<(common.inc.plp)><:
+use List::Util qw(max);
my %scver = (
id => 'bw',
}
}
$damage *= ($attack->{count} // 1) / $attack->{cooldown};
+ if (my $bonus = $upattack->{bonus} // $attack->{bonus}) {
+ $maxdamage += $_ for max(
+ map { ref $_ ? $_->[-1] : $_ } values %{$bonus}
+ );
+ }
$maxdamage *= ($upattack->{count} // $attack->{count} // 1)
/ ($upattack->{cooldown} // $attack->{cooldown});
$out .= showrange($damage, $maxdamage);
done in 1 second of in-game time
<dd>splash damage hits all objects nearby <span class="unit-splash">+</span>
or in a straight line <span class="unit-splash">×</span>.
- <dd><span class="unit-l">*</span>explosive damage does only
+ <dd><:
+if ($scver{major} > 1) {
+ :>does not include <span>≥</span>bonus damage
+ dealt to susceptible unit types<:
+} else {
+ :><span class="unit-l">*</span>explosive damage does only
50% damage to small units, 75% to medium, 100% to large
<dd><span class="unit-s">~</span>concussive/plasma damage does
- 25% to large, 50% medium, 100% to small units
+ 25% to large, 50% medium, 100% to small units<:
+} :>
<dt>sight
<dd>range in which the unit detects other units
<dd><strong class="unit-detect">emphasis</strong> indicates ability to detect cloaked units