X2Effect_SpawnUnit¶
Editor: X2AbilityEffectsEditor_SpawnUnit · extends X2AbilityEffectsEditor_Persistent.
Own fields¶
| Config field | Type | Requires | Game field | Description |
|---|---|---|---|---|
UnitToSpawnName |
name |
SetUnitToSpawnName=true |
UnitToSpawnName |
Character template of the unit spawned. |
ClearTileBlockedByTargetUnitFlag |
bool |
SetClearTileBlockedByTargetUnitFlag=true |
bClearTileBlockedByTargetUnitFlag |
Spawn on the target's own tile. |
CopyTargetAppearance |
bool |
SetCopyTargetAppearance=true |
bCopyTargetAppearance |
Give the spawned unit the target's appearance. Takes precedence over CopySourceAppearance. |
CopySourceAppearance |
bool |
SetCopySourceAppearance=true |
bCopySourceAppearance |
Give the spawned unit the source's appearance. |
KnockbackAffectsSpawnLocation |
bool |
SetKnockbackAffectsSpawnLocation=true |
bKnockbackAffectsSpawnLocation |
Spawn where the target ended up after knockback rather than where it was hit. |
AddToSourceGroup |
bool |
SetAddToSourceGroup=true |
bAddToSourceGroup |
Put the spawned unit in the source's AI group. |
CopyReanimatedFromUnit |
bool |
SetCopyReanimatedFromUnit=true |
bCopyReanimatedFromUnit |
Copy the reanimated unit's inventory and abilities too, not just its appearance. |
CopyReanimatedStatsFromUnit |
bool |
SetCopyReanimatedStatsFromUnit=true |
bCopyReanimatedStatsFromUnit |
Copy the reanimated unit's stats. |
SetProcessedScamperAs |
bool |
SetSetProcessedScamperAs=true |
bSetProcessedScamperAs |
Mark the spawned unit's group as having already scampered, so it does not reveal and scamper on sight. |
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.
Not editable from config
SpawnUnitTriggerName— private/protectedSpawnedUnitValueName— private/protectedSpawnedThisTurnUnitValueName— private/protected