Okay I'm feeling better now
let's see what we've got here...
For one, zero velocity bullet is just about the easiest thing. Just don't give it a velocity
The only easy way to make it not die on contact would be to give it lots of 'hits' which would get applied one hit per contacting enemy per frame. If you gave it a bajillion hits and only made it last one frame or so though, that could keep it from wiping out anything it touched.. if that's feasible. Collisions are rectangle-based, so if npc.hitrect and bullet.hitrect overlap then a collision is registered. Splash damage is caused by a hitrect larger than the visible sprite.
Falling blocks, um... let's see... the generator is at NPC294... generates NPC0x117 (279)... nonstatic parameters of xPos, yPos and Direction, so Direction determines size during initialization phase of object AI, and the entity doesn't appear to modify its damage internally. Does that answer your question?
let's see what we've got here...
For one, zero velocity bullet is just about the easiest thing. Just don't give it a velocity
The only easy way to make it not die on contact would be to give it lots of 'hits' which would get applied one hit per contacting enemy per frame. If you gave it a bajillion hits and only made it last one frame or so though, that could keep it from wiping out anything it touched.. if that's feasible. Collisions are rectangle-based, so if npc.hitrect and bullet.hitrect overlap then a collision is registered. Splash damage is caused by a hitrect larger than the visible sprite.
Falling blocks, um... let's see... the generator is at NPC294... generates NPC0x117 (279)... nonstatic parameters of xPos, yPos and Direction, so Direction determines size during initialization phase of object AI, and the entity doesn't appear to modify its damage internally. Does that answer your question?