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EF trigger documentation v1.0

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Jan 31st, 2017
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  1. Expanding Fronts trigger documentation v1.0
  2.  
  3. Change Unit Data, Change Property Object and Change Unit Variable effects work by entering the text command string in the message box
  4. The string format for most attributes is
  5. [COMMAND] [VARIABLE] [AMOUNT]
  6. unless a different one is explicitly specified in the detailed documentation below.
  7. [COMMAND]: Can be either of the following:
  8. SET (replace the current amount with the specified amount)
  9. ADD (add the specified amount to the current amount)
  10. MUL (multiply the current amount by the specified amount)
  11. [VARIABLE]: Attribute to change. See documentation below.
  12. [AMOUNT]: Amount. Interpretation depends on command and variable.
  13.  
  14. Difference between Change Unit Data and Change Property Object effects:
  15. Change Unit Data works like the stock stat changing effects (change attack and HP)
  16. Change Property Object lets you change stats of all units of the selected type, similar to how upgrades work in the game
  17.  
  18. The following attributes can be changed via Change Unit Data and Change Property Object effects:
  19. Class 2 bytes Unit class. Do not change unless you know what you're doing
  20. DeathMode 1 byte 0 - transform into dead unit, 1 - show undead graphics
  21. HitPoints 2 bytes Maximum HP
  22. LineOfSight float Line of sight (maximum effective value is 20, can break the fog, use with extreme caution)
  23. GarrisonCapacity 1 byte Unit garrison capacity
  24. CollisionSizeX float Collision area width (x)
  25. CollisionSizeY float Collision area width (y)
  26. CollisionSizeZ float Collision area height
  27. DeadUnitID 2 bytes ID of a unit to create when the unit dies
  28. PlacementMode 1 byte ???
  29. AirMode 1 byte ???
  30. IconID 2 bytes # of frame in the icon SLP, starting with zero
  31. HideInEditor 2 bytes basically useless
  32. ClearanceSizeX float see AGE tooltips
  33. ClearanceSizeY float see AGE tooltips
  34. HillMode 1 byte see AGE tooltips
  35. FogVisibility 1 byte see AGE tooltips
  36. TerrainRestriction 2 bytes see AGE tooltips
  37. FlyMode 1 byte see AGE tooltips
  38. ResourceStorageType1 2 bytes First resource to store (-1 = none)
  39. ResourceStorageType2 2 bytes Second resource to store (-1 = none)
  40. ResourceStorageType3 2 bytes Third resource to store (-1 = none)
  41. Resource1Storage float First resource amount
  42. Resource2Storage float Second resource amount
  43. Resource3Storage float Third resource amount
  44. ResourceCapacity 2 bytes Resource Capacity
  45. ResourceDecay float Resource decay
  46. BlastDefenseLevel 1 byte Blast armor. See AGE tooltips for more info
  47. Unknown2InteractionModeMinimapMode 1 byte see AGE tooltips
  48. InteractionMode 1 byte see AGE tooltips
  49. MinimapMode 1 byte see AGE tooltips
  50. Command ID 1 byte Command interface type. See AGE tooltips for more info
  51. SelectionMask 1 byte see AGE tooltips
  52. SelectionShapeType 1 byte see AGE tooltips
  53. SelectionShape 1 byte see AGE tooltips
  54. UnitAttribute 1 byte Unit attribute bitfield. Do not use. Use "Give/Remove Ability" effect instead
  55. Civilization 1 byte Civilization
  56. AttributeLeftover 2 bytes completely useless
  57. Unselectable 1 bytes Supposedly makes the unit unselectable
  58. SelectionShapeSizeX float not sure
  59. SelectionShapeSizeY float not sure
  60. SelectionShapeSizeZ float not sure
  61. Speed float Unit Speed
  62. RotationSpeed float The higher the value the slower the unit rotates
  63. TrackingUnit 2 bytes Tracking unit ID. May not work for units that aren't projectiles
  64. TrackingUnitUsed 1 byte 1 - used, 0 - not used
  65. TrackingUnitDensity float see name
  66. RotationsInRadians1 float see AGE tooltips
  67. RotationsInRadians2 float see AGE tooltips
  68. RotationsInRadians3 float see AGE tooltips
  69. RotationsInRadians4 float see AGE tooltips
  70. RotationsInRadians5 float see AGE tooltips
  71. ActionWhenDiscovered 2 bytes see AGE tooltips
  72. SearchRadius float Unit search radius
  73. WorkRate1 float I'm not sure if these two work correctly. Find out yourself
  74. WorkRate2 float ^
  75. DropSite2 2 bytes this one is bugged. It changes drop site 1 instead. You cannot change drop site 2 as of now
  76. DefaultArmor 2 bytes see AGE tooltips
  77. Range float Maximum range
  78. BlastRadius float Area of effect radius
  79. BlastLevel 1 byte Blast attack level
  80. ReloadTime1 float Weapon reload time
  81. ProjectileUnitID 2 bytes Projectile unit ID
  82. Accuracy 2 bytes Accuracy (%)
  83. TowerMode 1 byte ???
  84. FrameDelay 2 bytes Delay in frames before projectile is shot
  85. ProjectileGraphicDisplacementX float width (x)
  86. ProjectileGraphicDisplacementY float width (y)
  87. ProjectileGraphicDisplacementZ float height
  88. MinRange float Minimum range
  89. DisplayedMeleeArmor 2 bytes Displayed base melee armor
  90. DisplayedAttack 2 bytes Displayed base attack
  91. DisplayedRange 2 bytes Displayed base range
  92. ReloadTime2 float apparently useless
  93. AccuracyErrorRadius float How badly the projectile misses the target if it does
  94. Cost1Type 2 bytes First resource type
  95. Cost1Amount 2 bytes First resource amount
  96. Cost1IsPaid 2 bytes 0 - required but not paid, 1 - required and paid
  97. Cost2Type 2 bytes Second resource type
  98. Cost2Amount 2 bytes Second resource amount
  99. Cost2IsPaid 2 bytes 0 - required but not paid, 1 - required and paid
  100. Cost3Type 2 bytes Third resource type
  101. Cost3Amount 2 bytes Third resource amount
  102. Cost3IsPaid 2 bytes 0 - required but not paid, 1 - required and paid
  103. TrainTime 2 bytes Train/build time
  104. TrainLocation 2 bytes Train location unit ID (might not work)
  105. TrainButton 1 byte see AGE tooltips
  106. DisplayedPierceArmor 2 bytes Displayed base pierce armor
  107. MinDuplMissiles float Number of projectiles shot when no units are garrisoned inside
  108. MaxDuplMissiles 1 byte Maximum number of projectiles
  109. MissileSpawningAreaWidth float see name
  110. MissileSpawningAreaLength float see name
  111. MissileSpawningRandomness float see name
  112. MissileDuplUnit 2 bytes Projectile to use for duplicate missiles, -1 = use normal one
  113. HeroMode 1 bytes 1 - an hero, 0 - not an hero
  114.  
  115. Attack 2 bytes Changes the specified attack class value. Has no effect if the unit has no attack of the specified class
  116. Format: [COMMAND] [VARIABLE] [CLASS] [AMOUNT]
  117. See AGE armor lists for documentation
  118. Armor 2 bytes Changes the specified armor class value. Has no effect if the unit has no armor of the specified class
  119. Format: [COMMAND] [VARIABLE] [CLASS] [AMOUNT]
  120. See AGE armor lists for documentation
  121.  
  122. The following attributes can be changed via Change Unit Variable effect
  123. HP Changes unit HP without restriction
  124. HPPercent Changes unit HP by % of max HP
  125. SP Changes unit SP
  126. SPPercent Changes unit SP by % of max SP (=max HP)
  127. ReloadCooldown Changes unit weapon's (current) reload cooldown
  128. ReloadCooldownPercent Same as above, except % of reload time is used
  129. HPRegen Edit HP regeneration. Always sets
  130. Format: [COMMAND] [VARIABLE] [AMOUNT] [TIME]
  131. HPRegenPercent Edit HP regeneration, in %. Always sets
  132. Format: [COMMAND] [VARIABLE] [AMOUNT] [TIME]
  133.  
  134. EXAMPLES:
  135. Change Unit Data or Change Property Object:
  136. SET IconID 10 Set icon to frame #10
  137. MUL Speed 0.5 Reduce movement speed by half
  138. ADD Range 1 Increase range by 1
  139. ADD MinRange -1 Decrease minimum range by 1
  140. ADD Attack 21 5 Add 5 attack bonus vs buildings (class 21)
  141. SET Armor 4 0 Set melee (class 4) armor to 0
  142. Change Unit Variable:
  143. ADD SP 50 Immediately charge unit shield points by 50
  144. SET ReloadCooldown 10 Unit will not be able to fire a projectile for 10 seconds
  145. SET SPPercent 1000 Set unit shield points to 10 times max hp
  146. SET HPRegen 10 120 Enable HP regeneration for 120 seconds at 10 hp/min
  147. SET HPRegenPercent 10 60 Regenerate HP by 10% per minute for 60 seconds
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