Attribute Modifier
#1
Posted 20 July 2007 - 12:42 AM
#2
Posted 20 July 2007 - 09:35 AM
;;; PASSIVE OUTLAW LEADERSHIP;;; Behavior = UnpauseSpecialPowerUpgrade ModuleTag_TheodenLeadership2 SpecialPowerTemplate = SpecialAbilityFakeLeadership2 TriggeredBy = Upgrade_EomerOutlawLeader End Behavior = SpecialPowerModule ModuleTag_TheodenLeadershipUpdate2 SpecialPowerTemplate = SpecialAbilityFakeLeadership2 UpdateModuleStartsAttack = No StartsPaused = Yes End Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership2 StartsActive = No;If no, requires upgrade to turn on. BonusName = EomerPassiveOutlawLeadership TriggeredBy = Upgrade_EomerOutlawLeader RefreshDelay = 2000 Range = 200 AllowSelf = Yes ObjectFilter = ANY +CAVALRY +INFANTRY -STRUCTURE -BASE_FOUNDATION End
Now make a couple modifications first off the AttributeModifier Range
Range = 200change the 200 to 1
next change the Attribute Modifier name to whatever you want to call it this will be the one referenced in AttributeModifier.ini
I'll change it to EomerArmorUpgrade
so it should look like this
;;; PASSIVE OUTLAW LEADERSHIP;;; Behavior = UnpauseSpecialPowerUpgrade ModuleTag_TheodenLeadership2 SpecialPowerTemplate = SpecialAbilityFakeLeadership2 TriggeredBy = Upgrade_EomerOutlawLeader End Behavior = SpecialPowerModule ModuleTag_TheodenLeadershipUpdate2 SpecialPowerTemplate = SpecialAbilityFakeLeadership2 UpdateModuleStartsAttack = No StartsPaused = Yes End Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership2 StartsActive = No;If no, requires upgrade to turn on. BonusName = EomerArmorUpgrade TriggeredBy = Upgrade_EomerOutlawLeader RefreshDelay = 2000 Range = 1 AllowSelf = Yes ObjectFilter = ANY +CAVALRY +INFANTRY -STRUCTURE -BASE_FOUNDATION End
now go to ExperienceLevels.ini and add the upgrade to the Hero and for the level you want.
Next go to AttributeModifier.ini and the following code
ModifierList EomerArmorUpgrade Category = SPELL Modifier = ARMOR 50% Duration = 0 ; Duration is forever when set to 0 End
This will add 50% armour to the Hero at the level you decided now just add to the commandset.
And that should do it.
Break dancing into the hearts of millions
#3
Posted 20 July 2007 - 09:46 AM
Behavior = AttributeModifierUpgrade ModuleTag_AndurilBonus TriggeredBy = Upgrade_Anduril AttributeModifier = SpellBookAnduril EndUse that instead of the AttributeModifierAuraUpdate.
My Political Compass
Sieben Elefanten hatte Herr Dschin
Und da war dann noch der achte.
Sieben waren wild und der achte war zahm
Und der achte war's, der sie bewachte.
#4
Posted 20 July 2007 - 12:49 PM
Break dancing into the hearts of millions
#5
Posted 20 July 2007 - 02:50 PM
#6
Posted 20 July 2007 - 02:53 PM
My Political Compass
Sieben Elefanten hatte Herr Dschin
Und da war dann noch der achte.
Sieben waren wild und der achte war zahm
Und der achte war's, der sie bewachte.
#7
Posted 20 July 2007 - 03:05 PM
;;; PASSIVE OUTLAW LEADERSHIP ;;;
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_TheodenLeadership2
SpecialPowerTemplate = SpecialAbilityFakeLeadership2
TriggeredBy = Upgrade_EomerOutlawLeader
End
Behavior = SpecialPowerModule ModuleTag_TheodenLeadershipUpdate2
SpecialPowerTemplate = SpecialAbilityFakeLeadership2
UpdateModuleStartsAttack = No
StartsPaused = Yes
End
Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership2
StartsActive = No ;If no, requires upgrade to turn on.
BonusName = FrodoMithrilVest
TriggeredBy = Upgrade_EomerOutlawLeader
RefreshDelay = 2000
Range = 1
AllowSelf = Yes
ObjectFilter = ANY +CAVALRY +INFANTRY -STRUCTURE -BASE_FOUNDATION
End
The error message is:
" Unknown field 'Behavior' in block 'Object'.
Error parsing field 'Behavior' in block 'Object' in file 'Data\INI\Object\goodfaction\units\rohan\frodo.ini',line 1008
Error parsing field 'Behavior' in block 'Object' in file 'Data\INI\Object\goodfaction\units\rohan\frodo.ini',line 1008
Error parsing INI block ' Behavior' in file 'Data\INI\Object\goodfaction\units\rohan\frodo.ini'.
5 adresses:
(unknown)(0): game.dat+8961088 Debug::PostStaticInit+3296
(unknown)(0): game.dat+502829 StringBase<char>::startsWith+193933
(unknown)(0): game.dat+521227 StringBase<char>::startsWith+212331
(unknown)(0): game.dat+10449993 Xfer::operator==+133593
(unknown)(0): kernel32.dll+93519RegisterWaitForInputIdle+73"
#8
Posted 20 July 2007 - 07:51 PM
The reason you got this error is because you are missing an "End" code somewhere, probably right above your new code.
-Gto
Click on my Sig to go to my BFME Modding site where you can download my mods.
