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@Otamaa Otamaa commented Mar 10, 2022

[MASTERMIND]
Overload.Count=               ; list of integer, default to [CombatDamage]->OverloadCount
Overload.Damage=              ; list of integer, default to [CombatDamage]->OverloadDamage
Overload.Frames=              ; list of integer, default to [CombatDamage]->OverloadFrames
Overload.DeathSound=          ; Sound entry, default to [AudioVisual]->MasterMindOverloadDeathSound
Overload.ParticleSys=         ; ParticleSystemType, default to [CombatDamage]->DefaultSparkSystem
Overload.ParticleSysCount=5   ; integer
MindControlLink.VisibleToHouse=all ; Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)

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github-actions bot commented Mar 10, 2022

Nightly build for this pull request:

@CommanderNour
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Overload.Count=5,7,9,11
Overload.Damage=0,25,50,1000
Overload.Frames=30,60,60,600
Overload.DeathSound=NukeSiren
Overload.ParticleSys=SmallGreySSys
MindControll.DrawLink=false

If my codes here are correct
the only tags that worked for me is Overload.Count & MindControll.DrawLink
the reset didn't work
but they don't fall back to the old numbers meaning this
SCRN 20220311-200637-00632
The Master Mind is at full HP

- Changed to NullableVector
- Replace Whole functions 
- Added Overload.ParticleSysCount
@Otamaa
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Otamaa commented Mar 11, 2022

Overload.Count=5,7,9,11 Overload.Damage=0,25,50,1000 Overload.Frames=30,60,60,600 Overload.DeathSound=NukeSiren Overload.ParticleSys=SmallGreySSys MindControll.DrawLink=false

If my codes here are correct the only tags that worked for me is Overload.Count & MindControll.DrawLink the reset didn't work but they don't fall back to the old numbers meaning this SCRN 20220311-200637-00632 The Master Mind is at full HP

it seems the parser is broken , they not parsing the values , should be fixed now !

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the Overload.DeathSound should play when the Master Mind dies right ? it plays when it reach any of the Overload Counts

beside that every thing works as intended

@Otamaa
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Otamaa commented Mar 12, 2022

the Overload.DeathSound should play when the Master Mind dies right ? it plays when it reach any of the Overload Counts

It is not apparently ,typical WWp :kekw:

- Remove Unused Codes
- Add safeguard to prevent crash for certain situation
@SMxReaver
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Using YR 1.001, I've added the following tags to the Lasher Tank for this test. I've found the following based on the newest available Nightly.

Overload.Count does not appear to be working correctly. When set to 'Overload.Count=5,7,11,55' , the game will start inflicting damage on the 8th captured object. In Vanilla YR, an 'OverloadCount=5,7,11,55' would start inflicting damage on the 6th captured object.

Overload.Damage seems to be working correctly even with the issues described in Overload.Count. Observed behavior: if you set the first value to above 0 (Overload.Damage=1,50,100,500 for example), the unit will immediately take damage upon construction without any captured victims.

Overload.Frames seems to be working correctly even with the issues described in Overload.Count.

Overload.DeathSound= is also working. Is it possible that a tag rename to 'Overload.VoiceFeedback' to indicate this is played when the unit is taking damage? The current game uses VoiceFeedback for units that hit yellow health and I think it may indicate it's functionality clearer.

Overload.ParticleSys and Overload.ParticleSysCount both seem to be working. Overload.ParticleSys= confirmed to work on Spark, Smoke and does not work with Gas, Fire, did not test Railgun, but I have my doubts.

MindControll.DrawLink= is also working. It has a typo in the tag name, maybe it is supposed to be MindControl.DrawLink= without the second L in MindControl?

- Fix  MindControl Draw links tag Typo
- Fix index selection code
@hejiajun107
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image
It has conflict with techno_late_update hook in dp 0x6FAFFD 0x6FAF7A which may make game crash but i don't no why
image

Coronia added 6 commits March 22, 2025 00:25
…e_Mastermind

# Conflicts:
#	Phobos.vcxproj
#	YRpp
#	src/Ext/CaptureManager/Body.cpp
#	src/Ext/CaptureManager/Body.h
#	src/Ext/CaptureManager/Hooks.cpp
#	src/Ext/Rules/Body.cpp
#	src/Ext/TechnoType/Body.cpp
#	src/Ext/TechnoType/Body.h
#	src/Utilities/TemplateDef.h
…e_Mastermind

# Conflicts:
#	docs/Whats-New.md
@Coronia Coronia added ⚙️T1 T1 maintainer review is sufficient ❓Unhardcoding / Customization Make something more tweakable labels Apr 14, 2025
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github-actions bot commented Apr 14, 2025

Nightly build for this pull request:

This comment is automatic and is meant to allow guests to get latest nightly builds for this pull request without registering. It is updated on every successful build.

@Coronia Coronia requested a review from CrimRecya April 14, 2025 09:13
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Coronia commented Apr 17, 2025

there's a crash with DrawLinks after merging newest develop branch, EIP 00472196, happens when using ANY mind control unit to attack
crash.zip

@Coronia Coronia force-pushed the feature/Deharcode_Mastermind branch from 9de50e3 to 4c6f159 Compare April 18, 2025 06:38
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Coronia commented Apr 19, 2025

The crash is fixed, and the logic works well in testing

@Coronia
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Coronia commented Apr 20, 2025

Profiler showed that the draw link hook cost a lot when the game REALLY had a lot of mind control links, but since it's taking over the vanilla link drawing process it should be acceptable, and numerous links is a laggy thing even in vanilla anyway. It won't contribute to lag visibly when there're not that many links, which is the case for most of the games

Though, it would be appreciated if it can be further optimized in the future

@Coronia Coronia merged commit 771e444 into Phobos-developers:develop Apr 20, 2025
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9 participants