ResourceDrainEffectRules
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.rules
file/node location: Cosmoteer.Simulation.HitEffects.ResourceDrainEffectRules
Drains resources from a single hit part.
Alias "ResourceDrain".
Inherits from HitEffectRules
.
Used only by disruptors and ion beams. Note that EMPs use ExplosiveResourceDrain instead.
Name | Type | Required? | Buffable? | Default value | Description |
---|---|---|---|---|---|
ResourceType | ID<ResourceRules> | Yes | - | - | What type of resource to drain.
The |
Amount | int | Yes | Yes | - | How much of the resource to drain.
The |
Filter
(ReadContentOnly) |
EffectFilter | - | - | Defaults.Enemy | This determines what can be affected and what can't. |
TreatShieldAsPart | bool | - | - | - | ?? unclear. |
MediaEffectsOnDrain | MultiMediaEffectRules? | - | - | - | Media effects (visuals, sounds...) to play. See link. |
Notes
Influenced by these stats in Data\modes\career\career.rules
, for CombatDifficultyLevels
:
ResourceDrainVsEnemies
ResourceDrainFromEnemies
Countered by ExplosiveResourceDrainSink
.
Examples
Disruptor
In shots\disruptor_bolt.rules
:
HitEffects
[
{
Type = ResourceDrain
ResourceType = battery
Amount = 600
MediaEffectsOnDrain
[
&<particles/ship_drain.rules>
//...
: /BASE_SOUNDS/AudioExterior
{
//...
}
]
}
{
Type = Damage
Damage = 100
}
]
Ion beam
In ion_beam.rules
's HitOperational
's HitEffects
:
{
Type = ResourceDrain
ResourceType = ion_energy
Amount = -1000
Filter
{
Friendlies = true
IgnoreInvulnerability = true
OnlyPartCategories = [ion_beam_prism]
}
}