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binaries/data/mods/public/simulation/components/DeathDamage.js
function DeathDamage() {} | function DeathDamage() {} | ||||
DeathDamage.prototype.bonusesSchema = | |||||
"<optional>" + | |||||
"<element name='Bonuses'>" + | |||||
"<zeroOrMore>" + | |||||
"<element>" + | |||||
"<anyName/>" + | |||||
"<interleave>" + | |||||
"<optional>" + | |||||
"<element name='Civ' a:help='If an entity has this civ then the bonus is applied'><text/></element>" + | |||||
"</optional>" + | |||||
"<element name='Classes' a:help='If an entity has all these classes then the bonus is applied'><text/></element>" + | |||||
"<element name='Multiplier' a:help='The attackers attack strength is multiplied by this'><ref name='nonNegativeDecimal'/></element>" + | |||||
"</interleave>" + | |||||
"</element>" + | |||||
"</zeroOrMore>" + | |||||
"</element>" + | |||||
"</optional>"; | |||||
bb: This change is unrelated to the patch right and can be done separately? | |||||
Done Inline ActionsAye, interesting that it stood the test of time. Freagarach: Aye, interesting that it stood the test of time. | |||||
DeathDamage.prototype.Schema = | DeathDamage.prototype.Schema = | ||||
"<a:help>When a unit or building is destroyed, it inflicts damage to nearby units.</a:help>" + | "<a:help>When a unit or building is destroyed, it inflicts damage to nearby units.</a:help>" + | ||||
"<a:example>" + | "<a:example>" + | ||||
"<Shape>Circular</Shape>" + | "<Shape>Circular</Shape>" + | ||||
"<Range>20</Range>" + | "<Range>20</Range>" + | ||||
"<FriendlyFire>false</FriendlyFire>" + | "<FriendlyFire>false</FriendlyFire>" + | ||||
"<Damage>" + | "<Damage>" + | ||||
"<Hack>0.0</Hack>" + | "<Hack>0.0</Hack>" + | ||||
"<Pierce>10.0</Pierce>" + | "<Pierce>10.0</Pierce>" + | ||||
"<Crush>50.0</Crush>" + | "<Crush>50.0</Crush>" + | ||||
"</Damage>" + | "</Damage>" + | ||||
"</a:example>" + | "</a:example>" + | ||||
"<element name='Shape' a:help='Shape of the splash damage, can be circular'><text/></element>" + | "<element name='Shape' a:help='Shape of the splash damage, can be circular'><text/></element>" + | ||||
"<element name='Range' a:help='Size of the area affected by the splash'><ref name='nonNegativeDecimal'/></element>" + | "<element name='Range' a:help='Size of the area affected by the splash'><ref name='nonNegativeDecimal'/></element>" + | ||||
"<element name='FriendlyFire' a:help='Whether the splash damage can hurt non enemy units'><data type='boolean'/></element>" + | "<element name='FriendlyFire' a:help='Whether the splash damage can hurt non enemy units'><data type='boolean'/></element>" + | ||||
Attacking.BuildAttackEffectsSchema(); | Attacking.BuildAttackEffectsSchema() + | ||||
Attacking.BuildBonusSchema(); | |||||
DeathDamage.prototype.Init = function() | DeathDamage.prototype.Init = function() | ||||
{ | { | ||||
}; | }; | ||||
DeathDamage.prototype.Serialize = null; // we have no dynamic state to save | DeathDamage.prototype.Serialize = null; // we have no dynamic state to save | ||||
DeathDamage.prototype.GetDeathDamageEffects = function() | DeathDamage.prototype.GetDeathDamageEffects = function() | ||||
Show All 33 Lines |
Wildfire Games · Phabricator
This change is unrelated to the patch right and can be done separately?