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X2Effect_CoveringFire

Editor: X2AbilityEffectsEditor_CoveringFire · extends X2AbilityEffectsEditor_Persistent.

Own fields

Config field Type Requires Game field Description
AbilityToActivate name SetAbilityToActivate=true AbilityToActivate Ability fired when the covering fire check matches.
GrantActionPoint name SetGrantActionPoint=true GrantActionPoint Reserve action point given to the covering unit when the check matches.
MaxPointsPerTurn int SetMaxPointsPerTurn=true MaxPointsPerTurn Most times per turn the action point can be granted. 0 or less removes the limit.
DirectAttackOnly bool SetDirectAttackOnly=true bDirectAttackOnly Only match when the unit carrying the effect is attacked directly.
PreEmptiveFire bool SetPreEmptiveFire=true bPreEmptiveFire Fire before the attacker's shot resolves instead of after it.
OnlyDuringEnemyTurn bool SetOnlyDuringEnemyTurn=true bOnlyDuringEnemyTurn Only fire during the enemy turn.
UseMultiTargets bool SetUseMultiTargets=true bUseMultiTargets Fire the ability at the covering unit itself and hit its multi-targets, instead of retaliating at the attacker.
OnlyWhenAttackMisses bool SetOnlyWhenAttackMisses=true bOnlyWhenAttackMisses Only fire when the attack missed.
SelfTargeting bool SetSelfTargeting=true bSelfTargeting The fired ability targets the covering unit itself.
ActivationPercentChance int SetActivationPercentChance=true ActivationPercentChance Percent chance the ability fires when the check matches. 0 always fires.

Inherited fields

From X2AbilityEffectsEditor (20)

ApplyOnHit, ApplyOnMiss, ApplyChance, ApplyToWorldOnHit, ApplyToWorldOnMiss, UseSourcePlayerState, IsImpairing, IsImpairingMomentarily, BringRemoveVisualizationForward, ShowImmunity, ShowImmunityAnyFailure, AppliesDamage, CanBeRedirected, HideDeathWorldMessage, MinStatContestResult, MaxStatContestResult, DelayVisualizationSec, OverrideMissMessage, DamageTypes, TargetConditions

From X2AbilityEffectsEditor_Persistent (39)

InfiniteDuration, TickWhenApplied, CanTickEveryAction, ConvertTurnsToActions, RemoveWhenSourceDies, RemoveWhenTargetDies, RemoveWhenSourceDamaged, RemoveWhenTargetConcealmentBroken, PersistThroughTacticalGameEnd, IgnorePlayerCheckOnTick, UniqueTarget, StackOnRefresh, DupeForSameSourceOnly, EffectForcesBleedout, DisplayInUI, DisplayInSpecialDamageMessageUI, SourceDisplayInUI, NumTurns, InitialShedChance, PerTurnShedChance, EffectRank, EffectHierarchyValue, VisionArcDegreesOverride, CustomIdleOverrideAnim, EffectName, AbilitySourceName, EffectAppliedEventName, ChanceEventTriggerName, VFXSocket, VFXSocketsArrayName, FriendlyName, FriendlyDescription, IconImage, SourceFriendlyName, SourceFriendlyDescription, SourceIconLabel, StatusIcon, VFXTemplateName, PersistentPerkName

Every one of these is documented under Shared fields or on the page for the class that introduces it.