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Clearer "no damage penalty for wounded units" unique
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@ -243,6 +243,7 @@ object BattleDamage {
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private fun getHealthDependantDamageRatio(combatant: ICombatant): Float {
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private fun getHealthDependantDamageRatio(combatant: ICombatant): Float {
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return if (combatant !is MapUnitCombatant
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return if (combatant !is MapUnitCombatant
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|| combatant.unit.hasUnique(UniqueType.NoDamagePenalty, checkCivInfoUniques = true)
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|| combatant.unit.hasUnique(UniqueType.NoDamagePenalty, checkCivInfoUniques = true)
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|| combatant.unit.hasUnique(UniqueType.NoDamagePenaltyWoundedUnits, checkCivInfoUniques = true)
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) 1f
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) 1f
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// Each 3 points of health reduces damage dealt by 1%
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// Each 3 points of health reduces damage dealt by 1%
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else 1 - (100 - combatant.getHealth()) / BattleConstants.DAMAGE_REDUCTION_WOUNDED_UNIT_RATIO_PERCENTAGE
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else 1 - (100 - combatant.getHealth()) / BattleConstants.DAMAGE_REDUCTION_WOUNDED_UNIT_RATIO_PERCENTAGE
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@ -407,6 +407,8 @@ enum class UniqueType(
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NoDefensiveTerrainBonus("No defensive terrain bonus", UniqueTarget.Unit, UniqueTarget.Global),
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NoDefensiveTerrainBonus("No defensive terrain bonus", UniqueTarget.Unit, UniqueTarget.Global),
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NoDefensiveTerrainPenalty("No defensive terrain penalty", UniqueTarget.Unit, UniqueTarget.Global),
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NoDefensiveTerrainPenalty("No defensive terrain penalty", UniqueTarget.Unit, UniqueTarget.Global),
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NoDamagePenaltyWoundedUnits("No damage penalty for wounded units", UniqueTarget.Unit, UniqueTarget.Global),
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@Deprecated("As of 4.12.4", ReplaceWith("No damage penalty for wounded units"))
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NoDamagePenalty("Damage is ignored when determining unit Strength", UniqueTarget.Unit, UniqueTarget.Global),
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NoDamagePenalty("Damage is ignored when determining unit Strength", UniqueTarget.Unit, UniqueTarget.Global),
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Uncapturable("Uncapturable", UniqueTarget.Unit),
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Uncapturable("Uncapturable", UniqueTarget.Unit),
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// Replace with "Withdraws before melee combat <with [amount]% chance>"?
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// Replace with "Withdraws before melee combat <with [amount]% chance>"?
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