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CorpusValheim

Projectile contact

Combat

Projectile contact checks owner, faction/PVP, dodge and optional hit history before direct or AOE damage. Bounce, stop-only-on-terrain, attachment and respawn-item branches can change lifetime and outcomes. Spawn-on-hit gates terrain/static contacts, spawn chances and inherited attack settings. When inherited hit data divides between spawned projectiles, the same hit object is divided inside the loop, so successive divisions can accumulate. Movement damage activates its child AOE only above the authored rigidbody speed threshold. Snow destruction rolls chanceMultiplier*strength. Meteor landing activates the configured landing object at its authored curve time.

Drop Projectile Over Distance configuration 1

Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.

Scope of the calculation

Meteor Smash configuration 1

Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.

Movement Damage configuration 1

Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.

Movement Damage configuration 2

Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.

Movement Damage configuration 3

Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.

Projectile configuration 1

Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.

Projectile configuration 2

Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.

Projectile configuration 3

Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.

Projectile configuration 4

Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.

Projectile configuration 5

Rows 1–3 of 21

Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.

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Game version 1.0.12Version, artwork & sources