Ykkrosh
6f9da85d9f
Switch to much quicker (and less comprehensive) per-turn hashing in multiplayer games. This was SVN commit r9036.
43 lines
1012 B
JavaScript
43 lines
1012 B
JavaScript
function Auras() {}
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Auras.prototype.Schema =
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"<oneOrMore>" +
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"<element>" +
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"<choice>" +
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"<name>Allure</name>" +
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"<name>Infidelity</name>" +
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"<name>Heal</name>" +
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"<name>Courage</name>" +
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"<name>Fear</name>" +
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"</choice>" +
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"<interleave>" +
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"<element name='Radius'>" +
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"<data type='nonNegativeInteger'/>" +
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"</element>" +
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"<optional>" +
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"<element name='Bonus'>" +
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"<data type='positiveInteger'/>" +
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"</element>" +
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"</optional>" +
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"<optional>" +
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"<element name='Time'>" +
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"<data type='nonNegativeInteger'/>" +
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"</element>" +
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"</optional>" +
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"<optional>" +
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"<element name='Speed'>" +
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"<data type='positiveInteger'/>" +
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"</element>" +
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"</optional>" +
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"</interleave>" +
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"</element>" +
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"</oneOrMore>";
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/*
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* TODO: this all needs to be designed and implemented
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*/
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Auras.prototype.Serialize = null; // we have no dynamic state to save
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Engine.RegisterComponentType(IID_Auras, "Auras", Auras);
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