deal "Fire" damage to be consistent with the pits around them.
Bigeye now deals "BigEye" damage.
Gutsman G and the Clownman boxes both deal "Melee" damage since they damage the player from an inventory item. [Thing_Damage]
Ice Blocks now deal "IceBlock" damage.
FireSnakey now deals "FireSnakey" damage.

Moved to closed.