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.