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Paradox-01 (talk | contribs) mNo edit summary |
(Added some research about DamageChar and DamageBlast. There is more to come, but first a job, then some leisure ^_^) |
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| <Damage> | | <Damage> | ||
| float | | float | ||
| Integer recommended. Negative damage values | | Integer recommended. Negative damage values don't work. | ||
|- | |- | ||
| <StunDamage> | | <StunDamage> | ||
| float | | float | ||
| | | Adds the value specified here to the StunDamage sum variable.<BR>StunDamage has visible effect only for DamageTypes 1, 2 and 6. | ||
|- | |- | ||
| <KnockBack> | | <KnockBack> | ||
| float | | float | ||
| Character gets knocked back | | Character gets moved from its current position by "knockback value" game world units with 0.1 precision.<BR><font size=1>(Example: If value here is 100, char gets moved cca 99,9 units)</font> | ||
Negative values work as well, they reverse the direction. <font size=1>(Instead of being "knocked back", the character is "drawn in")</font> | |||
|- | |- | ||
| <DamageType> | | <DamageType> | ||
| flag | | flag | ||
| | | | ||
: 0 (normal | : 0 ("normal") | ||
: 1 ("minor stun") | : 1 ("minor stun") | ||
: 2 ("major stun") | : 2 ("major stun") | ||
Line 1,110: | Line 1,111: | ||
|- | |- | ||
| <SelfImmune> | | <SelfImmune> | ||
| flag | |||
| | | | ||
: 0 - DamageOwner of the particle can be hurt by the particle | |||
: 0 | : 1 - DamageOwner of the particle can't be hurt by the particle | ||
: 1 | |||
|- | |- | ||
| <CanHitMultiple> | | <CanHitMultiple> | ||
| | | flag | ||
| tag is missing if value is 0 | | tag is missing if value is 0 | ||
: 0 | : 0 - can be applied multiple times on the target character | ||
: 1 | : 1 - can be applied only once on the character, then is ignored (hurts the target character strictly only once) | ||
|- style="background-color:#DDDDDD" | |- style="background-color:#DDDDDD" | ||
| <DamageBlast> | | <DamageBlast> | ||
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| <Damage> | | <Damage> | ||
| float | | float | ||
| Integer recommended. Negative damage values | | Integer recommended. Negative damage values don't work. | ||
|- | |- | ||
| <StunDamage> | | <StunDamage> | ||
| | | float | ||
| Same as the DamageChar's StunDamage | |||
| | | | ||
|- | |- | ||
| <KnockBack> | | <KnockBack> | ||
| | | float | ||
| Same as the DamageChar's Knockback | |||
| | | | ||
|- | |- | ||
| <Radius> | | <Radius> | ||
| | | float | ||
| Radius of the damaging sphere.<BR><font size=1>(Example: If value here is 100, character gets damaged if its distance from the position of the damaging particle is less then or equal to 100 game world units.</font> | |||
| | | | ||
|- | |- | ||
| <FallOff> | | <FallOff> | ||
| flag | |||
| | | | ||
: 0 - DamageBlast deals the same damage, stun damage and knockback regardless of the distance between the particle and the target character | |||
: 1 - Inflicted Damage, StunDamage and Knockback linearly decrease with distance. | |||
<font size=1>Example: this flag is set, Radius is 200, Damage is 400, StunDamage is 600 and Knocback is 800.<BR>The target character dwells 150 game world units far from the DamageBlast particle.<BR> | |||
When hit by the particle's DamageBlast, PAR3 values of Damage, StunDamage and Knockback will be multiplied by the multiplier:<BR> | |||
(200-150)/200 = 0.25<BR> | |||
That means the target character will suffer 0.25*400 = 100 Damage, 150 StunDamage and 200 Knockback</font> | |||
|- | |- | ||
| <DamageType> | | <DamageType> | ||
| | | | ||
| | | | ||
: 0 (normal | : 0 ("normal") | ||
: 1 ("minor stun") | : 1 ("minor stun") | ||
: 2 ("major stun") | : 2 ("major stun") | ||
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| <SelfImmune> | | <SelfImmune> | ||
| flag | | flag | ||
| | | | ||
: 0 | : 0 | ||
: 1 | : 1 | ||
Same as the DamageChar's SelfImmune | |||
|- | |- | ||
| <DamageEnvironment> | | <DamageEnvironment> | ||
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| | | | ||
|} | |} | ||
==glass-piercing bullets== | ==glass-piercing bullets== |
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