AliasAlreadyTaken reports: Make relative velocity damage ... #8170
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Reference: your-land/bugtracker#8170
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AliasAlreadyTaken reports a bug:
Player position:
Player look:
Player information:
Player meta:
Log identifier
Profiler save:
Status:
Teleport command:
Compass command:
I thought of the wizard's spell, "Magic Missiles"
Calculatable factors of physics
Large target 3+meters
Medium 2 meters
Small 1 meter or less
Calc 1 "Velocity to target"
Calc 2 "Target direction of travel" (1 toward 2 away 3 equal distance or standing still)
Basic impact damage makes sense to have +/- modifiers based on movement
Magic missiles explode on impact, causing that violent air displacement and whatever magical shrapnel is sent flying. So the concussive exploding damage and the direction of travel and mass of the target should be affected.
-- Function to calculate relative velocity damage multiplier
local function get_velocity_damage_multiplier(target, explosion_pos)
local target_velocity = target:get_velocity() or {x = 0, y = 0, z = 0}
local target_mass = target:get_properties().physical and target:get_properties().collisionbox[4] or 1 -- Estimate mass based on size
local explosion_force = 1.5 -- Base force of explosion impact
end
-- Function to handle magic missile impact explosion
local function magic_missile_explosion(pos, target, base_damage)
if not target then return end
end
-- Spell: Magic Missiles
local function cast_magic_missiles(caster, target)
local num_missiles = math.random(3, 5)
local base_damage = 5 -- Base damage per missile
end