FILES ----- [NEW] items\active\weapons\melee\meleeweapon.lua items\active\weapons\melee\altabilities\broadsword\downstab\downstab.altability items\active\weapons\melee\altabilities\broadsword\downstab\downstab.lua items\active\weapons\ranged\altabilities\markedshot\markedshot.lua objects\generators\humangenerator\humangenerator.object objects\wired\shieldgenerator\shieldgenerator.lua scripts\behavior.lua scripts\util.lua stats\monster_primary.lua DIFFS ----- items\active\weapons\melee\altabilities\broadsword\downstab\downstab.altability 10c10,15 < "baseDamage" : 4, --- > "damageConfig" : { > "baseDamage" : 4, > "knockback" : [0, -35], > "statusEffects" : [ "damagefreeze" ] > }, > "damageTimeout" : 0.2, 15c20 < "bounceYVelocity" : 50, --- > "bounceYVelocity" : 35, items\active\weapons\melee\altabilities\broadsword\downstab\downstab.lua 41c41 < weapon.setDamage({baseDamage = downstab.baseDamage}, "blade", "") --- > weapon.setDamage(downstab.damageConfig, "blade", "", downstab.damageTimeout) 82c82 < return downstab.baseDamage * root.evalFunction("swordDamageLevelMultiplier", item.instanceValue("level", 1)) * activeItem.ownerPowerMultiplier() --- > return downstab.damageConfig.baseDamage * root.evalFunction("swordDamageLevelMultiplier", item.instanceValue("level", 1)) * activeItem.ownerPowerMultiplier() items\active\weapons\ranged\altabilities\markedshot\markedshot.lua 33c33,35 < if markedShot.findTarget() and status.overConsumeResource("energy", markedShot.energyUsage()) then --- > local newTarget = markedShot.findTarget() > if newTarget and status.overConsumeResource("energy", markedShot.energyUsage()) then > table.insert(markedShot.targets, newTarget) 128,129c130 < table.insert(markedShot.targets, nearEntities[1]) < return true --- > return nearEntities[1] objects\generators\humangenerator\humangenerator.object 51,53d50 < "scripts" : [ "/objects/wired/shieldgenerator/shieldgenerator.lua", "/objects/explodingsmashable.lua" ], < "scriptDelta" : 5, < 68,70d64 < "outboundNodes" : [ [0, 0] ], < "inboundNodes" : [ [0, 2] ], < 79a74,80 > "scripts" : [ "/objects/wired/shieldgenerator/shieldgenerator.lua" ], > "scriptDelta" : 5, > > "outboundNodes" : [ [0, 0] ], > "inboundNodes" : [ [0, 2] ], > > "explodeOnSmash" : true, objects\wired\shieldgenerator\shieldgenerator.lua 41a42,50 > function die(smash) > if storage.state then > output(not storage.state) > end > if entity.configParameter("explodeOnSmash") and smash then > world.spawnProjectile(entity.configParameter("explosionProjectile"), vec2.add(entity.position(), entity.configParameter("explosionOffset", {0,0})), entity.id(), {0,0}) > end > end > scripts\behavior.lua 5,18d4 < --Lua OOP stuff < function extend(base) < return { < __index = function(t,k) < local raw = rawget(t,k) < if raw == nil then < return base[k] < else < return raw < end < end < } < end < scripts\util.lua 230,237c230 < __index = function(t,k) < local raw = rawget(t,k) < if raw == nil then < return base[k] < else < return raw < end < end --- > __index = base stats\monster_primary.lua 48,54c48,50 < if mcontroller.baseParameters().gravityEnabled then < if math.abs(momentum[1]) > 0 then < local dir = momentum[1] > 0 and 1 or -1 < return {dir * knockback / 1.41, knockback / 1.41} < else < return {0, knockback} < end --- > if mcontroller.baseParameters().gravityEnabled and math.abs(momentum[1]) > 0 then > local dir = momentum[1] > 0 and 1 or -1 > return {dir * knockback / 1.41, knockback / 1.41}