key = CONFUSER_GUN_$TIER$ icon = GFX_ship_part_bio_confuser_$TIER$ 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 on_hit = { hidden_effect = { if = { limit = { exists = this is_civilian = no NOT = { is_ship_class = shipclass_starbase } } random = { chance = value:weaver_confuser_chance|TIER|$TIER$| set_confused = yes set_ship_flag = is_confused ship_event = { id = bioship.1 days = 5 random = 5 } } } } custom_tooltip = "bio_confuser_$TIER$_tt" } 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 = { volatile_motes = $VOLATILE_MOTES$ 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_CONFUSER_GUN_$TIER$ prerequisites = { tech_weaver_bio_confuser_$TIER$ } tags = { weapon_type_energy debuffer_role }