X2Effect_Fortress¶
Editor: X2AbilityEffectsEditor_Fortress · extends X2AbilityEffectsEditor_Persistent.
Own fields¶
| Config field | Type | Requires | Game field | Description |
|---|---|---|---|---|
DamageImmunities |
array<name> |
DamageImmunitiesMode (ENameArrayEditMode) |
DamageImmunities |
Damage types the unit is immune to. The game assumes Fire, Acid and Poison are among them. |
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.