How to see if buffs/ auras works on allies/ stacks?

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HiveSpirit
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Posts: 153
Joined: Tue 28 Jul, 2015 2:34 am

How to see if buffs/ auras works on allies/ stacks?

Postby HiveSpirit » Tue 06 Oct, 2015 8:09 pm

*How do i see if an ability or aura is restricted to your team only/ faction only or works on allies aswell? Are these those kind of things im looking for:?

Code: Select all

 "allied": {
                        "$REF": "types\\targets\\allied"
                      }
                    },
                    {
                      "has_race_type": {
                        "$REF": "types\\targets\\has_race_type",
                        "race": "racebps\\tyranids"


*How do i see if an ability/ aura stacks multiple times?
I tried checking this out by visiting the ork nob squads 'Uge Hammers' / ork_hammer_nob , it refered me to:
"wargear": "wargear\\wargear\\pvp\\race_ork\\ork_wp2_hammer_nob"
Which doesnt exist?
Could neither find orks Whaaag!!! ability.

Insteed, checking out Warboss bang bang hammer, would this be something explaning a buf/ aura stacking?:

Code: Select all

 "behaviour": {
      "update_target_per_burst": false
      or
      "damage_weapon_modifier": {
                            "exclusive": false,
                            or
                            "probability_of_applying": 1,

Thanks!
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Wise Windu
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Re: How to see if buffs/ auras works on allies/ stacks?

Postby Wise Windu » Wed 07 Oct, 2015 2:10 am

There are a couple of ways to tell if the ability affects your allies as well.

This specification will always be under the "targets" node in an ability's action.

Code: Select all

targets: {
| entity_type_to_choose: "";
| exclude_self: true;
| prefer_squads: false;
| target_info: {
| | $REF: "types\targets\binary_expr";
| | operation: "and";
| | targets: {
| | | binary_expr: {
| | | | $REF: "types\targets\binary_expr";
| | | | operation: "and";
| | | | targets: {
| | | | | has_race_type: {
| | | | | | $REF: "types\targets\has_race_type";
| | | | | | race: "racebps\tyranids";
| | | | | };
| | | | | allied: {
| | | | | | $REF: "types\targets\allied";
| | | | | };
| | | | | unary_expr: {
| | | | | | $REF: "types\targets\unary_expr";
| | | | | | operation: "not";
| | | | | | target: {
| | | | | | | $REF: "types\targets\has_armour_type";
| | | | | | | armour_type: "heavy_infantry";
| | | | | | };
| | | | | };
| | | | | unary_expr: {
| | | | | | $REF: "types\targets\unary_expr";
| | | | | | operation: "not";
| | | | | | target: {
| | | | | | | $REF: "types\targets\has_armour_type";
| | | | | | | armour_type: "commander";
| | | | | | };
| | | | | };
| | | | | unary_expr: {
| | | | | | $REF: "types\targets\unary_expr";
| | | | | | operation: "not";
| | | | | | target: {
| | | | | | | $REF: "types\targets\has_unit_type";
| | | | | | | unit_type: "swarmlord";
| | | | | | };
| | | | | };
| | | | };
| | | };
| | };
| };
};

^This one affects anything that is race_tyranids, allied (which means teammate or you), is not Heavy Infantry armour, is not Commander armour, and is not a Swarmlord. This is from Tyranid basic Synapse, by the way. All of those things must be true for this buff to affect you, because of the binary_expr, and the "and" operation beneath it. The "and" means all of the requirements must be true. It can also say "not", which means the requirements must be false, and "or", which means that any combination of the requirements can be true.

Here's one that only affects your own units, not allies:

Code: Select all

targets: {
| entity_type_to_choose: "";
| exclude_self: true;
| prefer_squads: true;
| target_info: {
| | $REF: "types\targets\binary_expr";
| | operation: "and";
| | targets: {
| | | own: {
| | | | $REF: "types\targets\own";
| | | };
| | | unary_expr: {
| | | | $REF: "types\targets\unary_expr";
| | | | operation: "not";
| | | | target: {
| | | | | $REF: "types\targets\has_unit_type";
| | | | | unit_type: "building";
| | | | };
| | | };
| | | is_conscious: {
| | | | $REF: "types\targets\is_conscious";
| | | };
| | };
| };
};

You can see that under target_info, the operation "and" is there again, meaning all of these things must be true for the effect to work on you. This one requires the target be "own", meaning yours, the unit_type not be a building, and the unit potentially being affected "is_conscious", meaning it can't affect anything that is downed, which only really applies to unconscious Commanders. This one is from Nurgle Worship.

