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UseChargeDrain

Whether a fired superweapon spends its charge over a timed drain that can be ended early.

Specification
Applies to
SuperWeaponType
File
rules.ini
Section
[<ObjectType ID>]
Value
boolean
When omitted
no

UseChargeDrain=yes makes a fired superweapon spend its charge over time. For a house under human control, firing the ready weapon delivers its Type= effect once, moves the weapon to the discharged state and starts a drain, a countdown that spends the charge. The drain’s length is the charge built up, scaled by ChargeToDrainRatio.

Firing the weapon again during the drain ends it. The unspent drain goes back into the charge, so the weapon is ready again at once. When the drain runs out instead, the weapon starts charging from a full RechargeTime. Charge-draining weapons gives the conversion in both directions.

Type=Firestorm is the behavior built for this cycle. Its wall stays raised while the drain runs and comes down when the drain ends, whether it runs out or is ended by hand. The firestorm generator and its charge covers the wall.

The weapon’s sidebar cameo always shows a clock, including while the weapon is ready or discharged. A human-controlled house can fire it only while it is ready or discharged, not while it is charging or suspended. The sidebar cameo lists its captions.

For a computer house, firing never starts a drain or changes the countdown. Once the weapon has first charged, the superweapon AI can fire it again on any later pass, even while it is charging or suspended. The firestorm trigger actions switch a computer house’s wall at any time, whatever the weapon’s state. A computer house’s firestorm wall therefore stays up until something else lowers it, as Computer houses describes.

See also — superweapons, power