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CrimRecya committed Feb 8, 2025
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Expand Up @@ -854,6 +854,13 @@ Trajectory.Bombard.Height=0.0 ; double
- `Trajectory.Engrave.LaserDuration` controls the duration of the engrave laser.
- `Trajectory.Engrave.LaserDelay` controls how often to draw the engrave laser.
- `Trajectory.Engrave.DamageDelay` controls how often to detonate warheads.
- `Trajectory.Engrave.ProximityImpact` controls the initial proximity fuse times. When there are enough remaining times and the projectile approaches another valid target, it will detonate a warhead defined by `Trajectory.Engrave.ProximityWarhead` on it. If the number of times is exhausted, the engraving process can still continue, but it will not detonate additional warhead as a result. This function can be cancelled by setting to 0. A negative integer means unlimited times. (You can use this to cause non repeated damage to all units encountered during the flight of the projectile.)
- `Trajectory.Engrave.ProximityWarhead` defines the warhead detonated by `Trajectory.Engrave.ProximityImpact`, and `Trajectory.Engrave.ProximityDamage` defines the damage caused by `Trajectory.Engrave.ProximityWarhead`.
- `Trajectory.Engrave.ProximityRadius` controls the range of proximity fuse. It can NOT be set as a negative integer.
- `Trajectory.Engrave.ProximityDirect` controls whether let the target receive damage instead of detonating the warhead.
- `Trajectory.Engrave.ProximityMedial` controls whether to detonate `Trajectory.Engrave.ProximityWarhead` at the bullet's location rather than the proximity target's location.
- `Trajectory.Engrave.ProximityAllies` controls whether allies will also trigger the proximity fuse.
- `Trajectory.Engrave.ProximitySuicide` controls whether the projectile will self destruct after the number of proximity fuse times has been exhausted. If `Trajectory.Engrave.ProximityImpact` set to 0, this will not be enabled.

In `rulesmd.ini`:
```ini
Expand All @@ -876,6 +883,14 @@ Trajectory.Engrave.LaserThickness=3 ; integer
Trajectory.Engrave.LaserDuration=1 ; integer
Trajectory.Engrave.LaserDelay=1 ; integer
Trajectory.Engrave.DamageDelay=2 ; integer
Trajectory.Engrave.ProximityImpact=0 ; integer
Trajectory.Engrave.ProximityWarhead= ; WarheadType
Trajectory.Engrave.ProximityDamage=0 ; integer
Trajectory.Engrave.ProximityRadius=0.7 ; floating point value
Trajectory.Engrave.ProximityDirect=false ; boolean
Trajectory.Engrave.ProximityMedial=false ; boolean
Trajectory.Engrave.ProximityAllies=false ; boolean
Trajectory.Engrave.ProximitySuicide=false ; boolean
```

```{note}
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