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X2Effect_Sustained

Editor: X2AbilityEffectsEditor_Sustained · extends X2AbilityEffectsEditor_Persistent.

Own fields

Config field Type Requires Game field Description
SustainedAbilityName name SetSustainedAbilityName=true SustainedAbilityName Ability on the source that is fired again once a full turn completes, to keep the effect going.
FragileAmount int SetFragileAmount=true FragileAmount Damage the source may take in a full turn before the effect breaks. 0 never breaks it.
EffectsToRemoveFromSource array<name> EffectsToRemoveFromSourceMode (ENameArrayEditMode) EffectsToRemoveFromSource Effects removed from the source when this effect ends.
EffectsToRemoveFromTarget array<name> EffectsToRemoveFromTargetMode (ENameArrayEditMode) EffectsToRemoveFromTarget Effects removed from the target when this effect ends.
RegisterAdditionalEventsLikeImpair array<name> RegisterAdditionalEventsLikeImpairMode (ENameArrayEditMode) RegisterAdditionalEventsLikeImpair Extra events on the source that end the effect as if the source had become impaired.

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.