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header whitelist and spelling cleanup
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cleanup changes to new community contributions
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loliwut committed Sep 10, 2024
1 parent 1d5ace3 commit 955eabc
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10 changes: 5 additions & 5 deletions docs/cck/components/Combat System.md
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# Combat System
# Combat System <div class="whitelisted" data-list="W"></div>
Adding this component enables PvP and PVE style gamemodes in your world. Best used alongside the **Damage** Component and the **Game Instance Controller** Component

### Properties

##### Reference ID

##### Health
+ **Health Base Amount:** This is the default Health each player starts with at the begining of a Game or Round.
+ **Health Base Amount:** This is the default Health each player starts with at the beginning of a Game or Round.
+ **Health Max Amount:** This is the Maximum amount of Health a player can have at any given time.

##### Health Regeneration
Expand All @@ -15,7 +15,7 @@ Adding this component enables PvP and PVE style gamemodes in your world. Best us
+ **Health Regeneration Cap:** The amount of Health that regeneration will stop.

##### Armor
+ **Armor Base Amount:** This is the default Armor each player starts with at the begining of a Game or Round.
+ **Armor Base Amount:** This is the default Armor each player starts with at the beginning of a Game or Round.
+ **Armor Max Amount:** This is the Maximum amount of Armor a player can have at any given time.

##### Armor Regeneration
Expand All @@ -24,7 +24,7 @@ Adding this component enables PvP and PVE style gamemodes in your world. Best us
+ **Armor Regeneration Cap:** The amount of Armor that regeneration will stop.

##### Shield
+ **Shield Base Amount:** This is the default Armor each player starts with at the begining of a Game or Round.
+ **Shield Base Amount:** This is the default Armor each player starts with at the beginning of a Game or Round.
+ **Shield Max Amount:** This is the Maximum amount of Armor a player can have at any given time.

##### Shield Regeneration
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+ **Player Revitalize Event:** This is triggered if the player is given Health outside of Health Regeneration.

### PVP Events
These are hooks that can be triggerd by the Combat System from other players.
These are hooks that can be triggered by the Combat System from other players.
+ **Player Downed Event:** This is triggered when a remote player brings the local player's health to 0.
+ **Downed Another Player Event:** This is triggered when the local player brings a remote player's health to 0.
+ **Player Got Hit Event:** This is triggered when the local player is hit by a remote player's Damage component.
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4 changes: 2 additions & 2 deletions docs/cck/components/Damage.md
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# Damage
# Damage <div class="whitelisted" data-list="W"></div>
Adding this component will allow the GameObject's collider or Particle system to inflict damage to the player; if the Combat System is present in your scene.

### Properties
Expand All @@ -17,7 +17,7 @@ This is the amount of damage that is applied to the Damage Type.
+ **Damage Over Time Duration:** How many seconds that Damage Over Time is applied to the Damage Type.
+ **Damage Over Time Contact:** Applies the Damage Over Time to the Damage Type if the player is in or not in contact with the GameObject.

##### Damage Multipier
##### Damage Multiplier
Multiplies the Damage Amount to the Damage Type.
+ **Health**
+ **Armor**
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10 changes: 5 additions & 5 deletions docs/cck/components/Object Health.md
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# Object Health
# Object Health <div class="whitelisted" data-list="W"></div>
Adding this component gives the GameObject properites for the Combat System. Best used alongside the **Damage** and **Game Instance Controller** components.

### Properties
Expand All @@ -15,7 +15,7 @@ Adding this component gives the GameObject properites for the Combat System. Bes
+ **Health Regeneration Cap:** The amount of Health that regeneration will stop.

##### Armor
+ **Armor Base Amount:** This is the default Armor the GameObject starts with at the begining of a Game or Round.
+ **Armor Base Amount:** This is the default Armor the GameObject starts with at the beginning of a Game or Round.
+ **Armor Max Amount:** This is the Maximum amount of Armor the GameObject can have at any given time.

##### Armor Regeneration
Expand All @@ -24,7 +24,7 @@ Adding this component gives the GameObject properites for the Combat System. Bes
+ **Armor Regeneration Cap:** The amount of Armor that regeneration will stop.

##### Shield
+ **Shield Base Amount:** This is the default Armor the GameObject starts with at the begining of a Game or Round.
+ **Shield Base Amount:** This is the default Armor the GameObject starts with at the beginning of a Game or Round.
+ **Shield Max Amount:** This is the Maximum amount of Armor the GameObject can have at any given time.

##### Shield Regeneration
Expand All @@ -42,8 +42,8 @@ This will determine how to handle the GameObject when it's health reaches 0.
- **Respawn After Game Start:** Only Applicable when the Game Instance Controller is present in the scene; will respawn the GameObject when the game starts.
- **Respawn After Game End:** Only Applicable when the Game Instance Controller is present in the scene; will respawn the GameObject when the game ends.
+ **Respawn Time:** Only Applicable if the Respawn After Time behavior is used; the amount in seconds before the GameObject Respawns.
+ **Repsawn Point:** The GameObject Transform property that the Object Health GameObject will respawn at.
+ **Connected Game Instance** Only Applicable when the Game Instance Controller is present in the scene; The Game Instcance Controller component that the GameObject is effected by.
+ **Respawn Point:** The GameObject Transform property that the Object Health GameObject will respawn at.
+ **Connected Game Instance** Only Applicable when the Game Instance Controller is present in the scene; The Game Instance Controller component that the GameObject is effected by.

### Events
These are hooks that can be triggered by the Combat System.
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