Code:
"NumSensorLockImpairedEffects": 2,
"SensorsImpairedEffect": {
"durationData": {
"duration": 1,
"ticksOnActivations": true,
"useActivationsOfTarget": true,
"stackLimit": 1
},
"targetingData": {
"effectTargetType": "SingleTarget",
"showInTargetPreview": true,
"showInStatusPanel": true
},
"effectType": "StatisticEffect",
"Description": {
"Id": "AbilityDefPPC",
"Name": "SENSORS IMPAIRED",
"Details": "[AMT] Difficulty to all of this unit's attacks until its next activation.",
"Icon": "uixSvgIcon_status_sensorsImpaired"
},
"nature": "Debuff",
"statisticData": {
"statName": "AccuracyModifier",
"operation": "Float_Add",
"modValue": "1.5",
"modType": "System.Single"
}
},
Does anyone know the exact mechanics of effects in the game? I mean "stackLimit" can be -1 0 1 2 ...
0 means one possible modifier+"modValue" operation? All PPC effects stackLimit=0. But SensorLock has 1...
And 1 means one operation now and the next one on the next tick (turn)? Or twice on this turn? Or it is possible only when "stackLimit"=2?
And what about -1? And if "duration"= 2 and the next PPC hit happens on the next turn - this means debuff doubling or simple substitution (when exactly 1 copy of effect ends)?
Also "ticksOnActivations": false makes effect internal or not?
And what about "AccuracyModifier" 1.0 means -5% or 1.0 / "ToHitModifierDivisor" = 1.0/10 = 0.1 = 10% ???
And "NumSensorLockImpairedEffects" or "NumSensorLockSteps" are "not about" stacking?
If you still trying to read this