Changes between Version 10 and Version 11 of Aura_Templates
- Timestamp:
- Apr 6, 2016, 10:43:31 AM (8 years ago)
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Aura_Templates
v10 v11 21 21 '''affects''' determines the classes it affects, listed as ["Class1 Class2", "Class3"], which means the target needs to have (Class1 AND Class2) OR Class3 to benefit from the aura. 22 22 23 '''affectedPlayers''' defines on which players it will act (a hero might cause the enemy to have less armour) . The possible values are '''Player''' (yourself), '''Ally''', '''!MutualAlly''' or '''Enemy'''. This value defaults to Player.23 '''affectedPlayers''' defines on which players it will act (a hero might cause the enemy to have less armour), listed as ['''Value1''', '''Value2''']. The possible values are '''Player''' (yourself), '''Ally''', '''MutualAlly''' or '''Enemy'''. This value defaults to ['''Player''']. 24 24 25 25 '''modifications''' are list of modifications that will be applied. Similarly structured as with technologies. A modification consists out of key, which presents the name of the value that will be changed, and either '''add''' or '''multiply''' to resp. add or multiply the value of the affected entity with something. Note that the actions should be reversible (they are reversed when the aura carrying entity is killed), so multiplications with 0 are not allowed. All other values are supported. 26 26 27 Note that the list of modifiable unit properties is the same as with the Technologies (see TechModifications), but as '/' is not valid as an XML key, the '/' signs are replaced with dots. So Health.Max instead of Health/Max. You can escape a dot (.) by using a double (..). So "ResourceGatherer.Rates.food..grain" would become "ResourceGatherer/Rates/food.grain".27 The list of modifiable unit properties is the same as with the Technologies (see TechModifications). 28 28 29 29 '''auraName''' and '''auraDescription''' are not mandatory, but will appear in various UI elements.