Detonation is an action and/or behavior that causes damage indiscriminately.
The action specifies the location of the detonation,
which may be in the unit's cell or an adjacent one.
A unit that detonates loses hp, changing to its wrecked-type
if it loses all of its hp.
It also hits every unit within a specified radius.
Detonation may also affect terrain within a specified radius.
ActionType: detonate x y z
This action detonates the actee at the given location x,y,z.
UnitTypeProperty: acp-to-detonate acp
This property is the number of action points used by one detonate action.
Defaults to 0, which disallows detonation.
UnitTypeProperty: hp-per-detonation hp
This property is the number of hp lost in each detonation.
Defaults to 0.
Table: detonation-unit-range u1 u2 -> dist
This table gives the range of effect from detonation of u1.
The severity falls off according to the inverse square law
extrapolated from the adjacent cell damage.
(1/4 severity at range 2, 1/9 at 3, etc.)
Defaults to 0.
Table: detonation-damage-at u1 u2 -> hp
This table is the severity of u1's hit on a unit u2 in the same cell.
Defaults to 0.
Table: detonation-damage-adjacent u1 u2 -> hp
This table is the severity of u1's hit on a unit u2 in an adjacent cell.
Defaults to 0.
Table: detonation-terrain-range u t -> dist
Table: detonation-terrain-damage-chance u t -> n%
Table: terrain-damaged-type t1 t2 -> n
Relative chance that terrain of type t1 damaged by a detonation
will change into another type t2.
Defaults to 0.
The following tables and properties can be used for units that cannot detonate deliberately by doing a detonate action.
Table: detonate-on-hit u1 u2 -> n%
This table is the chance that a hit on u1
by a unit of type u2 will cause it to detonate (once).
Noncombat reductions in hp, such as attrition, have no effect.
Defaults to 0.
UnitTypeProperty: detonate-on-death n%
This property is the chance that if this type is about to die from a combat hit,
it will detonate first.
Defaults to 0.
Table: detonate-on-capture u1 u2 -> n%
This table is the chance that a unit of type u1 will detonate if a capture
by a unit of type u2 is about to succeed.
Defaults to 0.
Table: detonate-on-approach-range u1 u2 -> dist
When a unit of type u2 on a non-trusted [?] side
appears at a distance of dist
or less, then u1 will detonate.
If -1, then unit will not detonate upon approach.
Defaults to -1.
Table: detonation-accident-chance u t -> n.f%
This table is the chance that the unit will detonate spontaneously.
This is checked once/turn, at the beginning of the turn, and also
upon each entry to a cell, if moving.
Defaults to 0.