sc2-gamedata
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Create Healer. More...
#include <Effect.h>
Public Attributes | |
SEffectWhichUnit | LaunchUnit |
Launch Unit. More... | |
SEffectWhichUnit | ImpactUnit |
Impact Unit. More... | |
CFlags | Flags |
Flags. More... | |
CValidatorLink | PeriodicValidator |
Periodic Validator. More... | |
CEffectLink | PeriodicEffect |
Periodic Effect. More... | |
EUnitVital | DrainVital |
Drain Vital. More... | |
CFixed | DrainVitalCostFactor |
Drain Vital Cost Factor. More... | |
std::vector< CFixed > | DrainResourceCostFactor |
Drain Resource Cost Factor. More... | |
EUnitVital | RechargeVital |
Recharge Vital. More... | |
CGameRate | RechargeVitalRate |
Recharge Vital Rate. More... | |
CFixed | TimeFactor |
Time Factor. More... | |
Create Healer.
std::vector<CFixed> CEffectCreateHealer::DrainResourceCostFactor |
Drain Resource Cost Factor.
Multiplier applied to the target unit's Repair Resource values to determine resource cost for healing
EUnitVital CEffectCreateHealer::DrainVital |
Drain Vital.
The type of vital drained from the caster to heal the target
CFixed CEffectCreateHealer::DrainVitalCostFactor |
Drain Vital Cost Factor.
Cost ratio of caster vital consumed to target vital healed
CFlags CEffectCreateHealer::Flags |
SEffectWhichUnit CEffectCreateHealer::ImpactUnit |
Impact Unit.
The unit that is the target of this effect
SEffectWhichUnit CEffectCreateHealer::LaunchUnit |
Launch Unit.
Specifies which unit spends vitals (if applicable) to heal the impact unit (aka the target).
CEffectLink CEffectCreateHealer::PeriodicEffect |
Periodic Effect.
Effect that executes each tick
CValidatorLink CEffectCreateHealer::PeriodicValidator |
Periodic Validator.
Validator that is run each tick
EUnitVital CEffectCreateHealer::RechargeVital |
Recharge Vital.
Type of vital that is healed on the target
CGameRate CEffectCreateHealer::RechargeVitalRate |
Recharge Vital Rate.
Amount of vital that can be healed to the target each tick
CFixed CEffectCreateHealer::TimeFactor |
Time Factor.
This value is multiplied times the target unit's Repair Time. If the resulting value is nonzero, then that is the amount of time it will take to heal the unit to full. If the resulting value is zero, then the target will be healed at the rate of Recharge Vital Rate/second.