%s',
+ $_-> {cargo} < 0 ? ('supply', T => 'transport') :
+ $_->{upgraded}->{cargo} < 0 ? ('supply magic-opt', T => 'optional transport') :
+ $_->{attr}->{flying} ? ('air', F => 'flying') :
+ $_->{attr}->{structure} ? ('x', B => 'building') :
+ ([qw( x s m l l h h h h )]->[ $_->{cargo} ], $_->{cargo} || '-', ''),
+ ),
+ sprintf('
'."\n", $race, ucfirst $race
- if $grouped and $race ne $_->{race};
- $_->{cat} = $_->{race} if not $grouped;
- my $sizechar = [qw/? s m l/]->[$_->{size}];
+ if ($grouped) {
+ printf '
massive â units
+ cannot be lifted or slowed and can break force fields<:
+} else {
+ :>organic/mechanic unit
+
affected by Small,
+ Medium, or
+ Large unit damage<:
+} :>
HP
total number of hitpoints (including shields)
shield
@@ -334,27 +408,38 @@ sub showrange {
base unit armor
can be increased by upto 3 at various facilities
each point decreases damage per hit by one, upto a minimum of ½
-
reduction applies to initial damage, before size penalties (so a large plasma hit of 12 to 4 armor deals 2 damage, not ½)
-
ground/air
-
damage done per single attack against ground/air units
-
2nd column indicates relative amount of damage done in
- a certain
- amount of time
-
splash damage+ hits nearby objects as well
-
explosive damage does only
+
reduction applies to initial damage, before size penalties
+ (so a plasma hit of 12 to 4 armor large deals 2 damage, not ½)
+
attack
+
damage given per single hit
+
dps indicates relative amount of damage
+ done in 1 second of in-game time
+
splash damage hits all objects nearby â
+ or in a straight line +.
+
<:
+if ($scver{major} > 1) {
+ :>does not include ≥bonus damage
+ dealt to susceptible unit types
+
â¢projectile shots are negated by
+ Point Defense Drones<:
+} else {
+ :>*explosive damage does only
50% damage to small units, 75% to medium, 100% to large
-
concussive/plasma damage does
- 25% to large, 50% medium, 100% to small units
+
~concussive/plasma damage does
+ 25% to large, 50% medium, 100% to small units<:
+} :>
+
targets â½ ground
+ and/or â³ air
+
range
+
maximum range of weapon (note siege tank also has a minimum range)
sight
range in which the unit detects other units
emphasis indicates ability to detect cloaked units
-
range
-
maximum range of weapon (note siege tank also has a minimum range)
speed
relative speed of movement (when in full motion, startup speed ignored)
specials
-
special abilities
parentheses () indicate that it needs to be researched first
+