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Damage. More...
#include <Effect.h>
Damage.
CFixed CEffectDamage::Amount |
Amount.
Amount of damage dealt by the effect
std::vector<SEffectDamageArea> CEffectDamage::AreaArray |
Area.
Area of effect values used to make splash damage effects
CFixed CEffectDamage::ArmorReduction |
Armor Reduction.
Amount of damage that 1 point of armor removes from the effect
std::vector<CFixed> CEffectDamage::AttributeBonus |
std::vector<CFixed> CEffectDamage::AttributeFactor |
CFlagArray<e_unitAttributeCount> CEffectDamage::AttributeForced |
Attribute Forced.
If an attribute is forced then the scaled, factor, or unscaled amounts may contribute towards the best/worst damage.
EDeathType CEffectDamage::Death |
Death.
Death animation type that plays for a unit killed by this effect
CFlagArray<e_equipmentDisplayFlagCount> CEffectDamage::DisplayFlags |
Display Flags.
std::vector<SEffectWhichUnit> CEffectDamage::ExcludeArray |
Exclude.
Excludes units from the area search
CDamageFlags CEffectDamage::Flags |
SEffectWhichLocation CEffectDamage::ImpactLocation |
Impact Location.
Configures where the epicenter of the effect will be
CValidatorLink CEffectDamage::ImpactUnitValidator |
Impact Unit Validator.
The impact unit will only be damaged if these validators pass; otherwise it is just used as the location of the attack. It may still call for help (if requested) even if the validator fails.
std::vector<SEffectWhichUnit> CEffectDamage::IncludeArray |
Include.
Includes units in the area search
flag8 CEffectDamage::KillHallucination |
Kill Hallucination.
When on, the effect kills hallucinations.
EDamageKind CEffectDamage::Kind |
Kind.
Type of damage
EDamageKind CEffectDamage::KindSplash |
Splash Kind.
Splash damage refers to damage dealt to adjacent units that weren’t the primary focus of the attack (which is specified by the Impact Location). This field determines the kind of damage that is dealt as splash.
SEffectWhichLocation CEffectDamage::LaunchLocation |
Launch Location.
The launch location can be used to specify an angle of impact and therefore the direction the effect uses when doing arc comparisons.
std::vector<CFixed> CEffectDamage::LeechFraction |
Leech Fraction.
Identifies how much of the damage dealt to the target is converted into each vital type for the attacker.
uint32 CEffectDamage::MaxCount |
Maximum Count.
Maximum number of units the effect can target
uint32 CEffectDamage::MinCount |
Minimum Count.
Minimum number of units the effect must target
CCmdResult CEffectDamage::MinCountError |
Minimum Count Error.
Error that plays if the effect cannot get the minimum required number of targets
CFixed CEffectDamage::Random |
Random.
Specifies a random range of values to be added to the fixed damage amount.
uint32 CEffectDamage::RecycleCount |
Recycle Count.
If specified, it will re-damage units in an area when there are fewer targets than this number available.
CTargetFilters CEffectDamage::SearchFilters |
Search Filters.
Determines what targets are valid for the search
CFlags CEffectDamage::SearchFlags |
CFixed CEffectDamage::ShieldBonus |
Shield Bonus.
Shield damage modifier
CFixed CEffectDamage::ShieldFactor |
Shield Factor.
Percentage shield damage modifier
STargetSorts CEffectDamage::TargetSorts |
Target Sorts.
Determines how the effect prioritizes potential targets.
EDamageTotal CEffectDamage::Total |
Total.
Determines how the effect reconciles damage bonuses to different attributes
EDamageVisibility CEffectDamage::Visibility |
Visibility.
Whether the effect leaves a snapshot or reveals the offending unit
std::vector<CFixed> CEffectDamage::VitalBonus |
Vital Bonus.
Specifies a flat amount of damage to deal per vital type. If the current vitals are less than this amount, then they are used instead.
std::vector<CFixed> CEffectDamage::VitalFractionCurrent |
Vital Fraction Current.
Specifies an amount to be multiplied by the unit’s current vitals that may be dealt as damage. If the current vitals are less than this amount, then they are used instead.
std::vector<CFixed> CEffectDamage::VitalFractionMax |
Vital Fraction Maximum.
Specifies an amount to be multiplied by the unit’s maximum vitals that may be dealt as damage. If the current vitals are less than this amount, then they are used instead.