I can't remember exactly how the exclusivity modifiers work right off the top of my head, but the way to tell if they're not exclusive is a "true" or "false" in the modifier node:

Code: Select all

health_regeneration_modifier: {
| $REF: "modifiers\entity_modifiers\health_regeneration_modifier";
| application_type: "apply_to_entity";
| exclusive: true;
| target_type_name: "";
| usage_type: "addition";
| value: 0.35f;
| exclusive_type: "tp_modifier";
| show_modifier_decorator: true;
};


It says "exclusive: true" which means the modifier does not stack with certain things. The "exclusive_type" decides what it can stack with, but I can't remember at the moment how those interact exactly. If it were to say "exclusive: false", it would mean that it stacks with anything else.

HiveSpirit wrote:I tried checking this out by visiting the ork nob squads 'Uge Hammers' / ork_hammer_nob , it refered me to:
"wargear": "wargear\\wargear\\pvp\\race_ork\\ork_wp2_hammer_nob"
Which doesnt exist?
Could neither find orks Whaaag!!! ability.
If you're searching through the archives in the Elite folder, this is because that file hasn't been modified with Elite. You'll have to check the regular Retribution archives. I found it fine, but I have a full pre-archive version of Elite for editing that combines the mod with the unchanged files. That can't be done any more just using the Elite.module through Cope's.

Although, the Ork Waaagh! ability has been changed, so you should be able to see that. It's under ability>pvp>race_ork>ork_waaagh_shout.rbf
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HiveSpirit
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Posts: 153
Joined: Tue 28 Jul, 2015 2:34 am

Re: How to see if buffs/ auras works on allies/ stacks?

Postby HiveSpirit » Wed 07 Oct, 2015 2:21 pm

Thanks!

How to see if it applies/ stacks multiple times with itself/ same?
If it says:
exclusive: false" (ork_warboss_bang_bang_hammer.rbf)

Code: Select all

"damage_weapon_modifier": {
                            "$REF": "modifiers\\weapon_modifiers\\damage_weapon_modifier",
                            "application_type": "apply_to_weapon",
                            "exclusive": false,
                            "exclusive_type": "tp_modifier",
                            "probability_of_applying": 1,
                            "show_modifier_decorator": true,
                            "target_type_name": "hardpoint_01",
                            "usage_type": "multiplication",
                            "value": 1.0499999523162842

Does it Include itself, stacking with itself?

If says it doesnt effect "armor type vehical" but says nothing about "unit type carnifex", what applies then?
Does carnifex still get the buff?

About these "exclusive_type": "#name", is it one per name, or does several tp-modifiers stack but just one if its something else there ex: "psychic_scream, tp_synapse_effect?
Where could read more about how the exclusive types stack?
I guess seeing exclusive type tm modifier means in general more stacking than esclusive type #specificName?

------------------------------------------------
(if anyones reading this)
Found the original game attribute file at:
C:\Program Files (x86)\Steam\steamapps\common\Dawn of War II - Retribution\GameAssets\Archives GameAttrib.sga

Program/ extractor to open attribmegabinary.rb2 and fieldnames.flb:
http://forums.relicnews.com/showthread. ... 03-06-2011
And open the rbf's with http://dawnofwar.info/tools/jsrbf.php

Thank you Windu =)
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Wise Windu
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Re: How to see if buffs/ auras works on allies/ stacks?

Postby Wise Windu » Wed 07 Oct, 2015 3:56 pm

HiveSpirit wrote:How to see if it applies/ stacks multiple times with itself/ same?
If there aren't values there explicitly preventing a certain amount of stacking, and the buff is not exclusive, it can stack with itself.

HiveSpirit wrote:If says it doesnt effect "armor type vehical" but says nothing about "unit type carnifex", what applies then?
Does carnifex still get the buff?
The Carnifex has the vehicle armour type, so no.

HiveSpirit wrote:Where could read more about how the exclusive types stack?
Nowhere, as far as I know.

HiveSpirit wrote:About these "exclusive_type": "#name", is it one per name, or does several tp-modifiers stack but just one if its something else there ex: "psychic_scream, tp_synapse_effect?
This is what I'm not sure about. I can't remember if the same exclusive types prevent each other from stacking, or if they prevent different exclusive types from stacking. I would guess the former, but the best way to figure it out is to test it.

HiveSpirit wrote:I guess seeing exclusive type tm modifier means in general more stacking than esclusive type #specificName?
If you're asking if some exclusive types allow for more stacking than others, then no. All exclusive types are equal in what they can do. It's just a name to differentiate them and allow for varied prevention or allowance of stacking.
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HiveSpirit
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Re: How to see if buffs/ auras works on allies/ stacks?

