Add descriptions to all projectiles and warheads

This commit is contained in:
Gustas
2022-08-24 14:08:58 +03:00
committed by Pavel Penev
parent 6e547469d6
commit d3589c051d
15 changed files with 15 additions and 1 deletions

View File

@@ -21,6 +21,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Projectiles
{
[Desc("Beam projectile that travels in a straight line.")]
public class AreaBeamInfo : IProjectileInfo
{
[Desc("Projectile speed in WDist / tick, two values indicate a randomly picked velocity per beam.")]

View File

@@ -22,6 +22,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Projectiles
{
[Desc("Projectile that travels in a straight line or arc.")]
public class BulletInfo : IProjectileInfo
{
[Desc("Projectile speed in WDist / tick, two values indicate variable velocity.")]

View File

@@ -17,6 +17,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Projectiles
{
[Desc("Projectile with customisable acceleration vector.")]
public class GravityBombInfo : IProjectileInfo
{
public readonly string Image = null;

View File

@@ -18,7 +18,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Projectiles
{
[Desc("Simple, invisible, usually direct-on-target projectile.")]
[Desc("Instant, invisible, usually direct-on-target projectile.")]
public class InstantHitInfo : IProjectileInfo
{
[Desc("The maximum/constant/incremental inaccuracy used in conjunction with the InaccuracyType property.")]

View File

@@ -21,6 +21,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Projectiles
{
[Desc("Projectile with smart tracking.")]
public class MissileInfo : IProjectileInfo
{
[Desc("Name of the image containing the projectile sequence.")]

View File

@@ -19,6 +19,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Warheads
{
[Desc("Spawn a sprite with sound.")]
public class CreateEffectWarhead : Warhead
{
[SequenceReference(nameof(Image), allowNullImage: true)]

View File

@@ -15,6 +15,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Warheads
{
[Desc("Creates resources in a circle.")]
public class CreateResourceWarhead : Warhead
{
[Desc("Size of the area. The resources are seeded within this area.", "Provide 2 values for a ring effect (outer/inner).")]

View File

@@ -16,6 +16,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Warheads
{
[Desc("Destroys resources in a circle.")]
public class DestroyResourceWarhead : Warhead
{
[Desc("Size of the area. The resources are removed within this area.", "Provide 2 values for a ring effect (outer/inner).")]

View File

@@ -17,6 +17,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Warheads
{
[Desc("Fires weapons from the point of impact.")]
public class FireClusterWarhead : Warhead, IRulesetLoaded<WeaponInfo>
{
[WeaponReference]

View File

@@ -16,6 +16,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Warheads
{
[Desc("Grant an external condition to hit actors.")]
public class GrantExternalConditionWarhead : Warhead
{
[FieldLoader.Require]

View File

@@ -15,6 +15,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Warheads
{
[Desc("Apply damage based on the target's health.")]
public class HealthPercentageDamageWarhead : TargetDamageWarhead
{
protected override void InflictDamage(Actor victim, Actor firedBy, HitShape shape, WarheadArgs args)

View File

@@ -18,6 +18,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Warheads
{
[Desc("Creates a smudge in `SmudgeLayer`.")]
public class LeaveSmudgeWarhead : Warhead
{
[Desc("Size of the area. A smudge will be created in each tile.", "Provide 2 values for a ring effect (outer/inner).")]

View File

@@ -18,6 +18,7 @@ namespace OpenRA.Mods.Common.Warheads
{
public enum DamageCalculationType { HitShape, ClosestTargetablePosition, CenterPosition }
[Desc("Apply damage in a specified range.")]
public class SpreadDamageWarhead : DamageWarhead, IRulesetLoaded<WeaponInfo>
{
[Desc("Range between falloff steps.")]

View File

@@ -16,6 +16,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Warheads
{
[Desc("Apply damage to the targeted actor.")]
public class TargetDamageWarhead : DamageWarhead
{
[Desc("Damage will be applied to actors in this area. A value of zero means only targeted actor will be damaged.")]