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Updated Lure status effect so it ticks properly & isn't removed when the source unit dies #1294
Updated Lure status effect so it ticks properly & isn't removed when the source unit dies #1294
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Tested and now ticks properly - this issue is only visible under fairly niche circumstances - the base game ships this ability as a passive (not a debuff), so even with YAF1 / show more debuff mods, the number of turns isn't displayed. The "Lost Lure Status Icon" mod changes this status effect to an ePerk_Penalty, making the number of turns then visible in YAF1 & exposing the fact that it doesn't actually tick properly under normal circumstances. I've adjusted the display in the PR to ePerk_Penalty as well so it's more transparent to the user. |
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@@ -2486,8 +2486,8 @@ static function X2Effect_Persistent CreateUltrasonicLureTargetStatusEffect() | |||
UltrasonicLureTargetEffect = new class'X2Effect_Persistent'; | |||
UltrasonicLureTargetEffect.EffectName = default.UltrasonicLureName; | |||
UltrasonicLureTargetEffect.DuplicateResponse = eDupe_Ignore; | |||
UltrasonicLureTargetEffect.BuildPersistentEffect(default.ULTRASONICLURE_TURNS,, true); | |||
UltrasonicLureTargetEffect.SetDisplayInfo(ePerkBuff_Passive, default.UltrasonicLureFriendlyName, default.UltrasonicLureFriendlyDesc, "img:///UILibrary_PerkIcons.UIPerk_mark" ); | |||
UltrasonicLureTargetEffect.BuildPersistentEffect(default.ULTRASONICLURE_TURNS,false,false,,eGameRule_PlayerTurnBegin); //Issue #1286 - Keep effect when source dies, tick on turn begin. Adjust icon and displayinfo to display as debuff rather than passive. |
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Please use Start Issue and End Issue tags when changes span multiple lines, and please add a HL-Docs ref:bugfixes entry.
…ff_Penalty so number of turns is properly displayed and updated the perk icon to be more sensible.
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Docs tags updated |
Fixes #1286