Hi all!
Any way to get auto spellbook points and auto level up to units?
I know if you add this to you units:
#1
Posted 21 April 2019 - 04:56 PM
#2
Posted 24 April 2019 - 11:37 AM
Maybe this could work..
There are two modules, one which grants the experience, and one which seemingly (not sure) triggers abilities over a set time.
Combine the two and you might get what you want:
Behavior = SpecialAbilityUpdate ModuleTag_TheSpecialAbilityUpdate ;SUB_L010ED8C0->L01F224C8: SpecialPowerTemplate = SpecialAbilityZephyrStrike ;L00E6C5F0:SpecialPower StartAbilityRange = 7 ;SUB_L006D46C0:Float Point Value AbilityAbortRange = 7 ;SUB_L006D46C0:Float Point Value PreparationTime = 1000 ;SUB_L00E6CB10:Unsigned Integer Value PersistentPrepTime = 1000 ;SUB_L00E6CB10:Unsigned Integer Value PersistentCount = 10 ;SUB_L006D4430:Signed Integer Value PackTime = 1000 ;SUB_L00E6CB10:Unsigned Integer Value UnpackTime = 1000 ;SUB_L00E6CB10:Unsigned Integer Value PreTriggerUnstealthTime = 1000 ;SUB_L00E6CB10:Unsigned Integer Value SkipPackingWithNoTarget = Yes ;SUB_L006D3400:Boolean PackUnpackVariationFactor = 7 ;SUB_L006D46C0:Float Point Value ParalyzeDurationWhenCompleted = 1000 ;SUB_L00E6CB10:Unsigned Integer Value ParalyzeDurationWhenAborted = 1000 ;SUB_L00E6CB10:Unsigned Integer Value SpecialObject = AngmarWallSegmentSmall ;SUB_L006D4C30:String (Object) SpecialObjectAttachToBone = WeaponA01 ;SUB_L006D4C30:String (Bone) MaxSpecialObjects = 200 ;SUB_L006D4520:Unsigned Integer Value SpecialObjectsPersistent = Yes ;SUB_L006D3400:Boolean EffectDuration = 1000 ;SUB_L00E6CB10:Unsigned Integer Value EffectValue = 100 ;SUB_L006D4430:Signed Integer Value EffectRange = 7 ;SUB_L006D46C0:Float Point Value UniqueSpecialObjectTargets = Yes ;SUB_L006D3400:Boolean SpecialObjectsPersistWhenOwnerDies = Yes ;SUB_L006D3400:Boolean AlwaysValidateSpecialObjects = Yes ;SUB_L006D3400:Boolean FlipOwnerAfterPacking = Yes ;SUB_L006D3400:Boolean FlipOwnerAfterUnpacking = Yes ;SUB_L006D3400:Boolean FleeRangeAfterCompletion = 7 ;SUB_L006D46C0:Float Point Value DisableFXParticleSystem = MissileExhaust ;SUB_L00E6C110:ParticleSystem DoCaptureFX = Yes ;SUB_L006D3400:Boolean PackSound = BuildingConstructionLoop ;L00E6B310:Sound (AudioEvent) UnpackSound = BuildingConstructionLoop ;L00E6B310:Sound (AudioEvent) PrepSoundLoop = BuildingConstructionLoop ;L00E6B310:Sound (AudioEvent) TriggerSound = BuildingConstructionLoop ;L00E6B310:Sound (AudioEvent) ActiveLoopSound = BuildingConstructionLoop ;L00E6B310:Sound (AudioEvent) LoseStealthOnTrigger = Yes ;SUB_L006D3400:Boolean AwardXPForTriggering = 100 ;SUB_L006D4430:Signed Integer Value SkillPointsForTriggering = 10 ;SUB_L006D4430:Signed Integer Value ApproachRequiresLOS = Yes ;SUB_L006D3400:Boolean ChargeAttackSpeedBoost = Yes ;SUB_L006D3400:Boolean CustomAnimAndDuration = AnimState:USER_3 AnimTime:0 TriggerTime:0 ;L010ED8E0: Animation State - Time - Delay // Animtime:0 = set flag forever GrabPassengerAnimAndDuration = AnimState:USER_3 AnimTime:0 TriggerTime:0 ;L010ED8E0: Animation State - Time - Delay // Animtime:0 = set flag forever GrabPassengerHealGainPercent = 0.50 ;L006D4890: float UnpackingVariation = 1 ;SUB_L006D4430:Signed Integer Value MustFinishAbility = Yes ;SUB_L006D3400:Boolean FreezeAfterTriggerDuration = 1000 ;SUB_L00E6CB10:Unsigned Integer Value DisableWhenWearingTheRing = Yes ;SUB_L006D3400:Boolean RequiredConditions = MOUNTED ;SUB_L006D3960 L022377D0 //MOUNTED / WEAPON_TOGGLE / MOVING RejectedConditions = MOVING ;SUB_L006D3960 L022377D0 //MOUNTED / WEAPON_TOGGLE / MOVING ContactPointOverride = BoneA ;SUB_L006D4C30:String (Bone) TriggerAttributeModifier = MyModifier ;SUB_L006D4C30:String (AttributeModifier) AttributeModifierDuration = 1000 ;SUB_L00E6CB10:Unsigned Integer Value KillAttributeModifierOnExit = Yes ;SUB_L006D3400:Boolean KillAttributeModifierOnRejected = Yes ;SUB_L006D3400:Boolean Instant = Yes ;SUB_L006D3400:Boolean NeedCollisionBeforeTrigger = Yes ;SUB_L006D3400:Boolean ChainedButton = ButtonA ;SUB_L006D4C30:String (CommandButton) SuppressForHordes = Yes ;SUB_L006D3400:Boolean ApproachUntilMembersInRange = Yes ;SUB_L006D3400:Boolean IgnoreFacingCheck = Yes ;SUB_L006D3400:Boolean TriggerModelCondition = ModelConditionState:SPECIAL_POWER_1 ;L010EDA80:ModelCondition //triggered during the unpack phase TriggerModelConditionDuration = 700 ;SUB_L006D46C0:Float Point Value End
Behavior = BoredUpdate ModuleTag_TheBoredUpdate ;L01202120->L01F43F40: ScanDelayTime = 200 ;SUB_L00E6CB10:Unsigned Integer Value ScanDistance = 10 ;SUB_L006D46C0:Float Point Value BoredFilter = ANY +HORDE +HERO ;SUB_L00EDCA00:Object Filter CanScanWhileAttackingOrMoving = Yes ;SUB_L006D3400:Boolean SpecialPowerTemplate = SpecialAbilityZephyrStrike ;L00E6C5F0:SpecialPower End
This would become something like this for what you want:
Behavior = SpecialAbilityUpdate ModuleTag_TheSpecialAbilityUpdate SpecialPowerTemplate = MySpecialAbility AwardXPForTriggering = 100 SkillPointsForTriggering = 10 Instant = Yes End
Behavior = BoredUpdate ModuleTag_TheBoredUpdate ScanDelayTime = 200 ScanDistance = 1 BoredFilter = NONE CanScanWhileAttackingOrMoving = Yes SpecialPowerTemplate = MySpecialAbility End
Behavior = SpecialPowerModule ModuleTag_TriggerIt SpecialPowerTemplate = MySpecialAbility UpdateModuleStartsAttack = Yes StartsPaused = Yes End
Edited by Ridder Geel, 24 April 2019 - 11:54 AM.
#3
Posted 24 April 2019 - 02:12 PM
Wow thats help me so much!
Thanks Ridder Geel!
Where do you get these codes?)
#4
Posted 25 April 2019 - 07:50 AM
There shall be a post soon on that grand project of mine...
#5
Posted 27 April 2019 - 10:57 AM
Since you asked, all the modules you can ever possibly want are there.
#6
Posted 27 April 2019 - 12:30 PM
Thanks a lot)
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