Terrains: Difference between revisions
Knightlord07 (talk | contribs) (Created page with "Terrains in the game can be modified. Terrains in the game can be manipulated by creating by coding it Example <syntaxhighlight lang="javascript"> This is for certain terrains type this.wilderness = ["DESERT_FOREST", "DESERT_FOREST1", "DESERT_ROCK", "DESERT_TRY_RIVER", "FOREST", "FOREST1", "FOREST2", "FORES...") |
Knightlord07 (talk | contribs) No edit summary |
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Line 148: | Line 148: | ||
|- | |- | ||
| MOUNTAIN || 4 | | MOUNTAIN || 4 | ||
|- | |- | ||
| PIPELINE || 0 | | PIPELINE || 0 | ||
Line 169: | Line 167: | ||
| RUIN || 1 | | RUIN || 1 | ||
|- | |- | ||
| | | SEA || 0 | ||
|- | |- | ||
| | | SNOW || 1 | ||
|- | |- | ||
| | | SNOW_DESTROYEDWELD || 1 | ||
|- | |- | ||
| | | SNOW_FOREST || 3 | ||
|- | |- | ||
| | | SNOW_FOREST1 || 3 | ||
|- | |- | ||
| | | SNOW_FOREST2 || 3 | ||
|- | |- | ||
| | | SNOW_MOUNTAIN || 4 | ||
|- | |- | ||
| | | SNOW_PIPELINE || 0 | ||
|- | |- | ||
| | | SNOW_RUIN || 1 | ||
|- | |- | ||
| | | SNOW_STREET || 0 | ||
|- | |- | ||
| | | SNOW_WASTELAND || 2 | ||
|- | |- | ||
| | | SNOW_WELD || 0 | ||
|- | |- | ||
| BRIDGE1 || 0 | | BRIDGE1 || 0 |
Revision as of 03:44, 26 November 2023
Terrains in the game can be modified. Terrains in the game can be manipulated by creating by coding it
Example
This is for certain terrains type
this.wilderness = ["DESERT_FOREST",
"DESERT_FOREST1",
"DESERT_ROCK",
"DESERT_TRY_RIVER",
"FOREST",
"FOREST1",
"FOREST2",
"FOREST3",
"RIVER",
"MOUNTAIN",
"SNOW_FOREST",
"SNOW_FOREST1",
"SNOW_FOREST2",
"SNOW_MOUNTAIN",
"WASTE_FOREST",
"PLAINS",
"WASTE_MOUNTAIN"];
this.isWildernessTile = function(x, y, map)
{
if (map !== null)
{
if (map.onMap(x, y))
{
var terrain = map.getTerrain(x, y);
var id = terrain.getID();
if (CO_TEST.wilderness.includes(id))
{
return true;
}
}
}
return false;
};
this.getTerrainDefenseModifier = function(co, unit, posX, posY, map)
{
if (CO.isActive(co))
{
if (CO.isActive(co))
{
if (CO_TEST.isWildernessTile(posX, posY, map))
{
switch (co.getPowerMode())
{
case GameEnums.PowerMode_Tagpower:
case GameEnums.PowerMode_Superpower:
return CO_TEST.superPowerTerrainBonus;
case GameEnums.PowerMode_Power:
return 5;
default:
if (co.inCORange(Qt.point(posX, posY), unit))
{
return CO_TEST.d2dCoZoneTerrainBonus;
}
else
{
return CO_TEST.d2dTerrainBonus;
}
}
}
}
}
return 0;
};
or if you want it to be global
this.getTerrainDefenseModifier = function(co, unit, posX, posY, map)
{
if (CO.isActive(co))
{
switch (co.getPowerMode())
{
case GameEnums.PowerMode_Tagpower:
case GameEnums.PowerMode_Superpower:
return map.getTerrain(posX, posY).getBaseDefense() * CO_TEST.superPowerTerrainDefenseModifier;
case GameEnums.PowerMode_Power:
return 3;
default:
return 0;
}
}
return 0;
};
Terrain name | Terrain stars! |
---|---|
BEACH | 0 |
BRIDGE1 | 0 |
BRIDGE2 | 0 |
BRIDGE3 | 0 |
CREEPER | 0 |
DESERT | 1 |
DESERT_DESTROYEDWELD | 1 |
DESERT_FOREST | 3 |
DESERT_FOREST1 | 3 |
DESERT_PATH | 0 |
DESERT_PATH1 | 0 |
DESERT_PIPELINE | 0 |
DESERT_ROCK | 4 |
DESERT_RUIN | 1 |
DESERT_TRY_RIVER | 0 |
DESERT_WASTELAND | 2 |
DESERT_WELD | 0 |
DESTROYEDWELD | 1 |
FIRE | 0 |
FOG | 1 |
FOREST | 3 |
FOREST1 | 3 |
FOREST2 | 3 |
FOREST3 | 3 |
LAKE | 0 |
METEOR | 0 |
MOUNTAIN | 4 |
PIPELINE | 0 |
PLAINS | 1 |
PLAINS_DESTROYED | 1 |
PLAINS_PLASMA | 0 |
PLASMA | 0 |
REAF | 2 |
RIVER | 0 |
ROUGH_SEA | 2 |
RUIN | 1 |
SEA | 0 |
SNOW | 1 |
SNOW_DESTROYEDWELD | 1 |
SNOW_FOREST | 3 |
SNOW_FOREST1 | 3 |
SNOW_FOREST2 | 3 |
SNOW_MOUNTAIN | 4 |
SNOW_PIPELINE | 0 |
SNOW_RUIN | 1 |
SNOW_STREET | 0 |
SNOW_WASTELAND | 2 |
SNOW_WELD | 0 |
BRIDGE1 | 0 |
BRIDGE2 | 0 |
BRIDGE3 | 0 |
BEACH | 0 |
BEACH | 0 |
BEACH | 0 |
BRIDGE1 | 0 |
BRIDGE2 | 0 |
BRIDGE3 | 0 |
BEACH | 0 |
BEACH | 0 |