Addressing issue 1575 - Adding functionality to allow mods to manage what X2Effects are allowed to be applied to an Unit#1577
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Hi Reshi - the commit history in this submission needs cleaning up. All CHL PRs (unless the rules have changed under Tedster...) need to be made in a single commit, if adjusting files that are already part of Highlander. The only case where there should be more than one commit is if you're adding files TO CHL that aren't already present, so you'll probably need to squash & force push in Git (it can be a pain, depending which Git client you use). I think in terms of the documentation as well, you should only add this section in one location Usually the docs are best done in the class with the most extensive changes. The other files can just have Start / End issue tags and a short explainer without the tags. Apologies if this is long-winded but otherwise someone else will just mention it down the line! |
Required to implement resolve issue 1575
HL-Docs: feature:EffectImmunity; issue:1575; tags:tactical Adding a boolean function to enable Persistent Effects on a unit to control whether or not OTHER X2ffects are allowed to be applied to this unit. This enables various functionality that was previously heavily limited by damage typing. An example use case: We do not want to X2Effect_MindControl to be allowed to be applied to a unit, but we want to allow other Mental-typed effects to effect this unit. This would enable that. Alternative use case example: We want to block a Chosen from being able to be Frozen, but do not want to block damage from a weapon that is damage typed as Frost This also provides a solution should we want to block an effect that has no damage typing.
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Commits are squashed for Clarity |
This combination of features allows mod added persistent effects to arbitrarily exclude other effects from being allowed to be to applied to a unit, without having to rely on damage typing and other current systems that are heavily limited and may not be applicable or convenient for many use cases.
Example Given: We want to specifically ban a chosen from ever being Frozen, which is Frost damage typed. We do not want this chosen to be immune to damage from a gun another mod adds that has a Frost damage typing. This would enable the damage to be dealt to our chosen while also preventing our chosen from being Frozen.