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CanBlock
, if set to false, make this TechnoType can't trigger a block, even if the block settings are from warheads, or affected by attached effects with block chance modifiers.Block.Chances
determines chance for a block to occur. Value from position matching the position fromBlock.AffectBelowPercents
is used if found, or 0.0 if not found.Block.DamageMultipliers
determines the multiplier of received damage. Value from position matching the position fromBlock.AffectBelowPercents
is used if found, or 1.0 if not found.Block.AffectBelowPercents
, if set to a single value, determines minimum percentage of their maximumStrength
that targets must have left to be affected by a critical hit. If set to a list of values, it'll further determineBlock.Chances
andBlock.DamageMultipliers
when target health is below the certain percentage listed here.Block.AffectsHouses
can be used to customize houses that damage from this firer can be blocked. Notice that not all damage has a firer, such as damage dealt by anims.Block.CanActive.NoFirer
determines if the block can be triggered when the damage has no firer.Block.CanActive.Powered
determines if the block can be triggered when the techno is deactivated (PoweredUnit
or affected by EMP) or on low power.Block.CanActive.ShieldActive
determines if the block can be triggered when the techno has an active shield. If you only want it to be triggered by certain type of shield, you can further setCanBlock
for them.Block.CanActive.ShieldInactive
determines if the block can be triggered when the techno doesn't have an active shield.Block.CanActive.ZeroDamage
andBlock.CanActive.NegativeDamage
determine if the block can be triggered when the damage is equal to or below 0. determines if the block can be triggered when the damage is below 0, respectively.Block.CanActive.Move
andBlock.CanActive.Stationary
determines the block can be triggered when the techno is moving or not, respectively.Block.Flash
, if set to true, makes it so that a light flash is generated when a block is triggered. Size of the flash is determined by damage dealt (based on original damage instead of the blocked one), unlessBlock.Flash.FixedSize
is set to a number, in which case that value is used instead (range of values that produces visible effect are increments of 4 from 81 to 252, anything higher or below does not have effect). Color can be customized viaBlock.Flash.Red/Green/Blue
. IfBlock.Flash.Black
is set to true, the generated flash will be black regardless of other color settings.Block.Anims
can be used to set animation to be displayed if a block is triggered. If more than one animation is listed, a random one is selected.Block.Weapon
, if set, will be fired at the techno once a block is triggered.Block.ReflectDamage
can be set to true to have positive damage dealt to the object to be reflected back to the attacker, if a block is triggered and there is a firer of the damage.Block.ReflectDamage.Warhead
determines which Warhead is used to deal the damage, defaults to[CombatDamage]
->C4Warhead
. IfBlock.ReflectDamage.Warhead.Detonate
is set to true, the Warhead is fully detonated instead of used to simply deal damage.Block.ReflectDamage.Chance
determines the chance of reflection. -Block.ReflectDamage.AffectsHouses
customizes which houses can trigger the reflect damage, default toBlock.AffectsHouses
.Block.ReflectDamage.Multiplier
is a multiplier to the damage received and then reflected back (based on original damage instead of the blocked one), whileBlock.ReflectDamage.Override
directly overrides the damage. Already reflected damage cannot be further reflected back.SuppressReflectDamage
to true.==================================================================================
Block.Chances
orBlock.DamageMultipliers
, it's recommended to overrideBlock.AffectBelowPercents
in the meantime since they're lists with values in correpsonding positions.Block.BasedOnWarhead
, if set to true, makes the warhead block settings as a base when calculating a block. If set to false, block settings on techno is used as a base.Block.AllowOverride
, if set to true, allows the block settings from techno or warhead to override the other, if set. IfBlock.BasedOnWarhead
is set to true, then it'll uses the set values from techno to override warheads', while keeping the unset values as the same. If it's set to false, then it'll do the override from warhead to techno with the same rule.Block.IgnoreAttachEffect
can be set on WarheadTypes to make their attack ignore modifiers ofBlock.Chances
andBlock.DamageMultipliers
from the attached effects on the techno.Block.ChanceMultiplier
andBlock.ExtraChance
can be set on WarheadTypes to multiply the block chance or grant a fixed bonus to it when these warheads hit their targets, respectively.Block.DamageMult.Multiplier
andBlock.DamageMult.Bonus
can be set on WarheadTypes to multiply the block damage multiplier or grant a fixed bonus to it when these warheads hit their targets, respectively.ImmuneToBlock
can be set on WarheadTypes to make them can't trigger a block.==================================================================================
Block.ChanceMultiplier
andBlock.ExtraChance
can be used to multiply the block chance or grant a fixed bonus to it for the object the effect is attached to, respectively.Block.DamageMult.Multiplier
andBlock.DamageMult.Bonus
can be used to multiply the block damage multiplier or grant a fixed bonus to it for the object the effect is attached to, respectively.In
rulesmd.ini
: