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IDProjectCategoryView StatusDate SubmittedLast Update
0002606Zandronum[All Projects] Suggestionpublic2016-01-31 17:502016-01-31 19:14
ReporterLollipop 
Assigned To 
PrioritynoneSeverityfeatureReproducibilityN/A
StatusacknowledgedResolutionwaiting for zdoom 
PlatformOSOS Version
Product Version 
Target VersionFixed in Version 
Summary0002606: Altering a damagetype's damagefactor
DescriptionThere seems to not be any way to change a specific damagetype's damagefactor for an actor as of now. The only option is to define powerprotections, which is inconvinient if one wants to handle the value with an algorithm, for instance for the purpose of an RPG mod.
I have no clue what the best way to implement this would be, I'm just fine with whatever works.
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-  Notes
User avatar (0014262)
Dusk (developer)
2016-01-31 18:08

Does this not work?


Actor foo
{
    Damagefactor Fire, 0.25 //75% protection against fire
}
User avatar (0014263)
Lollipop (reporter)
2016-01-31 18:42
edited on: 2016-01-31 18:42

I mentioned algorithm for a reason. If you want to change the damagefactor based on a mathematical calculation, then it would require a lot of copypasted powerprotection definitions.
I forgot to write "on the fly", which is what I meant. I apologize for the lack of clarity.

User avatar (0014264)
Dusk (developer)
2016-01-31 19:14

Hmm, I see. You'll have to ask ZDoom then.

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- Issue History
Date Modified Username Field Change
2016-01-31 17:50 Lollipop New Issue
2016-01-31 18:08 Dusk Note Added: 0014262
2016-01-31 18:08 Dusk Assigned To => Dusk
2016-01-31 18:08 Dusk Status new => feedback
2016-01-31 18:42 Lollipop Note Added: 0014263
2016-01-31 18:42 Lollipop Status feedback => assigned
2016-01-31 18:42 Lollipop Note Edited: 0014263 View Revisions
2016-01-31 19:14 Dusk Note Added: 0014264
2016-01-31 19:14 Dusk Assigned To Dusk =>
2016-01-31 19:14 Dusk Status assigned => acknowledged
2016-01-31 19:14 Dusk Resolution open => waiting for zdoom






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