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-`InheritArmorFromTechno` can be set to true to override this so that `[TechnoType] -> Armor` is used even if shield is active and `[ShieldType] -> Armor` is ignored.
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-`InheritArmor.Allowed` lists TechnoTypes whose armor can be overridden. If empty, any TechnoType not listed in `InheritArmor.Disallowed` is okay.
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-`InheritArmor.Disallowed` lists TechnoTypes whose armor can't be overridden. If empty, any TechnoTypes are okay as long as `InheritArmor.Allowed` is empty or they are listed on it.
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-`ApplyArmorMultiplier` can be set to true to allow the shield to benefit from the armor multiplier.
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-`ApplyArmorMult` can be set to true to allow the shield to benefit from the armor multiplier.
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-`InitialStrength` can be used to set a different initial strength value from maximum.
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-`ConditionYellow` and `ConditionRed` can be used to set the thresholds for shield damage states, defaulting to `[AudioVisual] -> Shield.ConditionYellow & Shield.ConditionRed` respectively which in turn default to just `ConditionYellow & ConditionRed`.
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- When executing `DeploysInto` or `UndeploysInto`, if both of the TechnoTypes have shields, the transformed unit/building would keep relative shield health (in percents), same as with `Strength`. If one of the TechnoTypes doesn't have shields, it's shield's state on conversion will be preserved until converted back.
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