MF_B_Stats : MF_AbstractStatus
Describes the various stats of an object. This is used with weapons, and fx scripts, and could be referenced by scanners and the like. To have a script affect the various stats, use:
DoDamage ( damage : float )
Will do damage to the unit. Values that exceed the values will be passed on to the next stat in order of Shield > Armor > Health.
DoDamage ( damage : float, apply : enum MFnum.StatType )
enum MFnum.StatType { General, Shield, Armor, Health, Energy }
Will do damage to a specific stat. Extra damage will not be passed on.
Negative values for damage can be used, and they will heal that stat.
The other overload methods for DoDamage() have no additional function in MF_B_Stats and are there for forward compatibility.
Inherited Variables
shield, shieldMax, armor, armorMax, health, healthMax, energy, energyMax, stage, stageStart, size, monitor, disableAt, dyingDutation, deathDuration, damageId, poolRefScript, fxScript, statsScript
Inherited Methods
DoDamage(), ApplyDamage()
Public Variables
Override health : float
If <= 0, the object will enter the Dying stage.
Public Methods
Override ApplyDamage : float ( stat : enum MFnum.StatType, damage : float, apply : enum MFnum.StatType,
damType : enum MFnum.DamageType, loc : Vector3, audio : AudioSource, multS : float, multA : float, multH : float, multE : float, multPen : float, addReduce : float )
Applies damage to a specific stat, and will return any remainder.
Describes the various stats of an object. This is used with weapons, and fx scripts, and could be referenced by scanners and the like. To have a script affect the various stats, use:
DoDamage ( damage : float )
Will do damage to the unit. Values that exceed the values will be passed on to the next stat in order of Shield > Armor > Health.
DoDamage ( damage : float, apply : enum MFnum.StatType )
enum MFnum.StatType { General, Shield, Armor, Health, Energy }
Will do damage to a specific stat. Extra damage will not be passed on.
Negative values for damage can be used, and they will heal that stat.
The other overload methods for DoDamage() have no additional function in MF_B_Stats and are there for forward compatibility.
Inherited Variables
shield, shieldMax, armor, armorMax, health, healthMax, energy, energyMax, stage, stageStart, size, monitor, disableAt, dyingDutation, deathDuration, damageId, poolRefScript, fxScript, statsScript
Inherited Methods
DoDamage(), ApplyDamage()
Public Variables
Override health : float
If <= 0, the object will enter the Dying stage.
Public Methods
Override ApplyDamage : float ( stat : enum MFnum.StatType, damage : float, apply : enum MFnum.StatType,
damType : enum MFnum.DamageType, loc : Vector3, audio : AudioSource, multS : float, multA : float, multH : float, multE : float, multPen : float, addReduce : float )
Applies damage to a specific stat, and will return any remainder.