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AttachEffect system
This page was written as a step-in documentation until the system doesn't hit trunk and thereby the Ares manual.
The AttachEffect system was designed as a spiritual successor to NPatch's Upgrade logic, but unlike that one, it was aimed to not be limited only to superweapons. AttachEffect tags can be applied to both the Big Four and Warheads, unless stated otherwise.
AttachEffect tags are the following:
AttachEffect.Animation - AnimationType : the animation which should be played on the unit affected. NB: this animation gets hardcoded (ignoring LoopCount value) to endlessly loop while the effect is alive.
AttachEffect.Duration - integer: the duration of the effect in frames. Use -1 for infinite.
AttachEffect.Cumulative - boolean, defaults to false: If set to true, unlimited amount of this type of AttachEffect from this warhead can be on the target (it is stackable). If false, then only one instance of this type of the AttachEffect can be on a single unit and that one instance gets expanded. Defaults to false.
AttachEffect.AnimResetOnReapply - boolean, defaults to false: If this type of AttachEffect is not stackable, this flag resets the animation on every time of reapplying.
AttachEffect.SpeedMultiplier - float, defaults to 1: multiplier to speed while the AttachEffect lasts
AttachEffect.ArmorMultiplier - float, defaults to 1: multiplier to armor while the AttachEffect lasts
AttachEffect.FirepowerMultiplier - float, defaults to 1: multiplier to firepower while the AttachEffect lasts
AttachEffect.Cloakable - boolean, defaults to false: specifies if the affected unit should be cloakable while the effect lasts. NB: self-stealthing via unit's own weapon doesn't work at 2012-09-27
AttachEffect.Delay - integer, only gets read in TechnoType: defines how many frames should pass between a recreation of the AttachEffect of the unit itself.