First I tried using a slightly altered
Incendiary Grenade from the
Final Mod Pack without
damageAlter: and
FireThreshold: being used.
- type: STR_EXAMPLE_GRENADE_1
size: 0.1
costBuy: 250
costSell: 200
weight: 3
bigSprite: 690
floorSprite: 689
handSprite: 3016
power: 90
damageType: 2
battleType: 4
armor: 20
blastRadius: 6
attraction: 6
listOrder: 11500
categories:
- STR_CAT_ALL_EQUIPMENT
- STR_CAT_EXPLOSIVE_EQUIPMENT
As you can see in these screenshots four of the soldiers are not set on fire by the blast.
Then I used
damageAlter: to set
FireThreshold: to
1 and reduced the
power: to
10 as I mostly just want this to set units on fire not damage them directly.
- type: STR_EXAMPLE_GRENADE_2
size: 0.1
costBuy: 0
costSell: 12000
weight: 3
bigSprite: 689
floorSprite: 688
handSprite: 3008
power: 10
damageType: 2
battleType: 4
blastRadius: 5
damageAlter:
ToHealth: 0.0
ToTime: 0.0
ToEnergy: 0.0
ToStun: 0.0
RadiusReduction: 0.0
ToTile: 0.1
ArmorEffectiveness: 1.0
ToWound: 0.0
RandomType: 3
ToArmor: 0.0
FireThreshold: 1
TileDamageMethod: 2
listOrder: 11100
categories:
- STR_CAT_ALL_EQUIPMENT
- STR_CAT_EXPLOSIVE_EQUIPMENT
This time twelve of the soldiers did not catch on fire from the blast.
After reading the
UFOpaedia I tried a negative value on
FireThreshold: of
-100 in the hope that even if the damage rolled
0 the threshold for igniting a unit would be lower and thus produce guaranteed results.
- type: STR_EXAMPLE_GRENADE_3
size: 0.1
costBuy: 0
costSell: 12000
weight: 3
bigSprite: 688
floorSprite: 687
handSprite: 3000
power: 10
damageType: 2
battleType: 4
blastRadius: 5
damageAlter:
ToHealth: 0.0
ToTime: 0.0
ToEnergy: 0.0
ToStun: 0.0
RadiusReduction: 0.0
ToTile: 0.1
ArmorEffectiveness: 1.0
ToWound: 0.0
RandomType: 3
ToArmor: 0.0
FireThreshold: -100
TileDamageMethod: 2
listOrder: 11100
categories:
- STR_CAT_ALL_EQUIPMENT
- STR_CAT_EXPLOSIVE_EQUIPMENT
This time another four of the soldiers did not get set on fire.
I'm not sure if the chance to ignite a unit rolls for each point of damage equal and above
FireThreshold: or if it just checks to see if the value has been met and then rolls the check one time.
If it is possible what I'd like the item to do is cause no HP loss to the units struck with it, but always cause all units in the explosion radius to be set on fire.