key = HEALING_GUN_$TIER$ icon = GFX_ship_part_bio_healing_$TIER$ icon_frame = 1 type = missile 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 } use_ship_main_target = no target_type = target_allies target_focus = spread on_hit = { hidden_effect = { if = { limit = { exists = this has_hp_percentage < 0.99 } repair_amount = @bio_healing_t$TIER$ } else = { repair_armor_amount = @bio_healing_t$TIER$ } } custom_tooltip = "bio_healing_$TIER$_tt" } injected_modifier = { modifier = { modifier = bio_healing_$TIER$ 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_healing priority = $TIER$ } } target_weights = { # Ships with lower hp/armor should have a higher target weight mauler_stage_1 = 12 mauler_stage_2 = 11 mauler_stage_3 = 10 harbinger_stage_1 = 9 harbinger_stage_2 = 8 harbinger_stage_3 = 7 stinger_stage_1 = 6 stinger_stage_2 = 5 stinger_stage_3 = 4 # Weavers should prioritise other ship types above themselves weaver_stage_1 = 3 weaver_stage_2 = 2 weaver_stage_3 = 1 } 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 = { exotic_gases = $EXOTIC_GASES$ sr_dark_matter = $DARK_MATTER$ } upkeep = { food = @s_t$TIER$_upkeep_energy alloys = @s_t$TIER$_upkeep_alloys } } ai_tags = { buffer_role buffer_role_stealth } #tags must be pre-registered in common/weapon_tags component_set = BIO_HEALING_GUN_$TIER$ prerequisites = { tech_weaver_bio_healing_$TIER$ } tags = { weapon_type_kinetic buffer_role }