For who want to mod with abilities and buffs I sort every modifiers you can use for sins.
This may help you..I don`t know
Edit - Add research modifier listsEdit - Add constraint, AI define,Triger TypeEdit - Add buffOverTimeActionType - Magnetize
ConstraintCanBeCapturedCanBeJumpBlockedCanHaveFightersCanHaveShieldsCanPhaseDodge (?)CanSpreadWeaponDamageHasAntiMatterPoolHasAntiMatterShortageHasEnergyWeaponsHasHullDamageHasPhaseMissilesHasPopulationHasShieldDamageHasWeaponsIsCargoShipIsColonizableIsExploredIsMovingToLocalOrbitBodyIsPsiIsResourceExtractor (?)LinkedCargoShipLinkedSquadModuleUnderConstructionNotSelfWithinSolarSystem (?)NotActivelyBeingConstructed
aiUseTimeAnytimeInvalidNotInCombatOnlyInCombatOnlyWhenAttackTargetIsInFiringSolutionOnlyWhenBombingOnlyWhenManyTargetsHaveHullDamageOnlyWhenManyTargetsHaveShieldDamageOnlyWhenManyTargetsHyperspacingTowardsMyGravityWellOnlyWhenMovingFarOnlyWhenOrbitingEnemyPlanetOnlyWhenTakingDamageOnlyWithNoOrder
aiUseTargetConditionAnyInvalidIsDifferentRoleTypeIsNotWeaponDisabledHullDamageExceedsAmountShieldDamageExceedsAmount
EntityBoolModifierActivelyBeingConstructedCannotBeDamagedCanBeCapturedCannotBeColonizedDisableAbilitiesDisableConstructionDisablePhaseJumpDisableLinearEnginesDisableAngularEnginesDisableRegenerationDisableWeaponsDisableModuleFunctionalityDisableConstructionDisableWeaponsUltimateDisableAbilitiesUltimateDisableFighterLaunchDetectIncomingHyperspacingEntitiesHasShieldMeshEffectHasTauntTargetIsIllusionShipIsResourceFocusActiveImmuneToNonUltimateDisableInstantBuildFightersIsPhaseGateEndPointJumpBlockerImmunePhaseOutProxySensorWeaponsDealNoDamage
EntityModifierAbilityCooldownRateAntimatterCostOfNonUltimatesAngularThrustArmorAsDamageTargetChanceToHitAsDamageTargetChanceToHitAsDamageDealerChanceToIgnoreShieldsAsDamageTargetChanceToIgnoreShieldsAsDamageDealerChanceToBeNotOptimallyTargettedCultureSpreadDamageAsDamageDealerDamageAsDamageTargetDamageSharingEnergyWeaponCooldownFightersPerSquadronGravityWellRangeForHyperspaceHyperspaceChargeUpRateHyperspaceSpeedLinearMaxSpeedLinearThrustMaxHullPointsPhysicalDamageAsDamageDealerPlanetBombingCooldownPlanetProductionStolenPlanetResourceOutputPlanetBombingDamageAbsorptionPlanetModuleBuildTimePlanetUpgradeCostPlanetPopulationGrowthRatePropagateWeaponDamagePercShieldMitigationShieldPointRestoreRateShipBuildTimeUnderConstructionRateWeaponCooldownWeaponRange
buffInstantActionTypeApplyBuffToLastSpawnerWithTravelNoFilterNoRangeApplyBuffToTargetApplyBuffToSelfApplyBuffToTargetWithTravelApplyBuffToTargetsInRadiusWithTravelApplyBuffToTargetsInRadiusApplyBuffToTargetsInRadiusWithChainTravelApplyBuffToTargetNoRangeApplyBuffToTargetsAtOrbitBodyApplyBuffToTargetsLinkedApplyBuffToTargetWithEntryVehiclesApplyBuffToTargetsInColumnApplyBuffToTargetOnWeaponFiredApplyOrRemoveBuffToSelfApplyTargettedBuffToSelfNoFilterNoRangeApplyTargettedBuffToSelfApplyTargettedBuffToSelfNoRangeApplyForceFromSpawnerApplyImpulseFromSpawnerChangePlayerIndexToFirstSpawnerCreateFrigateCreateSquadCreateClonedFrigateCreateFrigateAtTargetCreateIllusionFightersCreateCannonShellColonizePlanetConvertDamageToAntiMatterDoInterruptDoInterruptUltimateDoDamageDoDamageToPlanetExploreForceAttackersToRepickAttackTargetMakeDeadMatchTargetVelocityPlayAttachedEffectPlayPersistantAttachedEffectPlayPersistantBeamEffectPropagateWeaponDamageReceivedToTargetsInRadiusRestoreAntiMatterRestoreHullPointsRestoreShieldPointsRemoveAntiMatterRetaliateBountyRetaliateDamageResurrectCapitalShipStealAntiMatterForFirstSpawnerStealResourcesSetTauntTargetToLastSpawnerSpawnResourceExtractorsSpawnShipsAtPlanetTeleportTowardsMoveTargetTeleportTowardsTarget
buffOverTimeActionTypeDrainAntiMatterAndDoDamageDrainAntiMatterDoModuleConstructionDoPercOfMaxDamageToPlanetDoDamageDoDamageToTargetDoDamageToPlanetEarnResourcesMagnetizeRestoreAntiMatterRestoreShieldsRestoreHullStealPlanetProduction
* buffPeriodActionType use buffInstantActionType.
