XML:BINA/PAR3: Difference between revisions

Added some research about DamageChar and DamageBlast. There is more to come, but first a job, then some leisure ^_^
mNo edit summary
(Added some research about DamageChar and DamageBlast. There is more to come, but first a job, then some leisure ^_^)
Line 1,088: Line 1,088:
| <Damage>
| <Damage>
| float
| float
| Integer recommended. Negative damage values doesn't work.
| Integer recommended. Negative damage values don't work.
|-
|-
| <StunDamage>
| <StunDamage>
| float
| float
| Character gets stunned for X frames.
| 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. World units multiplied by 2?
| 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 damage only; stun and knockback values are ignored)
: 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>
Line 1,127: Line 1,128:
| <Damage>
| <Damage>
| float
| float
| Integer recommended. Negative damage values doesn't work.
| 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 damage only; stun and knockback values are ignored)
: 0 ("normal")
: 1 ("minor stun")
: 1 ("minor stun")
: 2 ("major stun")
: 2 ("major stun")
Line 1,158: Line 1,168:
| <SelfImmune>
| <SelfImmune>
| flag
| flag
|
|  
: 0
: 0
: 1
: 1
Same as the DamageChar's SelfImmune
|-
|-
| <DamageEnvironment>
| <DamageEnvironment>
Line 1,692: Line 1,703:
|
|
|}
|}


==glass-piercing bullets==
==glass-piercing bullets==
271

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