Write logic for the splash attribute. After attacking a unit, this attribute should inspect every tile in a 1-tile radius of the enemy which got attacked, and attack every enemy within that radius using half as much attack power as usual. DO NOT call the .attack or .being_attacked methods in the attribute logic (cards affected by splash damage should not be allowed to counter-attack). The damage calculations should resemble those found in Classes/troop.gd
Write logic for the splash attribute. After attacking a unit, this attribute should inspect every tile in a 1-tile radius of the enemy which got attacked, and attack every enemy within that radius using half as much attack power as usual. DO NOT call the
.attack
or.being_attacked
methods in the attribute logic (cards affected by splash damage should not be allowed to counter-attack). The damage calculations should resemble those found inClasses/troop.gd
See here for more info on attributes.
Requirements:
Attributes/Troops/Logic/attribute_5.gd
Troop.attack
orTroop.being_attacked
methods