instantActionTriggerTypeAlwaysPerformOnDelayOnBuffFinishOnWeaponFiredOnDamageTakenOnOwnerDeathOnAbilityUsed
finishConditiontypes - Thanks to Carbon 016TimeElapsedAllOnDelayInstantActionsDoneEnterHyperspaceExitHyperspaceFirstSpawnerNoLongerHasBuffLastSpawnerNoLongerHasBuffOutOfRangeNoTargetDamageTakenResearchNotMetOwnerChangedFightersKilledAllPeriodicActionsDoneAntiMatterDepletedTargetIsConstructedTargetConstructionCannotBeUpdatedShieldFailure
researchBoolModifiersAllowGalaxyTravelAllowWormHoleTravelCultureSpreadIsAlwaysVisibleHyperspaceDetectionOneJumpHyperspaceDetectionTwoJumpsHyperspaceDetectionAnyJumpsPlanetIsColonizablePlanetsDetectedByCulture
researchFloatModifiersAllegianceFromCultureMaxPercAntimatterCapacityAdjustmentAntimatterRegenAdjustmentArmorBaseAdjustmentBlackMarketBuyPriceAdjustmentBountyBoughtAdjustmentBountyCollectedAdjustmentBombingDamageAsDamageDealerAdjustmentBombingDamageAsDamageTargetAdjustmentBombingPopulationKilledPercAsDamageTargetBombingRangeAdjustmentCapitalShipCultureProtectRateAdjustmentCapitalShipAngularThrustAdjustmentCapitalShipMaxTrainableLevelCapitalShipMaxSlotsCapitalShipMaxSlotLevelCargoShipCapacityAdjustmentCreditCostAdjustmentCultureEnemyBuildRateAdjustmentCultureSpreadRateAdjustmentCultureSpreadDecayAdjustmentCultureResistPercentCultureWeaponDamageAdjustmentCultureShieldMitigationAdjustmentCultureAntimatterRegenAmountDerivativeCreditsFromTradePercentDerivativeCreditsFromPurchasesPercentExtractionRateFromResourceFocusExtractionRateMetalAdjustmentExtractionRateCrystalAdjustmentExperienceConstantGainRateExperienceConstantGainLevelCapExperienceAwardedAdjustmentHangarFightersPerSquadAdjustmentHullPointsMaxAdjustmentHullPointsRegenAdjustmentHyperspaceAntimatterCostAdjustmentHyperspaceBetweenSystemSpeedAdjustmentHyperspaceChargeUpRateAdjustmentHyperspaceExitDistanceAdjustmentHyperspaceInSystemSpeedAdjustmentHyperspaceSpeedPhaseGateAdjustmentIncomePercLostMassReductionModuleBuildRateAdjustmentModuleCostForSimilarTypesAdjustmentPirateStrengthAgainstYouAdjustmentPlanetHealthRegenRateAdjustmentPlanetPopulationCapAdjustmentPlanetSlotsCivilianIncreasePlanetSlotsTacticalIncreasePlanetUpgradeBuildRateAdjustmentPlanetUpgradeCostAdjustmentPopulationGrowthRateAdjustmentQuestDeadlineAdjustmentQuestFailureHappinessAdjustmentQuestRewardHappinessAdjustmentRebellionLevelResearchBuildRateAdjustmentResearchCostAdjustmentSalvageWreckagePercentScuttleRateAdjustmentScuttleValueAdjustmentShieldMaxMitigationAdjustmentShieldPointsMaxAdjustmentShieldPointsRegenAdjustmentShipBuildRateAdjustmentShipMaxSlotsShipMaxSlotLevelTradeGoodsValueAdjustmentWeaponDamageAdjustmentWeaponIgnoresShieldsAdjustmentWeaponRangeAdjustmentWeaponRateOfFireAdjustment
I know this is a "little" bit off-topic, but it probably has something to do with buffs so here goes - how can i make pirates able to go from starsystem to starsystem - i menat interstellar jump - afaik they dont have it ?
I have combined 2 or 3 different mods to SD7 and have had no problems...so far.
eg: added the bailknight_graphicmod_v1.3+volumetric_effects
anyone figured out what the types are for "useCostType"?
e.g.
