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DamageRadius

How near an object must be to a bounce, in leptons, for the debris to damage it.

Animation strike reach

Specification — Animation strike reach
Applies to
AnimType
File
art.ini
Section
[<ObjectType ID>]
Value
integer
When omitted
0

The reach of a thrown animation’s strike, in leptons (256 to a cell). When a contact counts as a strike, each object in the struck cell within this reach takes Damage through the animation’s Warhead. The shipped debris uses DamageRadius=50 to 100, about a fifth to two fifths of a cell, and the meteors use DamageRadius=300.

The reach is measured as the sum of the two horizontal distances along the map axes, so it covers a diamond, not a circle. Height is ignored. A value of 0 reaches only an object centered exactly on the point of impact.

Only objects in the struck cell are checked. A reach wider than a cell still cannot damage anything in a neighboring cell.

Only a strike deals this damage. Elasticity decides whether a contact is a strike, and an ordinary landing by a shipped bouncing animation never is.

The blast that comes with ExpireAnim on landing is separate and ignores this setting. It damages objects in the landing cell and the eight around it, and the warhead’s Spread sets how the damage falls off across them.

Voxel debris bounce reach

Specification — Voxel debris bounce reach
Applies to
VoxelAnimType
File
rules.ini
Section
[<ObjectType ID>]
Value
integer
When omitted
0

The reach of a piece’s bounce damage, in leptons (256 to a cell). Each time the piece strikes something outside water, every object in the struck cell within this reach of the strike point takes Damage through the piece’s Warhead. A piece with no warhead deals no bounce damage.

rules.ini
[MetalShard] ; a voxel animation type
Warhead=AP
Damage=15
DamageRadius=256 ; objects in the struck cell up to 256 leptons from the strike take the damage

The reach is measured as the east-west distance plus the north-south distance, not the straight line, so it covers a diamond, not a circle. Height is ignored. At 0, only an object standing at exactly the strike point is hit.

Only objects in the struck cell are checked. A reach wider than a cell still cannot hit an object in the next cell.

Objects on a bridge deck are never hit. A strike on the deck damages objects on the ground beneath it instead.

Each hit is adjusted for the target’s armor and for distance, as warhead damage always is. The distance falloff is much gentler than a blast’s, because the distance counts at roughly a ninth of its true length.

The blast at the end of the piece’s life does not read this setting. It is an ordinary explosion, as Warhead describes, with the warhead’s Spread setting its falloff.