Postby HiveSpirit » Wed 07 Oct, 2015 5:53 pm

Wise Windu wrote:If there aren't values there explicitly preventing a certain amount of stacking, and the buff is not exclusive, it can stack with itself.

How does that "script"/code.. whats it called? Im looking for it in tyr_buff_self_reverse_synapse.rbf but just cant find it, is it in the same file?
"speed_maximum_modifier" Is this such an example?

Wise Windu wrote:The Carnifex has the vehicle armour type, so no.

A predator is unit type vehicle, a carnifex just unit type carnifex, but both has armor type vehicle.
So it does not differenciate unit type and armor type ("if it has one its included")?

*Brood nest: tyr_spawn_gaunt_reinforcements.rbf says:

Code: Select all

 "target_info": {
                        "$REF": "types\\targets\\binary_expr",
                        "operation": "and",
                        "targets": [
                          {
                            "allied": {
                              "$REF": "types\\targets\\allied"
                            }
                          },
                          {
                            "has_unit_type": {
                              "$REF": "types\\targets\\has_unit_type",
                              "unit_type": "lesser_tyranid"

Only ripper, hormagaunt, termagaunt has unit type lesser tyranid, what should i make out of this? Is it only those three that can reinforce?

*Basic synapse, tyr_synapse.rbf , Says first "exclusive": true, on courage, +dmg, -dmg, but later at Subfaction it says "exclusive": false, on those three. The numbers are different though, like only giving 5%. What do i make out of this? Does it mean tyranid allies can stack basic synapse, but only from allied tyranid players? And is the basic synapse given by team nid players weaker than if you provided the basic synapse yourself?
Also, it does seem like basic synpase is given to t3 lictor, tyrant guard and carnifex?

*Also, where could one find the rbf file for the power node, what armor type is it?

Thanks!
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Asmon
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Re: How to see if buffs/ auras works on allies/ stacks?

Postby Asmon » Wed 07 Oct, 2015 7:18 pm

Several basic synapses don't stack. The bonus is the same whether it's provided by you or an ally. Carnifexes and TG benefit from basic synapse. Not so sure about T3 lictor, I'd say no.
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HiveSpirit
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Re: How to see if buffs/ auras works on allies/ stacks?

Postby HiveSpirit » Wed 07 Oct, 2015 8:44 pm

Asmon wrote:Several basic synapses don't stack. The bonus is the same whether it's provided by you or an ally. Carnifexes and TG benefit from basic synapse. Not so sure about T3 lictor, I'd say no.

Would that be because tyranid lictor is "type_unit_class": "single_entity", and the basic synapse applies to "application_type": "apply_to_squad",?

Ah, i see now, the lower multiplication numbers further down are the level upgrades the basic synapse unit/squad emit when leveling up.

I dont see why it shouldnt give lictor basic synapse, theres nothing pointing at it, that it shouldnt give. The TG should be able to get basic synapse aswell. Is there some special rule about "single_entity" in some other rbf file? Searched thru light the lictor.rbf files in ebps and sbps, didnt find anything really =/

Code: Select all

   "target_info": {
                  "$REF": "types\\targets\\binary_expr",
                  "operation": "and",
                  "targets": [
                    {
                      "binary_expr": {
                        "$REF": "types\\targets\\binary_expr",
                        "operation": "and",
                        "targets": [
                          {
                            "has_race_type": {
                              "$REF": "types\\targets\\has_race_type",
                              "race": "racebps\\tyranids"
                            }
                          },
                          {
                            "allied": {
                              "$REF": "types\\targets\\allied"
                            }
                          },
                          {
                            "unary_expr": {
                              "$REF": "types\\targets\\unary_expr",
                              "operation": "not",
                              "target": {
                                "$REF": "types\\targets\\has_armour_type",
                                "armour_type": "heavy_infantry"
                              }
                            }
                          },
                          {
                            "unary_expr": {
                              "$REF": "types\\targets\\unary_expr",
                              "operation": "not",
                              "target": {
                                "$REF": "types\\targets\\has_armour_type",
                                "armour_type": "commander"
                              }
                            }
                          },
                          {
                            "unary_expr": {
                              "$REF": "types\\targets\\unary_expr",
                              "operation": "not",
                              "target": {
                                "$REF": "types\\targets\\has_unit_type",
                                "unit_type": "swarmlord"
                              }
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Wise Windu
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Re: How to see if buffs/ auras works on allies/ stacks?

