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CEffectDamage Class Reference

Damage. More...

#include <Effect.h>

Inheritance diagram for CEffectDamage:
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Collaboration diagram for CEffectDamage:
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Public Attributes

SEffectWhichLocation LaunchLocation
 Launch Location. More...
 
SEffectWhichLocation ImpactLocation
 Impact Location. More...
 
CValidatorLink ImpactUnitValidator
 Impact Unit Validator. More...
 
std::vector< CFixedAttributeBonus
 Attribute Bonus. More...
 
std::vector< CFixedAttributeFactor
 Attribute Factor. More...
 
CFlagArray< e_unitAttributeCountAttributeForced
 Attribute Forced. More...
 
CFixed ShieldBonus
 Shield Bonus. More...
 
CFixed ShieldFactor
 Shield Factor. More...
 
CFixed ArmorReduction
 Armor Reduction. More...
 
EDamageVisibility Visibility
 Visibility. More...
 
CDamageFlags Flags
 Flags. More...
 
EDamageKind Kind
 Kind. More...
 
EDamageKind KindSplash
 Splash Kind. More...
 
EDamageTotal Total
 Total. More...
 
CFixed Amount
 Amount. More...
 
CFixed Random
 Random. More...
 
std::vector< CFixedVitalBonus
 Vital Bonus. More...
 
std::vector< CFixedVitalFractionCurrent
 Vital Fraction Current. More...
 
std::vector< CFixedVitalFractionMax
 Vital Fraction Maximum. More...
 
std::vector< CFixedLeechFraction
 Leech Fraction. More...
 
EDeathType Death
 Death. More...
 
flag8 KillHallucination
 Kill Hallucination. More...
 
std::vector< SEffectDamageAreaAreaArray
 Area. More...
 
std::vector< SEffectWhichUnitExcludeArray
 Exclude. More...
 
std::vector< SEffectWhichUnitIncludeArray
 Include. More...
 
CTargetFilters SearchFilters
 Search Filters. More...
 
STargetSorts TargetSorts
 Target Sorts. More...
 
CCmdResult MinCountError
 Minimum Count Error. More...
 
uint32 MinCount
 Minimum Count. More...
 
uint32 MaxCount
 Maximum Count. More...
 
uint32 RecycleCount
 Recycle Count. More...
 
CFlags SearchFlags
 Search Flags. More...
 
CFlagArray< e_equipmentDisplayFlagCountDisplayFlags
 Display Flags. More...
 

Detailed Description

Damage.

Remarks
Unknown

Member Data Documentation

◆ Amount

CFixed CEffectDamage::Amount

Amount.

Amount of damage dealt by the effect

◆ AreaArray

std::vector<SEffectDamageArea> CEffectDamage::AreaArray

Area.

Area of effect values used to make splash damage effects

◆ ArmorReduction

CFixed CEffectDamage::ArmorReduction

Armor Reduction.

Amount of damage that 1 point of armor removes from the effect

◆ AttributeBonus

std::vector<CFixed> CEffectDamage::AttributeBonus

Attribute Bonus.

Damage modifiers per unit attribute

Remarks
indexEnum: EUnitAttribute

◆ AttributeFactor

std::vector<CFixed> CEffectDamage::AttributeFactor

Attribute Factor.

Percentage damage modifiers per unit attribute

Remarks
indexEnum: EUnitAttribute

◆ AttributeForced

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.

Remarks
indexEnum: EUnitAttribute

◆ Death

EDeathType CEffectDamage::Death

Death.

Death animation type that plays for a unit killed by this effect

◆ DisplayFlags

CFlagArray<e_equipmentDisplayFlagCount> CEffectDamage::DisplayFlags

Display Flags.

Remarks
indexEnum: EEquipmentDisplayFlag

◆ ExcludeArray

std::vector<SEffectWhichUnit> CEffectDamage::ExcludeArray

Exclude.

Excludes units from the area search

◆ Flags

CDamageFlags CEffectDamage::Flags

Flags.

Flags for the effect

Remarks
indexEnum: EDamageFlag

◆ ImpactLocation

SEffectWhichLocation CEffectDamage::ImpactLocation

Impact Location.

Configures where the epicenter of the effect will be

◆ ImpactUnitValidator

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.

◆ IncludeArray

std::vector<SEffectWhichUnit> CEffectDamage::IncludeArray

Include.

Includes units in the area search

◆ KillHallucination

flag8 CEffectDamage::KillHallucination

Kill Hallucination.

When on, the effect kills hallucinations.

Remarks
minValue: 0
maxValue: 0

◆ Kind

EDamageKind CEffectDamage::Kind

Kind.

Type of damage

◆ KindSplash

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.

◆ LaunchLocation

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.

◆ LeechFraction

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.

Remarks
indexEnum: EUnitVital

◆ MaxCount

uint32 CEffectDamage::MaxCount

Maximum Count.

Maximum number of units the effect can target

◆ MinCount

uint32 CEffectDamage::MinCount

Minimum Count.

Minimum number of units the effect must target

◆ MinCountError

CCmdResult CEffectDamage::MinCountError

Minimum Count Error.

Error that plays if the effect cannot get the minimum required number of targets

◆ Random

CFixed CEffectDamage::Random

Random.

Specifies a random range of values to be added to the fixed damage amount.

◆ RecycleCount

uint32 CEffectDamage::RecycleCount

Recycle Count.

If specified, it will re-damage units in an area when there are fewer targets than this number available.

◆ SearchFilters

CTargetFilters CEffectDamage::SearchFilters

Search Filters.

Determines what targets are valid for the search

◆ SearchFlags

CFlags CEffectDamage::SearchFlags

Search Flags.

Flags for the area search

Remarks
indexEnum: EEffectSearchFlag

◆ ShieldBonus

CFixed CEffectDamage::ShieldBonus

Shield Bonus.

Shield damage modifier

◆ ShieldFactor

CFixed CEffectDamage::ShieldFactor

Shield Factor.

Percentage shield damage modifier

◆ TargetSorts

STargetSorts CEffectDamage::TargetSorts

Target Sorts.

Determines how the effect prioritizes potential targets.

◆ Total

EDamageTotal CEffectDamage::Total

Total.

Determines how the effect reconciles damage bonuses to different attributes

◆ Visibility

EDamageVisibility CEffectDamage::Visibility

Visibility.

Whether the effect leaves a snapshot or reveals the offending unit

◆ VitalBonus

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.

Remarks
indexEnum: EUnitVital

◆ VitalFractionCurrent

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.

Remarks
indexEnum: EUnitVital

◆ VitalFractionMax

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.

Remarks
indexEnum: EUnitVital

The documentation for this class was generated from the following file: