LadyLone
Steampunker
Maybe check what damage type the projectile is, like say, ranged or magic? That in itself is not exactly a solid fit all solution, especially for the very few energy based ranged projectiles like flamethrower projectiles or solid magic projectiles like the Staff of Earth. But it would help give some solid ground for players to expect specific behaviors. Then again, what also isn't great about this is that it would effectively punish ranged users over magic users for no real good reason. And then there's melee projectiles like sword beams and yoyos, heck, even spears. And then minions, some who work on contact damage, others, shooting projectiles. Maybe there isn't a good one size fits all solution for this. If projectiles had tags for what "element" type they are, that would be great, but sadly, we don't have that.But the reason I haven't made these unique distinctions between Missiles and Beams is because it brings into question how vanilla stuff is also handled. Are vanilla rockets also affected by Nightmare's gravity? Or maybe even bullets as well? Of course, energy or magic based stuff would ignore it. But then I'd have to extensively write specific checks for what is or isn't affected, and it's kind of a headache. I may end up doing it anyway, but it's not very high on my list of things to tweak.
That's the "fun" part about coding, overlooking something really simple. It happens and sometimes I've spent hours on code till finding simple solutions worked. And then questioning my coding skills. Often a second pair of eyes or even looking at the code another time greatly helps because you can easily become tunnel vision to your own code and look at what you think the code should be, rather than what the code actually is.As someone who also does a bit of coding I 100% understand what you feel.