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docs(VTouchDamage): add documentation for
zCTouchDamage
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# zCTouchDamage | ||
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!!! abstract inline end "Quick Infos" | ||
**Type:** Virtual Object<br/> | ||
**Format Name:** ZenGin Archive<br/> | ||
**File Extension:** `.ZEN`<br/> | ||
**Class Name:** `zCTouchDamage`<br/> | ||
**Version Identifiers:**<br /> | ||
— Gothic I: `36865`<br/> | ||
— Gothic II: `36865`<br/> | ||
**ZenKit Class:** `VTouchDamage` | ||
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A VObject which damages other VObjects colliding with it. | ||
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<ul class="sp-list"> | ||
<li class="sp-type"><a href="../zCVob/">zCVob</a></li> | ||
<li class="sp-type"> | ||
<span>zCTouchDamage</span> | ||
<ul class="sp-list"> | ||
<li class="sp-folder"> | ||
<span>TouchDamage</span> | ||
<ul class="sp-list"> | ||
<li class="sp-float"><a href="#damage">damage</a> = 0</li> | ||
<li class="sp-folder"> | ||
<span>DamageType</span> | ||
<ul class="sp-list"> | ||
<li class="sp-bool"><a href="#Barrier">Barrier</a> = TRUE</li> | ||
<li class="sp-bool"><a href="#Blunt">Blunt</a> = FALSE</li> | ||
<li class="sp-bool"><a href="#Edge">Edge</a> = FALSE</li> | ||
<li class="sp-bool"><a href="#Fire">Fire</a> = FALSE</li> | ||
<li class="sp-bool"><a href="#Fly">Fly</a> = FALSE</li> | ||
<li class="sp-bool"><a href="#Magic">Magic</a> = FALSE</li> | ||
<li class="sp-bool"><a href="#Point">Point</a> = FALSE</li> | ||
<li class="sp-bool"><a href="#Fall">Fall</a> = FALSE</li> | ||
</ul> | ||
</li> | ||
<li class="sp-float"><a href="#damageRepeatDelaySec">damageRepeatDelaySec</a> = 0</li> | ||
<li class="sp-float"><a href="#damageVolDownScale">damageVolDownScale</a> = 0</li> | ||
<li class="sp-enum"><a href="#damageCollType">damageCollType</a> = BOX</li> | ||
</ul> | ||
</li> | ||
</ul> | ||
</li> | ||
</ul> | ||
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## Properties | ||
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<a name="damage" class="t-float"></a> `damage` | ||
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: The amount of damage being dealt. | ||
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<a name="Barrier" class="t-bool"></a> `Barrier` | ||
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: `TRUE` — Deal barrier damage. `FALSE` — Do not deal barrier damage. | ||
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<a name="Blunt" class="t-bool"></a> `Blunt` | ||
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: `TRUE` — Deal blunt damage (blunt weapons). `FALSE` — Do not deal blunt damage. | ||
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<a name="Edge" class="t-bool"></a> `Edge` | ||
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: `TRUE` — Deal edge damage (sharp weapons). `FALSE` — Do not deal edge damage. | ||
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<a name="Fire" class="t-bool"></a> `Fire` | ||
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: `TRUE` — Deal fire damage. `FALSE` — Do not deal fire damage. | ||
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<a name="Fly" class="t-bool"></a> `Fly` | ||
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: `TRUE` — Deal knockout damage. `FALSE` — Do not deal knockout damage. | ||
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<a name="Magic" class="t-bool"></a> `Magic` | ||
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: `TRUE` — Deal magic damage. `FALSE` — Do not deal magic damage. | ||
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<a name="Point" class="t-bool"></a> `Point` | ||
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: `TRUE` — Deal point damage (bows and crossbows). `FALSE` — Do not deal point damage. | ||
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<a name="Fall" class="t-bool"></a> `Fall` | ||
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: `TRUE` — Deal fall damage. `FALSE` — Do not deal fall damage. | ||
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<a name="damageRepeatDelaySec" class="t-float"></a> `damageRepeatDelaySec` | ||
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: The delay between damage ticks when applying continuous damage. If set to `0`, only deals the damage once per | ||
collision. If set to a value greater than `0`, deals damage every `damageRepeatDelaySec` seconds. | ||
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<a name="damageVolDownScale" class="t-float"></a> `damageVolDownScale` | ||
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: A scale value used in conjunction with [`damageCollType`](#damageCollType). Its function depends on the type of | ||
collision detection used. | ||
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<a name="damageCollType" class="t-enum"></a> `damageCollType` | ||
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: The type of collision detection to use for damage calculations. | ||
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* `NONE` — Disable collision detection and thus damage application. | ||
* `BOX` — Scale the [`bbox3dws`](zCVob.md#bbox3dws) of the `zCTouchDamage` object by | ||
[`damageVolDownScale`](#damageVolDownScale) and use this new bounding box to calculate | ||
collisions with other VObjects | ||
* `POINT` — Scale the [`bbox3dws`](zCVob.md#bbox3dws) of the colliding object by | ||
[`damageVolDownScale`](#damageVolDownScale) and only deal damage if it contains the center | ||
point of the `zCTouchDamage` object. If the [`visual`](zCVob.md#visual) of the `zCTouchDamage` | ||
object is a particle effect, test against every particle instead. | ||
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## Sources | ||
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The help file for the Spacer, found [here](https://wiki.worldofgothic.de/doku.php?id=spacer:hilfedatei) and the | ||
Russian-language knowledge accumulator [gothic-library.ru](http://www.gothic-library.ru/publ/octouchdamage/1-1-0-522#damage). |
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