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[Highly Customized] Allow merging AOE damage to buildings into one #1504

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CrimRecya
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@CrimRecya CrimRecya commented Jan 21, 2025

  • Warheads are now able to damage building only once by merging the AOE damage when setting MergeBuildingDamage to true, which default to [CombatDamage]->MergeBuildingDamage.

In rulesmd.ini:

[CombatDamage]
MergeBuildingDamage=false    ; boolean

[SOMEWARHEAD]                ; Warhead
MergeBuildingDamage=         ; boolean
- This is different from `CellSpread.MaxAffect`.
- Due to the rounding of damage, there may be a slight increase in damage.
  • Taking MO3 as an example:
    • before: total 268
      merge1
    • after: total 285
      merge2

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@MortonPL
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In what cases would you use it instead of high MaxAffect?

@Aephiex
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Aephiex commented Jan 30, 2025

In what cases would you use it instead of high MaxAffect?

There are 2 possible cases:

  1. A building bears a similar ability of the SC2 Immortal will fail to resist the damage if it was muliple instances;
  2. A building with SC2 style armor that each instance of the damage is substracted by a number will count multiple times if the damage was multiple instances.

There is no apparent difference for this PR alone, as far as I see.

@CrimRecya
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In what cases would you use it instead of high MaxAffect?

As Aephiex said, this is not related to high MaxAffect.
Here are a few simple applicable examples:

  • Display of damage
  • Limit maximum/minimum single damage
  • Evasion probability or blocking probability of damage

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3 participants