Otamaa

Results 7 issues of Otamaa

```ini [BUILDINGTYPE] -Deharcoded occupy and bunker bonus , Default to `[CombatDamage]` OccupyDamageMultiplier= ;float OccupyROFMultiplier= ;float BunkerDamageMultiplier= ;float BunkerROFMultMultiplier= ;float -Bunker Wall Sound , Default to `[AdioVisual]` BunkerWallsUpSound= ;Foc BunkerWallsDownSound= ;Foc...

Fixed / Improved Logic
Needs improvement

```ini [MASTERMIND] Overload.Count= ;default to `[CombatDamage]->OverloadCount` Overload.Damage= ;default to `[CombatDamage]->OverloadDamage` Overload.Frames= ;default to `[CombatDamage]->OverloadFrames` Overload.DeathSound= ;default to `[AudioVisul]->MasterMindOverloadDeathSound` Overload.ParticleSys= ;default to `[CombatDamage]->DefaultSparkSystem` Overload.ParticleSysCount= ;int , default to 5 MindControl.DrawLink= ;bool...

Docs
Feature / Enhancement
Needs testing

close #10 - Fix the issue when `BombClass` giving nullptr `Techno` owner resulting on Some Warhead affect no applied properly . - Added Ownership for `BombClass` explosion anim to fix...

Vanilla bug
Needs testing

Close #437 Will pick this up automatically and use the largest power of 2 equal to or larger than 8 to select the best animation from for each firing direction....

Original Author : `ChrisLV-CN` `https://github.com/ChrisLv-CN/PatcherExtension/blob/main/MyExtension/GiftBox.cs` ```This is not `TypeConversion` thing , there is no stat `Sync` from parent handled except `Destination` and `Focus` !``` No detail documentation yet ! Tags:...

close #222 Please test and confirm if the fix working correcly for the issue mentioned!

CrateType extension that allow user to attach Weapon and SuperWeapon to Crate goodies (Granted & auto shot to collected cell) How To Test : 1.Go to : ``` [Powerups] ;Darkness...

Reused / Expanded Logic
Fixed / Improved Logic