1 - Items: ReactionFire: true / falce
I was just about to ask for this feature as well.
Making it so that a weapon in the
items: section can be configured with '
ReactionFire: false' and that when it is activated enemies attacked
BY that weapon do not respond with reaction fire.
The use I have for this is that I'm currently making use of several 'ranged' melee weapons (
Like spears that can reach 2-3 tiles) and I would like them to operate the same as a normal melee attack in that the enemy does not respond when this
fake melee weapon is 'fired' or when they are being struck by that weapon's projectile.
Alternatively if
Ethereal's meaning was that the item itself cannot be used for reaction fire by the unit equipping it, I would also enjoy having that as an easy to configure option.
In that case perhaps the syntax could be:
reactionFire: true / false (The weapon can be used by the one holding it for reaction fire.)
enemyReactionFire: true / false (Enemies will, or won't, react to this weapon being fired.)
- type: STR_EXAMPLE_RANGED_MELEE_WEAPON
reactionFire: true # <=== This weapon will fire back at enemies
enemyReactionFire: false # <=== Enemies will not fire back when this weapon is used to attack.
size: 0.1
costSell: 36900
weight: 5
bigSprite: 810
floorSprite: 833
handSprite: 3920
bulletSprite: -1
fireSound: 80
hitSound: 112
hitAnimation: 116
power: 50
strengthApplied: true
damageType: 7
damageAlter:
ToTile: 0.0
accuracyAimed: 100
accuracyMultiplier:
firing: 0.0
melee: 1.0
tuAimed: 25
clipSize: -1
battleType: 1
twoHanded: true
blockBothHands: true
invWidth: 1
invHeight: 3
attraction: 9
maxRange: 5
powerRangeThreshold: 4
powerRangeReduction: 100
confAimed:
shots: 1
name: STR_ACTION_SLASH
ammoSlot: 0
arcing: true
listOrder: 2004800
categories:
- STR_CAT_ALL_MELEE_WEAPONS
Scripts exist already to handle this.
Can scripting be used to stop the weapon from firing, or enemies from firing back? (Or both?)
If a script based solution is already available I would be very interested in making use of it.
Could you please provide a link if there is an example on the forum?
2 - Items: Soldiers: - a list of soldiers that can use.
I would also like to make use of this feature, and if possible please add the exact same feature but instead of restricting weapons to only function based on just the unit type the ability to also make equipment usable only by soldiers equipped with specific armors as well would be of much use.
Perhaps the syntax could be something like this:
- type: STR_HEAVY_CANNON
compatibleUnits: # <=============== Can only be used by these Units
- STR_SOLDIER
- STR_HYBRID
compatibleArmors: # <=============== Can only be used by soldiers equipped with these Armors
- STR_POWER_SUIT
- STR_FLYING_SUIT
size: 0.3
costBuy: 6400
costSell: 4800
weight: 18
bigSprite: 11
floorSprite: 11
handSprite: 24
bulletSprite: 4
fireSound: 12
compatibleAmmo:
- STR_HC_AP_AMMO
- STR_HC_HE_AMMO
- STR_HC_I_AMMO
accuracySnap: 60
accuracyAimed: 90
tuSnap: 33
tuAimed: 80
battleType: 1
twoHanded: true
invWidth: 2
invHeight: 3
In the above code example only normal X-Com soldiers and Hybrid soldiers can fire the 'Heavy Cannon', and only while wearing either a 'Power Suit' or 'Flying Suit'.
A message displayed in a similar manner to the "No Line of Fire!" message could read something like "Cannot Use Item!" when a soldier attempts to activate equipment they cannot use.
4 - units: allowControl :, allowPanic :, allowBerserk: true / falce.
Having better control of the specific mind control effects that different types of soldiers can be afflicted with would be a welcome addition to the modding options.
For example what if you wanted 'tank' units not to be able to be Berserked or Controlled but you still wished for enemy psi/moral attacks or moral loss to be able to cause them to 'panic' and freeze up for a turn.