Kings of the West Mod Leader
*Retired. PM me if you need to get a hold of me as I'll get an email notification and should reply within a day or so*
#9
Posted 20 July 2007 - 08:24 PM
Here is the error:
"Unknown field 'AwardXPForTriggering' in block 'Object'.
Error parsing field 'AwardXPForTriggering' in block 'Object' in file 'Data\INI\Object\goodfaction\units\rohan\frodo.ini'."
Thats pretty much everything important. If you need me to copy my frodo.ini then just ask.
#10
Posted 20 July 2007 - 09:51 PM
The problem is that you are still missing an end somewhere... but without looking at the code I don't know why or where exactly.
-Gto
Click on my Sig to go to my BFME Modding site where you can download my mods.
Kings of the West Mod Leader
*Retired. PM me if you need to get a hold of me as I'll get an email notification and should reply within a day or so*
#11
Posted 20 July 2007 - 11:15 PM
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_TheodenLeadership2
SpecialPowerTemplate = SpecialAbilityFakeLeadership2
TriggeredBy = Upgrade_EomerOutlawLeader
End
Behavior = SpecialPowerModule ModuleTag_TheodenLeadershipUpdate2
SpecialPowerTemplate = SpecialAbilityFakeLeadership2
UpdateModuleStartsAttack = No
StartsPaused = Yes
End
Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership2
StartsActive = No ;If no, requires upgrade to turn on.
BonusName = FrodoMithrilVest
TriggeredBy = Upgrade_EomerOutlawLeader
RefreshDelay = 2000
Range = 1
AllowSelf = Yes
ObjectFilter = ANY +CAVALRY +INFANTRY -STRUCTURE -BASE_FOUNDATION
End
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; No More Animations :(
; UnpackingVariation = 2
; StartAbilityRange = 2.0
;
; UnpackTime = 1700 ; Drawing the horn
; PreparationTime = 1 ; nothing
; PersistentPrepTime = 1600 ; Blowing
; PackTime = 1666 ; Putting horn away
;
; PackSound =
; UnpackSound =
; TriggerSound =
; PrepSoundLoop =
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
AwardXPForTriggering = 0
End
; AddModule AddModuleTag_GivingRingPenalty
Behavior = OneRingPenaltyUpdate ModuleTag_SinglePlayerEyeSummoning
SpecialObjectName = EyeOfSauronFromRing ;Different from the Spell driven Stealth Detector, this is just for looks
RingTimeBeforeSpawning = 30000 ; Time ring is active before Eye spawns
TimeSpentRoamingAround = 15000 ; Time of roaming before Eye snaps to us
TimeRingPowerSuppressed = 30000 ; How long we can't use the ring for after being found
StartingDistanceFromMe = 300 ; How far the Eye is created to start wandering
TimeFrozenFromPenalty = 5000 ; How long we are paralyzed the moment we are discovered, seperate from the time our stealth is supressed
DiscoveredSound = FrodoVoiceEyeOnMe ; Sound to play when found out
End
; End
Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 19.2
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 18;
ShadowSizeY = 18;
ShadowTexture = ShadowI;
End
Edited by Hobbitccd17, 20 July 2007 - 11:17 PM.
#12
Posted 20 July 2007 - 11:33 PM
anyway, are you using finalbig? if yes, then you can extract the files. if no...use finalbig
Einstein: "We can’t solve problems by using the same kind of thinking we used when we created them."
#13
Posted 21 July 2007 - 01:02 AM
AwardXPForTriggeringand they'll probably be a missing "End" token
Break dancing into the hearts of millions
#14
Posted 21 July 2007 - 10:18 AM
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; No More Animations :( ; UnpackingVariation = 2 ; StartAbilityRange = 2.0 ; ; UnpackTime = 1700; Drawing the horn ; PreparationTime = 1; nothing ; PersistentPrepTime = 1600; Blowing ; PackTime = 1666; Putting horn away ; ; PackSound = ; UnpackSound = ; TriggerSound = ; PrepSoundLoop = ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; AwardXPForTriggering = 0 Endcomment out the last 2 lines too
Einstein: "We can’t solve problems by using the same kind of thinking we used when we created them."
#15
Posted 21 July 2007 - 03:09 PM
End "
There is an end after awardxpfortriggering
#16
Posted 21 July 2007 - 04:13 PM
Einstein: "We can’t solve problems by using the same kind of thinking we used when we created them."
#17
Posted 21 July 2007 - 06:15 PM
Edited by Hobbitccd17, 21 July 2007 - 06:18 PM.
#18
Posted 21 July 2007 - 09:59 PM
SpecialPowerTemplate = SpecialAbilityFakeLeadership2
That one so now you need to find a leadership code from CommandButton.ini and make a copy of it. Then change the special power template to the one your power uses. Make sure the Command_YourButtonName matches in both CommandSet and CommandButton. Then edit the button art and description however you want (hint: there is a perfect frodo mithril vest button art that EA included but didn't use... see if you can find it ).
And that should do it
Edit: one of the best ways to learn how to mod is to try things yourself... in this case you could have found an already made leadership and see how it was coded. That probably would have answered all your questions
-Gto
Edited by GothmogtheOrc, 21 July 2007 - 10:01 PM.
Click on my Sig to go to my BFME Modding site where you can download my mods.
Kings of the West Mod Leader
*Retired. PM me if you need to get a hold of me as I'll get an email notification and should reply within a day or so*
#19
Posted 21 July 2007 - 11:37 PM
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