AffectsAllies: Difference between revisions
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If the weapon does negative [[Damage]], such as a repairing/healing type weapon, it will be able to heal all allies. | If the weapon does negative [[Damage]], such as a repairing/healing type weapon, it will be able to heal all allies. | ||
{{bugs}} | =={{bugs}}== | ||
Doesn't work with {{f|Temporal|yes|link}} weapons or {{f|IsLocomotor|yes|link}} objects. | Doesn't work with {{f|Temporal|yes|link}} weapons or {{f|IsLocomotor|yes|link}} objects. | ||
Latest revision as of 17:07, 2 July 2025
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| Flag: | AffectsAllies |
| File(s): | rules(md).ini |
| Values: | Boolean values: yes or no, true or false, 1 or 0 |
| Applicable to: | Warheads |
This controls whether this warhead can apply 'damage' to friendly units. If set to 'no', then any friendly units within the warhead's CellSpread will not be affected by the actual damage-dealing part of the warhead, but side-effects such as DamageReducesReadiness=yes or Sonic=yes will affect them still.
Notes
If AffectsAllies=yes, a weapon with MindControl=yes and Psychedelic=yes affects only enemies. (Needs verification)
If the weapon does negative Damage, such as a repairing/healing type weapon, it will be able to heal all allies.
Bugs/Side-Effects/Unexpected Limitations
Doesn't work with Temporal=yes weapons or IsLocomotor=yes objects.
A Particle won't function if AffectsAllies=no is used on its warhead.





