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X2Effect_DamageImmunity

Editor: X2AbilityEffectsEditor_DamageImmunity · extends X2AbilityEffectsEditor_Persistent.

Own fields

Config field Type Requires Game field Description
ImmuneTypesAreInclusive bool SetImmuneTypesAreInclusive=true ImmueTypesAreInclusive true: immune to the listed damage types only. false: immune to every damage type except the listed ones.
RemoveAfterAttackCount int SetRemoveAfterAttackCount=true RemoveAfterAttackCount Remove the effect after this many attacks against the unit. 0 keeps it.
ImmuneTypes array<name> ImmuneTypesMode (ENameArrayEditMode) ImmuneTypes Damage types the immunity covers, or excludes when ImmuneTypesAreInclusive is false.

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.