Leadership in Spellbook
#1
Posted 15 August 2007 - 05:26 PM
1) Buy the Spell
2) Spell activates and gives player an Upgrade
3) All units in the faction have AttributesModifierUpdate (or something) granted by that upgrade, and it leads to my stats-change (ie, what the leadership does)
4) With testing speed on 900% it's easy to spot who get's it and not... They all get it, great, end of story...
5) What?
6) Hordes doesn't work you say?
7) If the horde turns (or any other thing that moves a lone unit in the horde to another position), I see right away that the speed is awesome
8) But it only lasts when they are single units
9) Comming out of a structure after beeing buildt, run... "Soldiers of Gondor at your disposal General", and boom their using a normal speed...
10) Also, the hordes seem to float when they should run... They are idle'y floating towards the spot I've directed them...
So, my point is... Does anyone have an idea on how it can be done, and if it is, unlikely, restricted to single units? Cause I find it very odd when the units moves fast, but when the horde moves as one, it's the normal speed.... Do I need to add something to the horde, like a StatusBitsUpgrade?
dang, that gave me an idea... Anyways, I'll post this anyways Might help others And I'll soon enough find out if it's possible...
The 4th Age version 0.8 has been released: Link
#2
Posted 15 August 2007 - 05:45 PM
#3
Posted 15 August 2007 - 05:55 PM
After a test on the StatusBitsUpgrade, I found out two things;
1) Remember to rename module-tags when you copy-paste, hehe..
2) It doesn't do anything different..
The 4th Age version 0.8 has been released: Link
#4
Posted 15 August 2007 - 06:38 PM
#5
Posted 15 August 2007 - 06:50 PM
StartsActive = Yes ;No
BonusName = 'Your AttributeModifier'
;TriggeredBy = Upgrade_HeroRadiateFear
RefreshDelay = 2000
Range = 999999999999
TargetEnemy = No ;Yes or whatever you need
ObjectFilter = ANY +ORC ;or whatever KINDOF or Object-Name you need
End[/codebox]
Put this in the spellbook.
If you use object names, use the name of the Horde AND of the HordeMember. Or simply use +CAVALRY, +INFANTRY etc.
If you don't want it for heroes, add -HERO.
You can make it triggered by setting 'StartsActive = No' and uncommenting the 'trigger' line.
Then use the way 'Anduril' works as a guideline, making the upgrade that Anduril provides into the trigger. Make sure that the spellbook-object can be influenced by it's own upgrade.
Axed Head and A.I. Coder for S.E.E. and ... stuff
".. coding is basically boring. What's fun is finding out how things work, take them apart and then put them together in ways that were not intended nor even conceived."
#6
Posted 15 August 2007 - 06:59 PM
Behavior = SpecialPowerModule bounty_ModuleTag SpecialPowerTemplate = SpellBookBounty AttributeModifier = BountyLeadership AttributeModifierRange = 999999 AttributeModifierAffects = ANY +INFANTRY +CAVALRY +STRUCTURE +HERO -BASE_FOUNDATION UpdateModuleStartsAttack = No AvailableAtStart = No TargetEnemy = No End
i may also have to borrow your method
#8
Posted 15 August 2007 - 11:25 PM
*If that was completely wierd/off topic/stupid sorry... I'm a little out of it right now*
-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 16 August 2007 - 12:02 AM
The 4th Age version 0.8 has been released: Link
#10
Posted 16 August 2007 - 12:32 AM
#11
Posted 16 August 2007 - 12:40 AM
I think what you might have been missing, halbarad, is to set TargetAllSides = Yes and then control the targeting through the keyword PLAYER or ALLIES in AttributeModifierAffects. As far as I remember, there were some comments that explained that in system.ini...
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.
#12
Posted 16 August 2007 - 01:10 AM
Axed Head and A.I. Coder for S.E.E. and ... stuff
".. coding is basically boring. What's fun is finding out how things work, take them apart and then put them together in ways that were not intended nor even conceived."
#13
Posted 16 August 2007 - 01:42 AM
You mean the ones in FreezingRain and Darkness?Actually halbarad's method would be the "correct" one since spells are powers, not upgrade-triggered auras.
I think what you might have been missing, halbarad, is to set TargetAllSides = Yes and then control the targeting through the keyword PLAYER or ALLIES in AttributeModifierAffects. As far as I remember, there were some comments that explained that in system.ini...
TargetAllSides = Yes; Then the alliance setting in the Object Filter will control whoAnyways, I've given up on this... partly I don't want to try anymore, and other partyly that I've thought of a better idea for it (but it won't be passive now... but atleast it'll include a nice thing that wasn't suppose to be in Gondor ) I'll just use cloud break... and even if I could use cloudbreak to "summon" the leadership object, I'd have to click it (or, not really:
Command_PurchaceSpellHeroicValor
Bla Bla
Bla at the very ending now
CommandTrigger = Command_SpellBookHeroicValor
End)
The 4th Age version 0.8 has been released: Link
#14
Posted 16 August 2007 - 09:06 AM
Sure thing, I'm just saying it wasn't meant to be done that way.Actually the spellbook CAN have modules triggered by PLAYER upgrades.
And Lauri, you are so lazy. Where is your modding spirit?
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.
#15
Posted 16 August 2007 - 02:45 PM
Edited by halbarad, 16 August 2007 - 02:54 PM.
#16
Posted 16 August 2007 - 04:00 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.
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