"Invalid" "Anti-Matter"......
try
usecosttype_bloodoftheinnocent
i tried that one, i heard hippies cry.
Okay, I noticed three finish conditions not on the list, probaly because I believe they were added with the new patch releases, so I do not know if they will work in a version lower then 1.1. They are "TargetOwnerIsNeutral", "TargetOwnerIsHostile", "TargetOwnerIsFriendly". Anyhow, I love the information, as it has helped out greatly.
Hey guys,
I need some help. I'm trying to create a persistant visible shield for one single ship. We got the shield working and visible, but we want it to disappear when shields hit 0. So, we used the "ShieldFailure" finish Condition. Unfortunately, it's never that easy and didn't work. Any ideas on how to get the shield to disappear as soon as the shields fail?
Thanks,
-derbal213
EDIT: We are using the AbilityPlanetShield and subsequent buffs as a base for the ability.
Nice
ok i have a mod going and it says entity ref not found... what the heck does that mean?
what about these?
meshNameIncreasedEffectName ""meshNameDecreasedEffectName ""
has anyone updated for Entrenchment?
MaxShieldPoints belongs in the entityModifier list. It is the buff that Shield Bestowal of the Advent Hanger Defense Platform can be upgraded to provide.
Hmm im a little late but i have of one question . Um what about the firing constraints are they the same as normal constraints??
Please don't kill me with your awsome modding skills, but I do not understand anything you talking about. I've been trying to create a mod, but don't know were to start, and this seems to be the place. Mind dumbing it down for me? Please?
InitializeMovementTowardsSpawner (buffInstantActionType)
used for easy-peasy negative force black-hole kirby type stuff.
Destro, I think your best option is to read the tutorials and make sure that when you read the .txt files you make 'em large enough so they're easy to read; it helps. You should also be more specific to make answers more precise; what do you need dumbed down?
I mean, I don't know what "InitializeMovementTowardsSpawner (buffInstantActionType)" is.
If you just read it, it'll make a lot more sense; esp. if its where it's supp. to be in the file. InitializeMovementTowardsSpawner basically causes movement of ships towards the spawning parent.
so shit, I can't cut and paste with this... hmm.
TXTentityType "Buff"onReapplyDuplicateType "PrioritizeOldBuffs"buffStackingLimitType "ForAllPlayers"stackingLimit 1allowFirstSpawnerToStack FALSEbuffExclusivityForAIType "ExclusiveForAllPlayers"isInterruptable FALSEisChannelling FALSEnumInstantActions 2instantAction buffInstantActionType "InitializeMovementTowardLastSpawner" instantActionTriggerType "OnDelay" delayTime 0.000000 minLinearSpeed -600.0 maxLinearSpeed -600.0instantAction buffInstantActionType "ResetPhysicsState" instantActionTriggerType "OnBuffFinish"numPeriodicActions 0numOverTimeActions 0numEntityModifiers 0numEntityBoolModifiers 0numFinishConditions 3finishCondition finishConditionType "OutOfRange"finishCondition finishConditionType "FirstSpawnerNoLongerHasBuff" buffTypeToQuery "BuffRepulsionFieldCaster"finishCondition finishConditionType "OwnerChanged"
So here we have the buff file for the Advent's IG "repulse" ability. It has two instant actions, one to push enemy frigates, cruisers, and caps away at a linear speed of 600.....
"InitializeMovementTowardLastSpawner" <<<<Notice movement is TOWARD
instantActionTriggerType "OnDelay" the LastSpawner (the guardian
delayTime 0.000000 in this case)>
minLinearSpeed -600.0 <<<<So Speed is reversed to “push”
maxLinearSpeed -600.0 instead of “pull”>
And one to make sure that they STOP being pushed at the proper time
instantAction
buffInstantActionType "ResetPhysicsState" <<stop moving>
instantActionTriggerType "OnBuffFinish" <<When you should as defined by the finish conditions>
You can find the finish conditions at the bottom of the page.... in this case there are 3
numFinishConditions 3
finishCondition
finishConditionType "OutOfRange" <<when no longer in range>
finishConditionType "FirstSpawnerNoLongerHasBuff" <<Buff is finished>
buffTypeToQuery "BuffRepulsionFieldCaster" <<is it still going?>
finishConditionType "OwnerChanged" <<Bad business.>
I hoped that helped a bit... I know its kinda jumpy. For an extra credit (type out answers)....
How do you cause a pulling force?
How do you define that speed?
How do you adjust ability range and/or antimatter cost? *Hint* look in the AbilityRepulsionField.txt file and/or the BuffRepulsionFieldCaster.txt file. These can be found in your GameInfo trusty dusty handboo- erm... folder... get your forge tools 3.
* man that took a while to type! *
Hope that helps you out abit, let me know if you need more pointers.
(::
There are many great features available to you once you register, including:
Sign in or Create Account