From 7ea3103c2582ad6546241d5ee7663d22c40c72db Mon Sep 17 00:00:00 2001 From: Ebag333 Date: Wed, 9 Nov 2016 07:21:27 -0800 Subject: [PATCH] Updated docstring with more information --- eos/gamedata.py | 26 +++++++++++++++++++------- 1 file changed, 19 insertions(+), 7 deletions(-) diff --git a/eos/gamedata.py b/eos/gamedata.py index c3fe8d5b9..c4b58b235 100644 --- a/eos/gamedata.py +++ b/eos/gamedata.py @@ -85,15 +85,25 @@ class Effect(EqBase): @property def activeByDefault(self): - ''' - The runTime that this effect should be run at. + """ + The state that this effect should be be in. This property is also automaticly fetched from effects/.py if the file exists. the possible values are: None, True, False - None and False are equivalent. True is the default if the effect is also implemented. - effects that are not active will not be calculated. - ''' + If this is not set: + We simply assume that missing/none = True, and set it accordingly + (much as we set runTime to Normalif not otherwise set). + Nearly all effect files will fall under this category. + + If this is set to True: + We would enable it anyway, but hey, it's double enabled. + No effect files are currently configured this way (and probably will never be). + + If this is set to False: + Basically we simply skip adding the effect to the effect handler when the effect is called, + much as if the run time didn't match or other criteria failed. + """ if not self.__generated: self.__generateHandler() @@ -101,8 +111,10 @@ class Effect(EqBase): @activeByDefault.setter def activeByDefault(self, value): - # Just assign the input values to the ``numbers`` attribute. - # You *could* do something more interesting here if you wanted. + """ + Just assign the input values to the activeByDefault attribute. + You *could* do something more interesting here if you wanted. + """ self.__activeByDefault = value @property