Editing Damage types
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==Overview== | ==Overview== | ||
Any time damage is dealt within ''Halo'' it is done so via a '''damage effect''' [[tag]], which controls the minimum and maximum damage, whether it possesses any random damage, and the radius of damage. The tag also contains other variables which can be set to true or false such as the ability to headshot or deal friendly fire damage. Once the min and max damage values are set a damage type or two can be assigned. Damage types are defined in the '''globals''' tag and multiply | Any time damage is dealt within ''Halo'' it is done so via a '''damage effect''' [[tag]], which controls the minimum and maximum damage, whether it possesses any random damage, and the radius of damage. The tag also contains other variables which can be set to true or false such as the ability to headshot or deal friendly fire damage. Once the min and max damage values are set a damage type or two can be assigned. Damage types are defined in the '''globals''' tag and multiply againt the values assigned in damage effect tags. The [[sniper rifle]] in ''[[Halo 2]]'' deals 45 damage. Its first damage type, known as generic damage, is set to <code>bullet_fast</code>, which defines all of its base traits such as a 0.5x damage multiplier (50% damage reduction) against [[Brute]] health. The second damage type, called specific damage, is <code>sniper</code> and adds an additional 2x damage multiplier to spartan and elite shields. Although the engine functionality remains in later titles, the practice of using specific damage types was dropped with the release of ''[[Halo Reach]]''. The sniper rifle of that game simply uses one damage type named <code>sniper</code>, containing all necessary data without needing to multiply with another damage type. | ||
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