1 - Revenge weapon could be fired when a shield is broken
RevengeWeapon, if set, will be fired on whoever dealt the damage that broke the shield. If it's broken by sources other than direct damage dealt by another TechnoType, RevengeWeapon will not be fired.
RevengeWeapon.AffectsHouses can be used to filter which houses the damage that broke the shield is allowed to come from to fire the weapon.
If RevengeWeapon.AllFire set to true, all RevengeWeapon the TechnoType has will be fired if its RevengeWeapon.CanFire.ShieldBreak set to true, including those on its own or granted by attached effects.
Ìf 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.
Warhead can override the above properties if its damage breaks a shield
Shield.RevengeWeapon will be fired instead of ShieldType RevengeWeapon if the shield is broken by the Warhead. Shield.RevengeWeapon.AffectsHouses and Shield.RevengeWeapon.AllFire override the RevengeWeapon.AffectsHouses and RevengeWeapon.AllFire respectively for this shield breaking as well, if set.
In rulesmd.ini:
[SOMESHIELDTYPE] ; ShieldType name
RevengeWeapon= ; WeaponType
RevengeWeapon.AffectsHouses=all ; list of Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)
RevengeWeapon.AllFire=false ; boolean
[SOMEWARHEAD] ; WarheadType
Shield.RevengeWeapon= ; WeaponType
Shield.RevengeWeapon.AffectsHouses= ; list of Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)
Shield.RevengeWeapon.AllFire= ; boolean
[SOMETECHNO] ; TechnoType
RevengeWeapon.CanFire.ShieldBreak=true ; boolean
[SOMEATTACHEFFECT] ; AttachEffectType
RevengeWeapon.CanFire.ShieldBreak=true ; boolean
2 - Warhead can override revenge weapon properties if it kills a unit
If a Warhead has RevengeWeapon set, it will be fired instead of TechnoType RevengeWeapon if it's killed by the Warhead. RevengeWeapon.AffectsHouses and RevengeWeapon.CanFire.ShieldBreak override TechnoType RevengeWeapon.AffectsHouses and RevengeWeapon.CanFire.ShieldBreak respectively for this kill as well, if set. Can't override revenge weapon settings granted by attached effects.
In rulesmd.ini:
[SOMEWARHEAD] ; WarheadType
RevengeWeapon= ; WeaponType
RevengeWeapon.AffectsHouses= ; list of Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)
RevengeWeapon.CanFire.ShieldBreak= ; boolean
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1 - Revenge weapon could be fired when a shield is broken
RevengeWeapon
, if set, will be fired on whoever dealt the damage that broke the shield. If it's broken by sources other than direct damage dealt by another TechnoType,RevengeWeapon
will not be fired.RevengeWeapon.AffectsHouses
can be used to filter which houses the damage that broke the shield is allowed to come from to fire the weapon.RevengeWeapon.AllFire
set to true, allRevengeWeapon
the TechnoType has will be fired if itsRevengeWeapon.CanFire.ShieldBreak
set to true, including those on its own or granted by attached effects.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.Warhead can override the above properties if its damage breaks a shield
Shield.RevengeWeapon
will be fired instead of ShieldTypeRevengeWeapon
if the shield is broken by the Warhead.Shield.RevengeWeapon.AffectsHouses
andShield.RevengeWeapon.AllFire
override theRevengeWeapon.AffectsHouses
andRevengeWeapon.AllFire
respectively for this shield breaking as well, if set.In
rulesmd.ini
:2 - Warhead can override revenge weapon properties if it kills a unit
RevengeWeapon
set, it will be fired instead of TechnoTypeRevengeWeapon
if it's killed by the Warhead.RevengeWeapon.AffectsHouses
andRevengeWeapon.CanFire.ShieldBreak
override TechnoTypeRevengeWeapon.AffectsHouses
andRevengeWeapon.CanFire.ShieldBreak
respectively for this kill as well, if set. Can't override revenge weapon settings granted by attached effects.In
rulesmd.ini
: