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UFO's determination - Nerf Sealed Star UFO damage carryover
2.4 has player-buffing mechanics, especially item snatching. 2.4 also has damage frames for UFO, so UFO damage carryover probably *feels* more significant even if it's numerically worse. Thus, UFO damage carryover: - 1/6 of damage retained -> 1/12 of damage retained - 40% cap -> 20% cap Seems like an uncontroversial change.
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@ -1286,7 +1286,9 @@ static mobj_t *InitSpecialUFO(waypoint_t *start)
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// Set specialDamage as early as possible, for glass ball's sake
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// Set specialDamage as early as possible, for glass ball's sake
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if (grandprixinfo.gp && grandprixinfo.specialDamage)
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if (grandprixinfo.gp && grandprixinfo.specialDamage)
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{
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{
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ufo->health -= min(4*(UINT32)mobjinfo[MT_SPECIAL_UFO].spawnhealth/10, grandprixinfo.specialDamage/6);
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ufo->health -= min(2*(UINT32)mobjinfo[MT_SPECIAL_UFO].spawnhealth/10, grandprixinfo.specialDamage/12);
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// Use this if you want to spy on what the health ends up being:
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//CONS_Printf("the UFO weeps: %d hp\n", ufo->health );
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}
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}
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ufo_speed(ufo) = FixedMul(UFO_START_SPEED, K_GetKartGameSpeedScalar(gamespeed));
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ufo_speed(ufo) = FixedMul(UFO_START_SPEED, K_GetKartGameSpeedScalar(gamespeed));
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