SkillEffect - itb-community/ITB-ModLoader GitHub Wiki
Table of Contents
- AddQueuedAirStrike
- AddQueuedAnimation
- AddQueuedBoardshake
- AddQueuedBounce
- AddQueuedDelay
- AddQueuedDropper
- AddQueuedEmitter
- AddQueuedGrapple
- AddQueuedLeap
- AddQueuedSound
- AddSafeDamage
- AddQueuedSafeDamage
SkillEffect
AddSafeDamage
Signature: void AddSafeDamage(SpaceDamage)
Argument name | Type | Description |
---|---|---|
spaceDamage |
SpaceDamage | The space damage instance describing the damage to deal |
Adds the specified damage instance to this SkillEffect in a way that deals damage only to pawns at the specified location, without causing any side effects to the board.
One exception to this is fire: if the pawn happens to be standing on a forest tile, the tile will also be set on fire, since the game propagates the Fire status from the pawn onto the tile.
This function does nothing if the space damage's location points to a building, since there's no way to avoid damaging the buildings without affecting the board in other ways.
Example:
local pawn = Board:GetPawn(0)
Board:SetTerrain(pawn:GetSpace(), TERRAIN_FOREST)
local fx = SkillEffect()
fx:AddSafeDamage(SpaceDamage(1))
Board:AddEffect(fx)
-- The pawn will be damaged, but the forest it is standing on will not be set on fire
AddQueuedSafeDamage
Signature: void AddQueuedSafeDamage(SpaceDamage)
See AddSafeDamage
- this does the same thing, except for queued SpaceDamage
instances.
AddQueuedAirStrike
Adds a queued air strike to the skill effect.
AddQueuedAnimation
Adds a queued animation to the skill effect.
AddQueuedBoardshake
Adds a queued board shake to the skill effect.
AddQueuedBounce
Adds a queued bounce to the skill effect.
AddQueuedDelay
Adds a queued delay to the skill effect.
AddQueuedDropper
Adds a queued dropper to the skill effect.
AddQueuedEmitter
Adds a queued emitter to the skill effect.
AddQueuedGrapple
Adds a queued grappling attack to the skill effect.
AddQueuedLeap
Adds a queued leap to the skill effect.
AddQueuedSound
Adds a queued sound to the skill effect.