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Absorb changes from !4996
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2 changed files with 12 additions and 12 deletions
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@ -14,7 +14,7 @@ local onHitHandlers = {}
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---
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-- @type AttackInfo
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-- @field [parent=#AttackInfo] #table damage A table mapping stat name (health, fatigue, or magicka) to number. For example, {health = 50, fatigue = 10} will cause 50 damage to health and 10 to fatigue (before adjusting for armor and difficulty). This field is ignored for failed attacks.
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-- @field [parent=#AttackInfo] #table damage A table mapping a stat name (health, fatigue, or magicka) to a number. For example, {health = 50, fatigue = 10} will cause 50 damage to health and 10 to fatigue (before adjusting for armor and difficulty). This field is ignored for failed attacks.
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-- @field [parent=#AttackInfo] #number strength A number between 0 and 1 representing the attack strength. This field is ignored for failed attacks.
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-- @field [parent=#AttackInfo] #boolean successful Whether the attack was successful or not.
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-- @field [parent=#AttackInfo] #AttackSourceType sourceType What class of attack this is.
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@ -48,7 +48,7 @@ return {
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--- Add new onHit handler for this actor
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-- If `handler(attack)` returns false, other handlers for
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-- the call will be skipped. where attack is the same @{#AttackInfo} passed to #Combat.onHit
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-- the call will be skipped. Where attack is the same @{#AttackInfo} passed to #Combat.onHit
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-- @function [parent=#Combat] addOnHitHandler
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-- @param #function handler The handler.
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addOnHitHandler = function(handler)
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@ -64,7 +64,7 @@ return {
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-- @return #number Damage adjusted for armor
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adjustDamageForArmor = function(damage, actor) return damage end,
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--- Calculates a difficulty multiplier based on current difficulty settings
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--- Calculates a difficulty multiplier based on the current difficulty settings
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-- and adjusts damage accordingly. Has no effect if both this actor and the
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-- attacker are NPCs, or if both are Players.
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-- @function [parent=#Combat] adjustDamageForDifficulty
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