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[ Xedra Evolved ] Make the exodii truly hostile to Xedra Cyborgs through a truly awful hack #79991
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"min_damage": 1, | ||
"max_damage": 1, | ||
"damage_type": "pure", | ||
"min_range": 120, |
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It might be easier to just make it an AoE that ignores walls and has no explosion SFX.
Co-authored-by: Standing-Storm <120433252+Standing-Storm@users.noreply.github.com>
This is a truly awful hack, no offense. Have we considered just removing |
I mean absolutely I considered it but I think the results of that are worse. It goes from weird hack that is ugly and might work to, breaks everyone’s game regardless of trait status the moment a zombie hits a turret. Just because a function is ugly doesn’t mean it won’t “just work” from player view. I’ve no guarantees this will just work but that’s what testing is for. |
I thought #59795 resolved that but apparently not? |
It resolves it only when you add aggro_character false. Monsters that don’t have that line don’t differentiate their aggro sources. |
Summary
Mods "Xedra Evolved: Exodii really hostile to xedra cyborgs"
Purpose of change
Hack my way through existing failures in hostility code
Describe the solution
on overmap entry eoc. Has talker issues. Might not work at all. ideally only attacks once a day but effect hasn't been created yet.
Describe alternatives you've considered
@Standing-Storm I'm gettig talker errors on game start in the global eoc
Testing
Additional context