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2 new tags for hiding the shield bar or recharge shields (#1177)
- `Pips.HideIfNoStrength` can be used to hide the shield's pip frame if
the `Strength` is 0.
- `SelfHealing.EnabledBy` can be used to control the self-heal of the
shield. If the owner has no structures from this list then the shield
won't self-heal.
[SOMESHIELDTYPE] ; ShieldType name
SelfHealing.EnabledBy= ; List of BuildingType names
Pips.HideIfNoStrength=false ; boolean
<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit
- **New Features**
- Shields now have a self-healing feature, enabled by specific building
types.
- Shields' pip frame will now be hidden if the strength is zero.
- **Bug Fixes**
- Adjustments made for building weapons, info tip, and reveal production
cameo positioning.
- Added support for `TurretOffset` for SHP vehicles.
- **Documentation**
- Updated documentation to reflect new and enhanced logics for shields.
- **Credits**
- Acknowledged the contribution of an unspecified contributor for the
new shield features.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->
- If you want shield recovers/respawns 1 HP per time, currently you need to set tag value to any number between 1 and 2, like `1.1`.
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- If `SelfHealing.RestartInCombat` is set, self-healing timer pauses and then resumes after `SelfHealing.RestartInCombatDelay` frames have passed when the shield gets damaged.
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-`SelfHealing.Rate` and `Respawn.Rate` respect the following settings: 0.0 instantly recovers the shield, other values determine the frequency of shield recovers/respawns in ingame minutes.
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-`SelfHealing.EnabledBy` can be used to control the self-heal of the shield. If the owner has no structures from this list then the shield won't self-heal.
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-`IdleAnim`, if set, will be played while the shield is intact. This animation is automatically set to loop indefinitely.
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-`IdleAnim.ConditionYellow` and `IdleAnim.ConditionRed` can be used to set different animations for when shield health is at or below the percentage defined in `[AudioVisual] -> ConditionYellow/ConditionRed`, respectively. If `IdleAnim.ConditionRed` is not set it falls back to `IdleAnim.ConditionYellow`, which in turn falls back to `IdleAnim`.
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-`IdleAnimDamaged`, `IdleAnimDamaged.ConditionYellow` and `IdleAnimDamaged.ConditionRed` are used in an identical manner, but only when health of the object the shield is attached to is at or below `[AudioVisual] -> ConditionYellow`. Follows similar fallback sequence to regular `IdleAnim` variants and if none are set, falls back to the regular `IdleAnim` or variants thereof.
-`Pips.Shield` can be used to specify which pip frame should be used as shield strength. If only 1 digit is set, then it will always display that frame, or if 3 digits are set, it will use those if shield's current strength is at or below `ConditionYellow` and `ConditionRed`, respectively. `Pips.Shield.Building` is used for BuildingTypes. -1 as value will use the default frame, whether it is fallback to first value or the aforementioned hardcoded defaults.
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-`Pips.Shield.Background` can be used to set the background or 'frame' for non-building pips, which defaults to `pipbrd.shp`. 4th frame is used to display an infantry's shield strength and the 3th frame for other units, or 2nd and 1st respectively if not enough frames are available.
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-`Pips.Shield.Building.Empty` can be used to set the frame of `pips.shp` displayed for empty building strength pips, defaults to 1st frame of `pips.shp`.
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-`Pips.HideIfNoStrength` can be used to hide the shield's pip frame if the `Strength` is 0.
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- The above customizations are also available on per ShieldType basis, e.g `[ShieldType] -> Pips` instead of `[AudioVisual] -> Pips.Shield` and so on. ShieldType settings take precedence over the global ones, but will fall back to them if not set.
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-`BracketDelta` can be used as additional vertical offset (negative shifts it up) for shield strength bar. Much like `PixelSelectionBracketDelta`, it is not applied on buildings.
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- Warheads have new options that interact with shields. Note that all of these that do not by their very nature require ability to target the shield (such as modifiers like `Shield.Break` or removing / attaching) still require Warhead `Verses` to affect the target unless `EffectsRequireVerses` is set to false on the Warhead.
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