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Add damage tooltips for charged stages for other Void Ray vairants
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Ziktofel committed Jul 4, 2024
1 parent feb4c2b commit 0d6743c
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Showing 3 changed files with 5 additions and 1 deletion.
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Expand Up @@ -7418,7 +7418,7 @@
<CEffectDamage id="AP_VoidRayVoidEnhancedDamage">
<ValidatorArray value="AP_HaveVoidRaySwarmDamageBoost"/>
<EditorCategories value="Race:Protoss"/>
<AttributeBonus index="Armored" value="6"/>
<AttributeBonus index="Armored" value="4"/>
</CEffectDamage>
<CEffectDamage id="AP_VoidRayChargeBeamBounce1Damage" parent="DU_WEAP">
<EditorCategories value="Race:Protoss"/>
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Expand Up @@ -11229,6 +11229,7 @@
</CUpgrade>
<CUpgrade id="AP_DestroyerChargingBeam">
<EffectArray Operation="Set" Reference="Effect,AP_VoidRayChargeBeamBounce3DamageSet,EffectArray[0]" Value="AP_VoidRayChargeBeamBounce3DamageUpgraded"/>
<EffectArray Operation="Set" Reference="Weapon,AP_VoidRayChargeBeamBounce,Tip" Value="Weapon/Tip/AP_VoidRayChargeBeamBounceUpgraded"/>
<AffectedUnitArray value="AP_VoidRayTaldarim"/>
</CUpgrade>
<CUpgrade id="AP_ArbiterCloakFieldRange">
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Expand Up @@ -5716,4 +5716,7 @@ Weapon/Tip/AP_Lurker=<c val="#ColorAttackInfo">Must be burrowed to attack.</c>
Weapon/Tip/AP_MedivacSiegeTankAirlift=Requires a loaded Siege Tank in Siege mode. If used with Siege Breakers, does <d ref="Effect,AP_ArcliteShockCannonDummy,Amount - Effect,AP_CrucioShockCannonDummy,Amount"/> extra damage.
Weapon/Tip/AP_NovaWeaponBlazefireBlade=Deals <d ref="Effect,AP_NovaWeaponBlazefireBladeDamageCloaked,Amount - Effect,AP_NovaWeaponBlazefireBladeDamageUncloaked,Amount"/> extra damage if Nova is cloaked
Weapon/Tip/AP_PrismaticBeam=Deals <d ref="Effect,AP_PrismaticBeamMUx2,Amount"/> (<d ref="Effect,AP_PrismaticBeamMUx2,Amount + Effect,AP_PrismaticBeamMUx2,AttributeBonus[Armored]"/> vs Armored) damage if halfway charged,<n/><d ref="Effect,AP_PrismaticBeamMUx3,Amount"/> (<d ref="Effect,AP_PrismaticBeamMUx3,Amount + Effect,AP_PrismaticBeamMUx3,AttributeBonus[Armored]"/> vs Armored) damage if fully charged.
Weapon/Tip/AP_VoidRayChargeBeamRange=Deals <d ref="Effect,AP_VoidRayChargeBeamBaseDamageCharge2,Amount"/> (<d ref="Effect,AP_VoidRayChargeBeamBaseDamageCharge2,Amount + Effect,AP_VoidRayChargeBeamBaseDamageCharge2,AttributeBonus[Armored]"/> vs Armored) damage if halfway charged,<n/><d ref="Effect,AP_VoidRayChargeBeamBaseDamageCharge3,Amount"/> (<d ref="Effect,AP_VoidRayChargeBeamBaseDamageCharge3,Amount + Effect,AP_VoidRayChargeBeamBaseDamageCharge3,AttributeBonus[Armored]"/> vs Armored) damage if fully charged.
Weapon/Tip/AP_VoidRayChargeBeamBounce=Deals <d ref="Effect,AP_VoidRayChargeBeamBounce1Damage,Amount"/> damage to <d ref="Effect,AP_VoidRayChargeBeamBounce1Search,MaxCount"/> secondary target if not charged,<n/><d ref="Effect,AP_VoidRayChargeBeamBounce2Damage,Amount"/> (<d ref="Effect,AP_VoidRayChargeBeamBounce2Damage,Amount + Effect,AP_VoidRayChargeBeamBounce2Damage,AttributeBonus[Armored]"/> vs Armored) damage to <d ref="Effect,AP_VoidRayChargeBeamBounce2Search,MaxCount"/> secondary targets if halfway charged,<n/><d ref="Effect,AP_VoidRayChargeBeamBounce3Damage,Amount"/> (<d ref="Effect,AP_VoidRayChargeBeamBounce3Damage,Amount + Effect,AP_VoidRayChargeBeamBounce3Damage,AttributeBonus[Armored]"/> vs Armored) damage to <d ref="Effect,AP_VoidRayChargeBeamBounce3Search,MaxCount"/> secondary targets damage if fully charged.
Weapon/Tip/AP_VoidRayChargeBeamBounceUpgraded=Deals <d ref="Effect,AP_VoidRayChargeBeamBounce1Damage,Amount"/> damage to <d ref="Effect,AP_VoidRayChargeBeamBounce1Search,MaxCount"/> secondary target if not charged,<n/><d ref="Effect,AP_VoidRayChargeBeamBounce2Damage,Amount"/> (<d ref="Effect,AP_VoidRayChargeBeamBounce2Damage,Amount + Effect,AP_VoidRayChargeBeamBounce2Damage,AttributeBonus[Armored]"/> vs Armored) damage to <d ref="Effect,AP_VoidRayChargeBeamBounce2Search,MaxCount"/> secondary targets if halfway charged,<n/><d ref="Effect,AP_VoidRayChargeBeamBounce3DamageUpgraded,Amount"/> (<d ref="Effect,AP_VoidRayChargeBeamBounce3DamageUpgraded,Amount + Effect,AP_VoidRayChargeBeamBounce3DamageUpgraded,AttributeBonus[Armored]"/> vs Armored) damage to <d ref="Effect,AP_VoidRayChargeBeamBounce3Search,MaxCount"/> secondary targets damage if fully charged.
Weapon/Tip/AP_Talons=

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