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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/protected
  • SpawnedUnitValueName — private/protected
  • SpawnedThisTurnUnitValueName — private/protected