Postby Wise Windu » Wed 07 Oct, 2015 9:07 pm

HiveSpirit wrote:How does that "script"/code.. whats it called? Im looking for it in tyr_buff_self_reverse_synapse.rbf but just cant find it, is it in the same file?
"speed_maximum_modifier" Is this such an example?
The Reverse Synapse is. The way to prevent a certain amount of stacking in this case is the use of sim variables (sim_var in the file). Here's the code that defines the buff stacking; it's kind of long:

Code: Select all

target_action: {
| $REF: "actions\ability\target_action";
| area_info: {
| | angle_left: 0f;
| | angle_right: 0f;
| | radius: 32f;
| | area_type: "Circle";
| | line_length: 0f;
| | radius_inner: 0f;
| };
| die_with_creator: true;
| do_recalc_targets: false;
| duration: 1f;
| stationary: false;
| subactions: {
| | fire_and_forget_action: {
| | | $REF: "actions\ability\fire_and_forget_action";
| | | sub_actions: {
| | | | on_self_action: {
| | | | | $REF: "actions\ability\on_self_action";
| | | | | subactions: {
| | | | | | timed_action: {
| | | | | | | $REF: "actions\ability\timed_action";
| | | | | | | duration: 1f;
| | | | | | | subactions: {
| | | | | | | | requirement_action: {
| | | | | | | | | $REF: "actions\ability\requirement_action";
| | | | | | | | | kill_action_on_failed_requirements: false;
| | | | | | | | | requirements: {
| | | | | | | | | | required_squad_sim_var: {
| | | | | | | | | | | $REF: "requirements\required_squad_sim_var";
| | | | | | | | | | | sim_variable: "test_variable";
| | | | | | | | | | | comparison: "less_or_equal";
| | | | | | | | | | | value: 33f;
| | | | | | | | | | | reason: "usage";
| | | | | | | | | | | ui_name: 0;
| | | | | | | | | | };
| | | | | | | | | };
| | | | | | | | | subactions: {
| | | | | | | | | | apply_modifiers_action: {
| | | | | | | | | | | $REF: "actions\ability\apply_modifiers_action";
| | | | | | | | | | | duration: 0f;
| | | | | | | | | | | permanent: false;
| | | | | | | | | | | modifiers: {
| | | | | | | | | | | | damage_melee_weapon_modifier: {
| | | | | | | | | | | | | $REF: "modifiers\weapon_modifiers\damage_melee_weapon_modifier";
| | | | | | | | | | | | | application_type: "apply_to_weapon";
| | | | | | | | | | | | | exclusive: false;
| | | | | | | | | | | | | probability_of_applying: 1f;
| | | | | | | | | | | | | target_type_name: "hardpoint_01";
| | | | | | | | | | | | | usage_type: "multiplication";
| | | | | | | | | | | | | value: 1.015f;
| | | | | | | | | | | | | exclusive_type: "tp_synapse_reverse_effect";
| | | | | | | | | | | | | show_modifier_decorator: true;
| | | | | | | | | | | | };
| | | | | | | | | | | };
| | | | | | | | | | };
| | | | | | | | | };
| | | | | | | | | apply_to_target: false;
| | | | | | | | | validate_subactions: false;
| | | | | | | | | validate: false;
| | | | | | | | };
| | | | | | | | requirement_action: {
| | | | | | | | | $REF: "actions\ability\requirement_action";
| | | | | | | | | kill_action_on_failed_requirements: false;
| | | | | | | | | requirements: {
| | | | | | | | | | required_squad_sim_var: {
| | | | | | | | | | | $REF: "requirements\required_squad_sim_var";
| | | | | | | | | | | sim_variable: "test_variable";
| | | | | | | | | | | comparison: "greater";
| | | | | | | | | | | value: 33f;
| | | | | | | | | | | reason: "usage";
| | | | | | | | | | | ui_name: 0;
| | | | | | | | | | };
| | | | | | | | | };
| | | | | | | | | subactions: {
| | | | | | | | | | apply_modifiers_action: {
| | | | | | | | | | | $REF: "actions\ability\apply_modifiers_action";
| | | | | | | | | | | duration: 0f;
| | | | | | | | | | | permanent: false;
| | | | | | | | | | | modifiers: {
| | | | | | | | | | | | damage_melee_weapon_modifier: {
| | | | | | | | | | | | | $REF: "modifiers\weapon_modifiers\damage_melee_weapon_modifier";
| | | | | | | | | | | | | application_type: "apply_to_weapon";
| | | | | | | | | | | | | exclusive: true;
| | | | | | | | | | | | | probability_of_applying: 1f;
| | | | | | | | | | | | | target_type_name: "hardpoint_01";
| | | | | | | | | | | | | usage_type: "multiplication";
| | | | | | | | | | | | | value: 1.5f;
| | | | | | | | | | | | | exclusive_type: "tp_synapse_reverse_effect";
| | | | | | | | | | | | | show_modifier_decorator: true;
| | | | | | | | | | | | };
| | | | | | | | | | | };
| | | | | | | | | | };
| | | | | | | | | };
| | | | | | | | | apply_to_target: false;
| | | | | | | | | validate_subactions: false;
| | | | | | | | | validate: false;
| | | | | | | | };
| | | | | | | | set_sim_var_action: {
| | | | | | | | | $REF: "actions\ability\set_sim_var_action";
| | | | | | | | | should_undo: true;
| | | | | | | | | value: 1f;
| | | | | | | | | sim_var_op: "increment";
| | | | | | | | | sim_variable: "test_variable";
| | | | | | | | };
| | | | | | | };
| | | | | | };
| | | | | };
| | | | };
| | | };
| | | validate: true;
| | };
| };
| targets: {
| | entity_type_to_choose: "";
| | exclude_self: true;
| | prefer_squads: false;
| | target_info: {
| | | $REF: "types\targets\binary_expr";
| | | operation: "and";
| | | targets: {
| | | | own: {
| | | | | $REF: "types\targets\own";
| | | | };
| | | | has_unit_type: {
| | | | | $REF: "types\targets\has_unit_type";
| | | | | unit_type: "lesser_tyranid";
| | | | };
| | | };
| | };
| };
| sweep_type: "none";
| use_direction: false;
};


