key = ANTI_EVASION_GUN_$TIER$ icon = GFX_ship_part_bio_anti_evasion_$TIER$ icon_frame = 1 type = instant size = point_defence hide_damage_values_from_tooltip = yes potential = { ship_uses_weaver_components = yes from = { country_uses_bio_ships = yes } } show_tech_unlock_if = { country_uses_bio_ships = yes } target_type = target_enemies target_focus = spread injected_modifier = { modifier = { modifier = bio_anti_evasion_$TIER$ days = 10 } stack_info = { #A ship can only be affected by one injected modifier of a certain id. If multiple modifiers have the same ID the one with the highest priority will be applied. id = bio_anti_evasion priority = $TIER$ } } resources = { # Explicitly call the costs and upkeep for "small" weapons category = ship_components cost = { alloys = @s_t$TIER$_cost mult = 0.5 } cost = { food = @s_t$TIER$_cost mult = @alloy_to_food_cost_ratio } cost = { rare_crystals = $RARE_CRYSTALS$ sr_dark_matter = $DARK_MATTER$ } upkeep = { food = @s_t$TIER$_upkeep_energy alloys = @s_t$TIER$_upkeep_alloys } } ai_tags = { debuffer_role debuffer_role_stealth } #tags must be pre-registered in common/weapon_tags component_set = BIO_ANTI_EVASION_GUN_$TIER$ prerequisites = { tech_weaver_bio_anti_evasion_$TIER$ } tags = { weapon_type_kinetic debuffer_role }