OK, about that new condition thingie that was added to 1.6...

So, this was added to 1.6...

Added the ability to have these conditional modifiers based on either the attacker’s or the target’s unit stats. (ie: Master Archer is based on the unit having UnitStat_IsBow value that all bows give, Death Blow is based on the target having less than 20 hit points). (for modders)

So the relevant .xml for Master Archer...

Code: xml
  1.     <AbilityBonus InternalName="MasterArcherAbility">
  2.         <AbilityBonusOption InternalName="MasterArcher">
  3.             <DisplayName>Master Archer</DisplayName>
  4.             <Description>+25 Critical Hit Chance when using a Bow</Description>
  5.             <Icon>Ability_MasterArcher_Icon.png</Icon>
  6.             <GameModifier>
  7.                 <ModType>Unit</ModType>
  8.                 <Attribute>AdjustUnitStat</Attribute>
  9.                 <BoolVal1>1</BoolVal1>
  10.                 <StrVal>UnitStat_ChanceToCrit</StrVal>
  11.                 <StrVal2>UnitStat_IsBow</StrVal2>
  12.                 <Value>25</Value>
  13.                 <BonusValue>0.5</BonusValue>
  14.                 <Provides>+25 Critical Hit Chance when using a Bow</Provides>
  15.             </GameModifier>
  16.             <IsCombatAbility>1</IsCombatAbility>
  17.             <Type>Ability</Type>
  18.             <AIData AIPersonality="AI_General">
  19.                 <AIPriority>5</AIPriority>
  20.             </AIData>
  21.         </AbilityBonusOption>
  22.     </AbilityBonus>

My question is, has anyone been using this in any other context yet?  I wouldn't mind seeing some other examples, to give me some ideas...

 

 

20,907 views 1 replies
Reply #1 Top

 

The below is actually based off of Deathblow not Master Archer but whatever.

Code: xml
  1.   
  2.   <AbilityBonus InternalName="VendettaAbility">
  3.         <AbilityBonusType>Champion_Talent</AbilityBonusType>    
  4.         <AbilityBonusOption InternalName="Vendetta">
  5.             <DisplayName>Vendetta</DisplayName>
  6.             <Description>Grants +33% physical attack versus a random enemy in combat.</Description>
  7.             <Icon>Ability_Vendetta_Icon.png</Icon>                
  8.             <GameModifier>
  9.                 <ModType>Unit</ModType>
  10.                 <Attribute>BattleAutoCastSpell</Attribute>
  11.                 <StrVal>VendettaSpell</StrVal>
  12.                 <Value>100</Value>
  13.                 <Provides>Chooses a random enemy unit at start of combat.</Provides>
  14.             </GameModifier>
  15.             <GameModifier>
  16.                 <ModType>Unit</ModType>
  17.                 <Attribute>AdjustUnitStat</Attribute>
  18.                 <StrVal>UnitStat_Attack_Pierce</StrVal>
  19.                 <StrVal2>UnitStat_Vendetta</StrVal2>
  20.                 <Multiplier>1.33</Multiplier>
  21.                 <BonusValue>0</BonusValue>                
  22.                 <Provides>Grants +33% physical attack versus a that unit.</Provides>
  23.                 <vsHigher>1</vsHigher>
  24.             </GameModifier>            
  25.             <Cost>1</Cost>
  26.             <Type>Aggressive</Type>            
  27.             <AIData AIPersonality="AI_General">
  28.                 <AIPriority>5</AIPriority>
  29.             </AIData>
  30.         </AbilityBonusOption>
  31.     </AbilityBonus>
  32.  
  33.    <SpellDef InternalName="VendettaSpell">
  34.         <DisplayName>Vendetta</DisplayName>
  35.         <Description>Grants caster +33% physical attack versus target.</Description>
  36.         <FormattedDescription>Grants caster +33% physical attack versus target.</FormattedDescription>
  37.         <Image>T_Berzerk_Painting.png</Image>
  38.         <IconFG>Ability_Vendetta_Icon.png</IconFG>
  39.         <SpellBookSortCategory>Unit</SpellBookSortCategory>
  40.         <SpellBookSortSubCategory>UnitDamage</SpellBookSortSubCategory>
  41.         <SpellType>Tactical</SpellType>
  42.         <SpellClass>Offensive</SpellClass>
  43.         <SpellSubClass>Damage</SpellSubClass>
  44.         <SpellTargetType>RandomEnemyUnit</SpellTargetType>
  45.         <HideInHiergamenon>1</HideInHiergamenon>
  46.         <IsResistable>0</IsResistable>
  47.         <IsSpecialAbility>1</IsSpecialAbility>
  48.         <GameModifier>
  49.             <ModType>Unit</ModType>
  50.             <Attribute>AdjustUnitStat</Attribute>
  51.             <StrVal>UnitStat_Vendetta</StrVal>
  52.             <DisplayName>Targeted</DisplayName>                
  53.             <Duration>-1</Duration>
  54.             <Value>1</Value>
  55.         </GameModifier>        
  56.         <AIData AIPersonality="AI_General">
  57.             <AIPriority>60</AIPriority>
  58.         </AIData>
  59.         <HitSoundFX>Spell_DoubleStrike_01</HitSoundFX>
  60.         <MissSoundFX>Miss_Swing1</MissSoundFX>
  61.         <MissSoundFX>Miss_Swing2</MissSoundFX>
  62.         <SpellDefEffect>
  63.             <EffectName>Y_DoubleStrike_Particle</EffectName>
  64.             <LocalPosition>0,0,0</LocalPosition>
  65.             <EffectScale>1</EffectScale>
  66.             <EffectDelay>0</EffectDelay>
  67.             <SnapToTerrain>1</SnapToTerrain>
  68.         </SpellDefEffect>
  69.     </SpellDef>
  70.  
  71.     <UnitStatType InternalName="UnitStat_Vendetta">
  72.         <DisplayName>Vendetta</DisplayName>
  73.         <DisplayNameShort>VND</DisplayNameShort>
  74.         <Description>Shows whether a unit is under a Vendetta.</Description>
  75.         <Icon>Stat_Strength_Icon.png</Icon>
  76.         <Hidden>1</Hidden>
  77.         <DefaultValue>0.0</DefaultValue>
  78.         <UnitStatGrouping>AbilityStat</UnitStatGrouping>
  79.       <UnitStatGrouping>UnitDetailsAttribute</UnitStatGrouping>
  80.     </UnitStatType>   

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