Damage

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The Damage effect (CEffectDamage) is the primary effect type used to apply damage to a target unit or units.

Fields

The Damage effect contains many extra data fields that control how the damage is dealt and what effects it has on both the target and the source. The most important ones are listed below with descriptions of their purposes. The list is ordered by tab and in alphabetical order within each tab.

Combat Tab

Field Description

Amount

The amount of damage dealt per application of the effect.

Armor Reduction

The amount of damage reduced per point of armor (life armor if the damage is directed at the target's life and shield armor if the damage is directed at the target's shields) possessed by the target. Note that this field is specific to the damage effect for which it was set. For example, a damage effect with a base damage amount of 10 and an armor reduction of 2 will deal 8 damage to a target with 1 armor and 6 damage to a target with 2 armor, assuming nothing else affects the damage amount. The damage reduction from armor is calculated after any attribute or shield bonuses.

Attribute Bonus (Array)

The flat bonus applied to the amount of damage dealt based on the target's attribute flags. These bonuses are simply added to the damage amount when applicable; they do not scale with the amount of damage being dealt. For information on how multiple bonuses are applied when the target meets the conditions for more than one bonus, see the description on the Total field in the Effect tab. Damage modification from attribute bonuses are applied before armor reduction is considered.

Attribute Factor (Array)

The bonus factor applied to the amount of damage dealt based on the target's attribute flags. These bonuses are normalized such that a reported factor of 0 corresponds to an actual factor of 1. So for example, a bonus of 0.25 would increase damage by 25% (or equivalently, multiply the damage by 1.25), and a bonus of -25% would decrease damage by 25% (or equivalently, multiply the damage by 0.75). For information on how multiple bonuses are applied when the target meets the conditions for more than one bonus, see the description on the Total field in the Effect tab. Damage modification from attribute bonuses are applied before armor reduction is considered.

Shield Bonus

The flat bonus applied to the amount of damage dealt when the damage is directed at shields rather than life. These bonuses are simply added to the damage amount when applicable; they do not scale with the amount of damage being dealt. For information on how multiple bonuses are applied when the target meets the conditions for more than one bonus, see the description on the Total field in the Effect tab. Damage modification from shield bonuses are applied before armor reduction is considered.

Shield Factor

The bonus factor applied to the amount of damage dealt when the damage is directed at shields rather than life. This bonus is normalized such that a reported factor of 0 corresponds to an actual factor of 1. So for example, a bonus of 0.25 would increase damage by 25% (or equivalently, multiply the damage by 1.25), and a bonus of -25% would decrease damage by 25% (or equivalently, multiply the damage by 0.75). For information on how multiple bonuses are applied when the target meets the conditions for more than one bonus, see the description on the Total field in the Effect tab. Damage modification from shield bonuses are applied before armor reduction is considered.

Search Tab

Field

Area

The Area field is an array of different search areas, each one with its own set of properties. When Area contains at least one element, the damage applied by the effect will be dealt in an area of effect specified by the element(s) of Area. If a target lies within more than one search area, the damage effect will be applied to it multiple times. To prevent this from happening, add Outer to the Exclude field. The primary target of the damage effect may also be enumerated by search areas. To prevent this from happening, add Target to the Exclude field.

Arc

The arc (expressed in degrees) that this area sweeps out. The area sweeps out in the direction of a straight line running from the damage effect's source to the primary target. The line will also perfectly bisect the arc.

Bonus

The amount of bonus damage added to that which is dealt to targets enumerated in this area.

Fraction

The multiplier to apply to the damage dealt to targets enumerated in this area.

Maximum Count

The maximum number of targets to be enumerated in this area. Only targets that successfully pass all search and validation filters specified by this area and its parent damage effect count toward this limit. A value of -1 means no limit.

Radius

The radius out to which this area sweeps. The radius is calculated from the center point of the initial target of the damage effect. A target is enumerated by this area if any part of its collision sphere falls within the specified radius (and arc).

Radius Bonus

Unknown

Validator

The validator to apply to targets enumerated by this area. Targets must pass the validator, if one is specified, before they are damaged.

Exclude (Array)

A list of targets to exclude from all search areas listed in the Area field.

Exclude::Effect

The parent effect from which to determine the target being excluded. If no effect is specified, the damage effect itself is used as the parent effect.

Exclude::Value

The marker to use to determine the target being excluded. All markers are treated as being from the point of view of the parent effect specified in Exclude::Effect.

  • Caster: Excludes the caster of the parent effect.
  • Outer: Excludes any target already enumerated by another search area specified by the parent effect.
  • Source: Excludes the source of the parent effect.
  • Target: Excludes the target of the parent effect.
  • Unit Origin: Unknown

Include

A list of targets to forceably include in all search areas listed in the Area field.

Include::Effect

The parent effect from which to determine the target being included. If no effect is specified, the damage effect itself is used as the parent effect.

Include::Value

The marker to use to determine the target being included. All markers are treated as being from the point of view of the parent effect specified in Include::Effect.

  • Caster: Includes the caster of the parent effect.
  • Outer: Includes any target already enumerated by another search area specified by the parent effect.
  • Source: Includes the source of the parent effect.
  • Target: Includes the target of the parent effect.
  • Unit Origin: Unknown

Maximum Count

The maximum number of targets to be enumerated in all search areas. Only targets that successfully pass all search and validation filters specified by search areas and the parent damage effect count toward this limit. A value of -1 means no limit.

Minimum Count

The minimum number of targets this effect needs to enumerate. Only targets that successfully pass all search and validation filters specified by search areas and the parent damage effect count toward this quota. If this quota is not met, the damage effect will not be applied.

Minimum Count Error

The error message that is displayed if the effect cannot meet the minimum count quota.

Search Filter

The filters to apply to all targets enumerated by search areas. Targets must pass these filters before they are damaged.

Search Flags

Flags for enabling/disabling certain search properties.

  • Call For Help: Unknown
  • Extend By Unit Radius: Extends the search radius for all search areas by the unit radius of the damage effect's primary target.
  • Offset By Unit Radius: Offsets the origin of the search radius for all search areas by the unit radius of the damage effect's primary target.
  • Same Cliff Level: Restricts search areas to enumerating targets on the same cliff level as the damage effect's primary target.

Effect Tab

Target Tab

UI Tab

Using the Damage Effect