Stop effect:
(+) Effect system says: Anti-Gravity
Notify message (top right screen eedge) says: Movement effect protection
DefensiveEffectType from Config is: STATUS_ANTI_GRAVITY
Explosive effect:
(+) Effect system says: Movement effect protection
Notify message (top right screen eedge) says: Movement effect protection
DefensiveEffectType from Config is: STATUS_GRAVITY_EFFECT_IGNORANCE
Please fix it, Schema.
Rename it status_gravity_effect_ignorance to enemy_movement_effect_protection to clarify if it is not supposed to nullify planet gravity.
Why is take off called take off? Take off means that it helps you gaining a minimum speed, not increase the speed again and again (that is called push).
In the config file, you can enter a power cost per block for defensive effects. It is not per block, but multiplied with the defensive base multiplicator (btw: you multiply with a multiplier. "multiplicator" is DEnglish according to google.translate).
value = value * Multiplier
value = value / Factor
The key "ShieldCapacityPreMul" is very confusing. Better: "ShieldCapacityBlockCountPrePowMultiplier"
"ShieldRechargeTotalMul" => "ShieldRechargeResultMultiplier"
If the apreviation is kept, better use multiplier->mult with 4 letters as in UnitCalcMult (for thrusters) to keep consistency
I hope the above list of issues helps to improve the new features.
(+) Effect system says: Anti-Gravity
Notify message (top right screen eedge) says: Movement effect protection
DefensiveEffectType from Config is: STATUS_ANTI_GRAVITY
Explosive effect:
(+) Effect system says: Movement effect protection
Notify message (top right screen eedge) says: Movement effect protection
DefensiveEffectType from Config is: STATUS_GRAVITY_EFFECT_IGNORANCE
Please fix it, Schema.
Rename it status_gravity_effect_ignorance to enemy_movement_effect_protection to clarify if it is not supposed to nullify planet gravity.
Why is take off called take off? Take off means that it helps you gaining a minimum speed, not increase the speed again and again (that is called push).
In the config file, you can enter a power cost per block for defensive effects. It is not per block, but multiplied with the defensive base multiplicator (btw: you multiply with a multiplier. "multiplicator" is DEnglish according to google.translate).
value = value * Multiplier
value = value / Factor
The key "ShieldCapacityPreMul" is very confusing. Better: "ShieldCapacityBlockCountPrePowMultiplier"
"ShieldRechargeTotalMul" => "ShieldRechargeResultMultiplier"
If the apreviation is kept, better use multiplier->mult with 4 letters as in UnitCalcMult (for thrusters) to keep consistency
I hope the above list of issues helps to improve the new features.