Damager
Deals damage to characters that come into contact with them. Damagers typically use fixed values.
Damager = { -- Attributes Damage: std.Attribute<Damage>, DamageMeasurement: std.Attribute<DamageMeasurement>, Poison: std.Attribute<boolean>,}Attributes
Section titled “Attributes”Damage
Section titled “Damage”Damager.Damage: std.Attribute<Damage>Amount of Damage that should be dealt. See the Damage type.
DamageMeasurement
Section titled “DamageMeasurement”Damager.DamageMeasurement: std.Attribute<DamageMeasurement>The measurement of damage to be dealt. See the DamageMeasurement type.
Poison
Section titled “Poison”Damager.Poison: std.Attribute<boolean>Whether damage should be dealt overtime as poison.
Damage
Section titled “Damage”export type Damage = number | "Normal" | "Double" | "Quadruple" | "Lethal"Defines the amounts of Damage to be dealt. Positive number can be used to define variable damage values. Otherwise, the following is used:
| Name | Amount |
|---|---|
"Normal" | 10 |
"Double" | 20 |
"Quadruple" | 40 |
"Lethal" | Infinite |
DamageMeasurement
Section titled “DamageMeasurement”export type DamageMeasurement = "Raw" | "RelativeToMaxHealth"The measurement of damage to be dealt. Raw is treated as raw health, while
RelativeToMaxHealth is treated as a percentage of the player’s maximum
health.