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- It is now possible to make warheads only trigger when target's (TechnoTypes only) HP is above/below or equal to certain percentage. Both conditions need to evaluate to true in order for the warhead to trigger.
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- It is now possible to make warheads only trigger when target's (TechnoTypes only) HP is above and/or below/equal to certain percentage. Both conditions need to evaluate to true in order for the warhead to trigger.
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- If set to `false`, `AffectsNeutral` makes the warhead can't damage or affect target that belongs to neutral house.
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- If set to `false`, `EffectsRequireVerses` makes the Phobos-introduced warhead effects trigger even if it can't damage the target because of it's current ArmorType (e.g. 0% in `Verses`).
-`Crit.Warhead.FullDetonation` controls whether or not the Warhead is detonated fully on the targets (as part of a dummy weapon) or simply deals area damage and applies Phobos' Warhead effects.
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-`Crit.Affects` can be used to customize types of targets that this Warhead can deal critical hits against. Critical hits cannot affect empty cells or cells containing only TerrainTypes, overlays etc.
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-`Crit.AffectsHouses` can be used to customize houses that this Warhead can deal critical hits against.
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-`Crit.AffectBelowPercent` and `Crit.AffectsAbovePercent` can be used to set the health percentage that targets must be below or above respectively to be affected by critical hits.
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-`Crit.AffectBelowPercent` and `Crit.AffectsAbovePercent` can be used to set the health percentage that targets must be above and/or below/equal to respectively to be affected by critical hits.
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-`Crit.AnimList` can be used to set a list of animations used instead of Warhead's `AnimList` if Warhead deals a critical hit to even one target. If `Crit.AnimList.PickRandom` is set (defaults to `AnimList.PickRandom`) then the animation is chosen randomly from the list. If `Crit.AnimList.CreateAll` is set (defaults to `AnimList.CreateAll`), all animations from the list are created.
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-`Crit.AnimOnAffectedTargets`, if set, makes the animation(s) from `Crit.AnimList` play on each affected target *in addition* to animation from Warhead's `AnimList` playing as normal instead of replacing `AnimList` animation. Note that because these animations are independent from `AnimList`, `Crit.AnimList.PickRandom` and `Crit.AnimList.CreateAll` will not default to their `AnimList` counterparts here and need to be explicitly set if needed.
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-`Crit.ActiveChanceAnims` can be used to set animation to be always displayed at the Warhead's detonation coordinates if the current Warhead has a chance to critically hit. If more than one animation is listed, a random one is selected.
@@ -2657,7 +2657,7 @@ This function is only used as an additional scattering visual display, which is
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*`Weapon target filter - different weapon used against enemies & allies as well as units & buildings in [Project Phantom](https://www.moddb.com/mods/project-phantom)*
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- You can now specify which targets or houses a weapon can fire at. This also affects weapon selection, other than certain special cases where the selection is fixed.
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-`CanTarget.MaxHealth` and `CanTarget.MinHealth` set health percentage thresholds for allowed targets (TechnoTypes only), maximum/minimum respectively.
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-`CanTarget.MaxHealth` and `CanTarget.MinHealth` set health percentage thresholds for allowed targets (TechnoTypes only) that the target's health must be above and/or below/equal to, respectively.
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