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Integrate Revival Protocol Fixes in CHL #1237
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Integrate Revival Protocol Fixes in CHL #1237
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All Highlander submissions must be marked by comments with the issue number.
For single line changes:
SomeCodehere; // Single line for Issue #000
For multiple lines:
// Start Issue #000
some code
blah blah code
way more code
// End Issue #000
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X2WOTCCommunityHighlander/Src/XComGame/Classes/X2Condition_RevivalProtocolAP.uc
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X2WOTCCommunityHighlander/Src/XComGame/Classes/X2Condition_RevivalProtocolAP.uc
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X2WOTCCommunityHighlander/Src/XComGame/Classes/X2Condition_RevivalProtocolAP.uc
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…ew X2_Condition for Revival Protocol APs
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Changes made |
return 'AA_UnitIsNotImpaired'; | ||
} | ||
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||
event name CallMeetsConditionWithSource(XComGameState_BaseObject kTarget, XComGameState_BaseObject kSource) |
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On second look, this whole bit is unnecessary. The X2Condition_RevivalProtocol
on the ability template already ensures the ability can target only friendly units. This optimized version of CallMeetsConditionWithSource()
should be moved there instead.
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Also I'm afraid that with current conditions if the unit is both stunned and panicked, they're gonna get a double amount of AP, needs testing.
/// HL-Docs: ref:Bugfixes; issue:1235 | ||
/// Update the ability template to call recover from stun & add a new condition to the Restore Action Point effect | ||
Template.AddTargetEffect(class'X2StatusEffects'.static.CreateStunRecoverEffect()); | ||
/// Restore APs on the unit only if the new X2Condition is met |
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Would be more useful if the comment gave a brief summary of what the condition checks for.
Fixes #1235 - Adds a new custom X2Condition to the RestoreActionPoints effect of Revival Protocol to prevent it from restoring APs to disoriented units. Updated the ability targetting condition to allow revival protocol to target stunned units, remove the stunned status and restore APs properly. Also integrated the additional targeting condition from RMs mod which allows the ability to target resistance soldiers. Discussion to be had over whether this part is required/necessary. Tested & confirmed working in-game.
May break compatibility with the original mod - requires further testing & documentation.