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Detonation

Detonation is both a type of action detonate and an automatic behavior.

Detonation can damage both the detonating unit (though it need not) and any units around its point of detonation, which may or may not be its location. You set it up by defining acp-to-detonate to one or more, set hp-per-detonation to express the amount of damage done to the detonating unit, then fill in the detonation damage tables detonation-damage-at and detonation-damage-adjacent to say how badly each type of nearby unit will be hit. You can define the exact radius of effect via detonation-range. The effects on occupants of nearby units will be adjusted according to the same protection/ablation tables as for combat.

You can also set detonation to trigger on various kinds of events, such as damage to the detonating unit (detonate-on-hit, death of the detonating units (detonate-on-death), impending capture (detonate-on-capture), and proximity of certain types of units (detonate-on-approach). You can also set a chance that a unit will detonate spontaneously, via detonation-accident-chance.

In order to model the catastrophic effects of the worst explosives, you can set terrain-damage to indicate how terrain types will change.

A minefield could be implemented by defining a detonating unit that loses some small percentage of its hp every time a unit hits it, while hitting the other unit automatically.

A simple trap would auto-detonate only once, then change to a "sprung trap" type. Then the right kind of unit could come along and do a change type action to reset it.


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