Add ammo, health, mission landtype and sequence conditions to DiscardOn - #2321
Add ammo, health, mission landtype and sequence conditions to DiscardOn#2321DeathFishAtEase wants to merge 14 commits into
ammo, health, mission landtype and sequence conditions to DiscardOn#2321Conversation
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To Chinese users:
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I'm not sure if using mission for discard condition is a good idea since it's very uncontrollable especially for AI, which might easily result in unwanted discarding |
This reverts commit 6f137b2.
Is using two different lists for humans and AI sufficient to solve it? |
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I think this is an issue with Mission or the AI system, not something on this end. |
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maybe use |
They are currently used in the context of |
ammo, health, mission and landtype conditions to DiscardOnammo, health, mission landtype and sequence conditions to DiscardOn
I think it would be better to make these health conditions follow the same standard. Besides, using close intervals can result in some issues (which I couldn't remember it clearly) that we had to change them all into open intervals for upper limit before |
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I will make adjustments later. |
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Tested by: https://www.phoboscn.top/t/topic/690/8?u=noble_fish [AE1]
Duration=-1
DiscardOn=Ammo
DiscardOn.Ammo.MinimumAmount=1
DiscardOn.Ammo.MaximumAmount=1
Animation=MININUKE
ExpireWeapon=AEWeapon1
ExpireWeapon.TriggerOn=discard
ExpireWeapon.UseInvokerAsOwner=yes
[AEWeapon1]
Projectile=Invisible
Warhead=AE1WH
[AE1WH]
Verses=1%,1%,1%,0%,0%,0%,0%,0%,0%,0%,0%
Convert.From=E1
Convert.To=E2
Convert.AffectsHouse=all
AllowDamageOnSelf=yes
AffectsInvokerOnly=yes
[E1]
AttachEffect.AttachTypes=AE1
Ammo=3
Reload=99999[AE1]
Duration=-1
DiscardOn=Health
DiscardOn.Health.BelowPercent=.5
DiscardOn.Health.AbovePercent=0
Animation=MININUKE
ExpireWeapon=AEWeapon1
ExpireWeapon.TriggerOn=discard
ExpireWeapon.UseInvokerAsOwner=yes
[AEWeapon1]
Projectile=Invisible
Warhead=AE1WH
[AE1WH]
Verses=1%,1%,1%,0%,0%,0%,0%,0%,0%,0%,0%
Convert.From=E1
Convert.To=E2
Convert.AffectsHouse=all
AllowDamageOnSelf=yes
AffectsInvokerOnly=yes
[E1]
AttachEffect.AttachTypes=AE1[AE1]
Duration=-1
DiscardOn=Mission
DiscardOn.Missions=Enter
DiscardOn.AIMissions=Hunt
Animation=MININUKE
ExpireWeapon=AEWeapon1
ExpireWeapon.TriggerOn=discard
ExpireWeapon.UseInvokerAsOwner=yes
[AEWeapon1]
Projectile=Invisible
Warhead=AE1WH
[AE1WH]
Verses=0%,0%,0%,1%,1%,1%,0%,0%,0%,0%,0%
Convert.From=HTNK
Convert.To=APOC
Convert.AffectsHouse=all
AllowDamageOnSelf=yes
AffectsInvokerOnly=yes
[HTNK]
AttachEffect.AttachTypes=AE1[AE1]
Duration=-1
DiscardOn=Landtype
DiscardOn.LandTypes=beach,water
Animation=MININUKE
ExpireWeapon=AEWeapon1
ExpireWeapon.TriggerOn=discard
ExpireWeapon.UseInvokerAsOwner=yes
[AEWeapon1]
Projectile=Invisible
Warhead=AE1WH
[AE1WH]
Verses=1%,1%,1%,0%,0%,0%,0%,0%,0%,0%,0%
Convert.From=GHOST
Convert.To=TANY
Convert.AffectsHouse=all
AllowDamageOnSelf=yes
AffectsInvokerOnly=yes
[GHOST]
AttachEffect.AttachTypes=AE1[AE1]
Duration=-1
DiscardOn=Sequence
DiscardOn.Sequences=cheer
Animation=MININUKE
ExpireWeapon=AEWeapon1
ExpireWeapon.TriggerOn=discard
ExpireWeapon.UseInvokerAsOwner=yes
[AEWeapon1]
Projectile=Invisible
Warhead=AE1WH
[AE1WH]
Verses=1%,1%,1%,0%,0%,0%,0%,0%,0%,0%,0%
Convert.From=E1
Convert.To=E2
Convert.AffectsHouse=all
AllowDamageOnSelf=yes
AffectsInvokerOnly=yes
[E1]
AttachEffect.AttachTypes=AE1[AE1]
Duration=-1
DiscardOn=Sequence
DiscardOn.Sequences=cheer
DiscardOn.Sequences.Immediate=no
Animation=MININUKE
ExpireWeapon=AEWeapon1
ExpireWeapon.TriggerOn=discard
ExpireWeapon.UseInvokerAsOwner=yes
[AEWeapon1]
Projectile=Invisible
Warhead=AE1WH
[AE1WH]
Verses=1%,1%,1%,0%,0%,0%,0%,0%,0%,0%,0%
Convert.From=E1
Convert.To=E2
Convert.AffectsHouse=all
AllowDamageOnSelf=yes
AffectsInvokerOnly=yes
[E1]
AttachEffect.AttachTypes=AE1 |






DiscardOn...ammo: Discard when the ammo of the object the effect is attached to is within the interval[DiscardOn.Ammo.Min, DiscardOn.Ammo.Max].health: Discard when the health ratio of the object the effect is attached to is within the interval[DiscardOn.Health.Min, DiscardOn.Health.Max].mission: Discard when the current mission of the object the effect is attached to matches any one in theDiscardOn.Missionslist (orDiscardOn.AIMissionsfor AI-controlled objects, if set).landtype: Discard when the land type of the cell where the object the effect is attached to is currently located matches any land type in theDiscardOn.LandTypeslist.sequence: Discard when the infantry to which the effect is attached is playing a sequence that matches any one in theDiscardOn.Sequenceslist.DiscardOn.Sequences.Immediatedefines whether thesequencediscard condition triggers immediately while the infantry is playing a matching sequence, or only when the infantry starts playing its next sequence after finishing that sequence.In
rulesmd.ini: