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Copy file name to clipboardExpand all lines: docs/New-or-Enhanced-Logics.md
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@@ -57,6 +57,7 @@ This page describes all the engine features that are either new and introduced b
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-`Crit.AllowWarheads` can be used to list only Warheads that can benefit from this critical hit chance multiplier and `Crit.DisallowWarheads` weapons that are not allowed to, respectively.
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-`RevengeWeapon` can be used to temporarily grant the specified weapon as a [revenge weapon](#revenge-weapon) for the attached object.
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-`RevengeWeapon.AffectsHouses` customizes which houses can trigger the revenge weapon.
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- If `RevengeWeapon.RealLaunch` set to true, the weapon will be fired through a real projectile from the TechnoType to the killer.
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-`ReflectDamage` can be set to true to have any positive damage dealt to the object the effect is attached to be reflected back to the attacker. `ReflectDamage.Warhead` determines which Warhead is used to deal the damage, defaults to `[CombatDamage] -> C4Warhead`. If `ReflectDamage.Warhead.Detonate` is set to true, the Warhead is fully detonated instead of used to simply deal damage. `ReflectDamage.Chance` determines the chance of reflection. `ReflectDamage.Multiplier` is a multiplier to the damage received and then reflected back, while `ReflectDamage.Override` directly overrides the damage. Already reflected damage cannot be further reflected back.
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- Warheads can prevent reflect damage from occuring by setting `SuppressReflectDamage` to true. `SuppressReflectDamage.Types` can control which AttachEffectTypes' reflect damage is suppressed, if none are listed then all of them are suppressed. `SuppressReflectDamage.Groups` does the same thing but for all AttachEffectTypes in the listed groups.
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-`DisableWeapons` can be used to disable ability to fire any and all weapons.
@@ -146,6 +147,7 @@ Crit.AllowWarheads= ; List of WarheadTypes
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Crit.DisallowWarheads= ; List of WarheadTypes
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RevengeWeapon= ; WeaponType
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RevengeWeapon.AffectsHouses=all ; List of Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)
- Similar to `DeathWeapon` in that it is fired after a TechnoType is killed, but with the difference that it will be fired on whoever dealt the damage that killed the TechnoType. If TechnoType died of sources other than direct damage dealt by another TechnoType, `RevengeWeapon` will not be fired.
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-`RevengeWeapon.AffectsHouses` can be used to filter which houses the damage that killed the TechnoType is allowed to come from to fire the weapon.
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- If `RevengeWeapon.RealLaunch` set to true, the weapon will be fired through a real projectile from the TechnoType to the killer.
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- It is possible to grant revenge weapons through [attached effects](#attached-effects) as well.
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- If a Warhead has `SuppressRevengeWeapons` set to true, it will not trigger revenge weapons. `SuppressRevengeWeapons.Types` can be used to list WeaponTypes affected by this, if none are listed all WeaponTypes are affected.
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@@ -1689,6 +1692,7 @@ In `rulesmd.ini`:
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[SOMETECHNO]; TechnoType
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RevengeWeapon= ; WeaponType
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RevengeWeapon.AffectsHouses=all ; List of Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)
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RevengeWeapon.RealLaunch=false ; boolean
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[SOMEWARHEAD]; WarheadType
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SuppressRevengeWeapons=false ; boolean
@@ -2022,7 +2026,7 @@ While this feature can provide better performance than a large `CellSpread` valu
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### Fire weapon when Warhead kills something
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-`KillWeapon` will be fired at the target TechnoType's location once it's killed by this Warhead.
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-`KillWeapon.OnFirer` will be fired at the attacker's location once the target TechnoType is killed by this Warhead. If the source of this Warhead is not another TechnoType, `KillWeapon.OnFirer` will not be fired.
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-`KillWeapon.OnFirer` will be fired at the attacker's location once the target TechnoType is killed by this Warhead. If the source of this Warhead is not another TechnoType, `KillWeapon.OnFirer` will not be fired. If `KillWeapon.OnFirer.RealLaunch` set to true, the weapon will be fired through a real projectile from the TechnoType to the killer.
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-`KillWeapon.AffectsHouses` / `KillWeapon.OnFirer.AffectsHouses` and `KillWeapon.Affects` / `KillWeapon.OnFirer.Affects` can be used to filter which houses targets can belong to and which types of targets are be considered valid for `KillWeapon` and `KillWeapon.OnFirer` respectively.
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- If the source of this Warhead is not another TechnoType, `KillWeapon` will be fired regardless of the target's house or type.
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- If a TechnoType has `SuppressKillWeapons` set to true, it will not trigger `KillWeapon` or `KillWeapon.OnFirer` upon being killed. `SuppressKillWeapons.Types` can be used to list WeaponTypes affected by this, if none are listed all WeaponTypes are affected.
@@ -2036,6 +2040,7 @@ KillWeapon.AffectsHouses=all ; List of Affected House Enumeration (none
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KillWeapon.OnFirer.AffectsHouses=all ; List of Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)
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KillWeapon.Affects=all ; List of Affected Target Enumeration (none|aircraft|buildings|infantry|units|all)
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KillWeapon.OnFirer.Affects=all ; List of Affected Target Enumeration (none|aircraft|buildings|infantry|units|all)
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