I don't think we're looking at the same ability.
AlchemistsFireAbility corresponds to Alchemist's Fire. The AbilityTargetsAround component has m_TargetType set to 0 (TargetType.Enemy).
BombStandart [sic] corresponds to Alchemist Bomb. The AbilityTargetsAround component has m_TargetType set to 2 (TargetType.Any).You can throw a flask of alchemist's fire as a splash weapon with a range of 30 feet.
A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage.
On a direct hit, an alchemist's bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist's Intelligence modifier. The damage of an alchemist's bomb increases by 1d6 points at every odd-numbered alchemist level[LONGSTART] (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike)[LONGEND]. Splash damage from an alchemist bomb is always equal to the bomb's minimum damage[LONGSTART] (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage)[LONGEND]. Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier.
> It's directly used to select targets.
Code: Select all
IEnumerable<UnitEntityData> targets = GameHelper.GetTargetsAround(anchor.Point, this.AoERadius);
> You're just not making players targetable by enemy AOE attacks.
Not true. If the Player casts an AbilityTargetsAround ability where m_TargetType == TargetType.Enemy, the Player will be the caster and the Targets will be alive, nearby, and within line of sight. That collection of targets will be reduced to only enemies of the Player.
If the Player casts an AbilityTargetsAround ability where m_TargetType == TargetType.Ally, the Player will be the caster and the Targets will be alive, nearby, and within line of sight. That collection of targets will be reducecd to only allies of the Player.
If the Player casts an AbilityTargetsAround ability where m_TargetType == TargetType.Any, the Player will be the caster and the Targets will be alive, nearby, and within line of sight. That collection of targets will not be reduced except by the conditions set in the blueprint.
Code: Select all
targets.Where(context.MaybeCaster.IsEnemy);
Code: Select all
targets.Where(target => context.MaybeCaster.IsEnemy(target));
Code: Select all
public IEnumerable<UnitEntityData> SelectEnemies(UnitEntityData caster, IEnumerable<UnitEntityData> targets)
{
foreach (UnitEntityData target in targets)
{
if (caster.IsEnemy(target))
{
yield return target;
}
}
}
How to use this cheat table?
- Install Cheat Engine
- Double-click the .CT file in order to open it.
- Click the PC icon in Cheat Engine in order to select the game process.
- Keep the list.
- Activate the trainer options by checking boxes or setting values from 0 to 1