Air Units: Difference between revisions
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|'''FIGHTER'''||WEAPON_AIR_TO_AIR_MISSILE||N/A | |'''FIGHTER'''||WEAPON_AIR_TO_AIR_MISSILE||N/A | ||
|- | |- | ||
|'''WATERPLANE'''<ref>Same Unit as that from Days of Ruin/Dark Conflict</ref>||N/A | |'''WATERPLANE'''<ref>Same Unit as that from Days of Ruin/Dark Conflict</ref>||WEAPON_WATERPLANE_MISSILE||N/A | ||
|- | |- | ||
|'''ZCOUNIT_KIROV'''<ref>CO Unit of Tasha, Eagle, Waylon</ref>||N/A | |'''ZCOUNIT_KIROV'''<ref>CO Unit of Tasha, Eagle, Waylon</ref>||WEAPON_BOMB||N/A | ||
|- | |- | ||
|'''BLACK_BOMB'''||N/A | |'''BLACK_BOMB'''||N/A||N/A | ||
|- | |- | ||
|} | |} |
Revision as of 21:24, 5 October 2023
Air Units' stats and properties can be modified as a whole, by using the GameEnums.UnitType_Air variable.For instance:
CO_TEST.getOffensiveBonus = function (co, attacker, atkPosX, atkPosY,
defender, defPosX, defPosY, isDefender, action,luckmode, map) {
if (co.getIsCO0() === true) {
switch (co.getPowerMode()) {
case GameEnums.PowerMode_Power:
if (attacker.getUnitType() === GameEnums.UnitType_Air) {
return 30;
}
break;
//rest of the code goes here
}
}
}
Increases the Offense of Air Units by 30% during the CO Power.
Modifying stats or properties of specific Units
Each Unit can be modified through a comparison of the UnitID. The Unit ID can be obtained through unit.getUnitID() And it's of a String type.
Possible values are, along with their weapon names:
Air Units | Primary Weapon String | Secondary Weapon String |
---|---|---|
K_HELI[1] | WEAPON_AIR_TO_GROUND_MISSILE | WEAPON_K_HELI_MG |
T_HELI[2] | N/A | N/A |
DUSTER[3] | WEAPON_AIRPLANE_MG | N/A |
BOMBER | WEAPON_BOMB | N/A |
STEALTHBOMBER | WEAPON_STEALTHROCKET | N/A |
TRANSPORTPLANE | N/A | N/A |
FIGHTER | WEAPON_AIR_TO_AIR_MISSILE | N/A |
WATERPLANE[4] | WEAPON_WATERPLANE_MISSILE | N/A |
ZCOUNIT_KIROV[5] | WEAPON_BOMB | N/A |
BLACK_BOMB | N/A | N/A |
Of these, the ones with the ZCOUNIT_ prefix are Units specific to COs that cannot be deployed by the rest.