This is the first target_action under the repeat_action for reverse synapse. If you keep expanding the subactions, you will eventually come to two requirement_actions and a set_sim_var_action. The set_sim_var_action has a setting that can be set to "decrement", "increment", and "set". In this case, it's increment, which means that every time this action is applied, the sim variable will increase in value by 1. So every time a new gaunt/gant is found in the radius, the sim_var increases by 1.

Then, the requirement_actions are set to interpret the sim variable values. You can see in the requirement actions that they require a certain sim_var value to execute. The first one requires the sim_var to be less than or equal to 33, and the second one requires it be higher than 33. When the requirement is met, the actions are executed.

HiveSpirit wrote:A predator is unit type vehicle, a carnifex just unit type carnifex, but both has armor type vehicle.
So it does not differenciate unit type and armor type ("if it has one its included")?
It does differentiate them, but if the vehicle armour type, for instance, is one of the targets, the unit type doesn't matter. Only one of the unit's "types" has to be targeted for it to be affected or ignored by the buff/debuff.

HiveSpirit wrote:Only ripper, hormagaunt, termagaunt has unit type lesser tyranid, what should i make out of this? Is it only those three that can reinforce?
Normally, yes, if that were an ability the Brood Nest had. But in this case, no. Check the Brood Nest's ebps file and look at its abilities. tyr_spawn_gaunt_reinforcements.rbf is not one of its abilities. The only ability it has is the healing aura. The spawner is part of the building itself, and is added with the "spawner_ext" node in the ebps file.

HiveSpirit wrote:Also, it does seem like basic synpase is given to t3 lictor, tyrant guard and carnifex?
It does to all of them, yes.

HiveSpirit wrote:*Also, where could one find the rbf file for the power node, what armor type is it?
Under each race's ebps, it is in buildings\<race>_listening_post

HiveSpirit wrote:Would that be because tyranid lictor is "type_unit_class": "single_entity", and the basic synapse applies to "application_type": "apply_to_squad",?
No, that just means that the effect applies to everything in the squad, even if the radius technically only touches one model. The T3 Lictor just happens to have one model in its squad :P
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HiveSpirit
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Posts: 153
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Re: How to see if buffs/ auras works on allies/ stacks?

Postby HiveSpirit » Thu 08 Oct, 2015 8:15 pm

Thanks =)¨

Basic synapse includes received_damage_modifier, received_courage_damage_squad_modifier and received_damage_melee_modifier. On the level up upgrades, only received_damage_modifier is included. But received_damage_modifier covers both ranged and melee damage, or all type of damage? In the basic synapse ability info it says only ranged damage is increased when the unit levels up. How should one interpret this? Does the received_damage_melee_modifier in the start prevent received_damage_modifier later on in the upgrades from giving more bonuses/ apply the multiplyer?

Code: Select all

{
                      "received_courage_damage_squad_modifier": {
                        "$REF": "modifiers\\squad_modifiers\\received_courage_damage_squad_modifier",
                        "application_type": "apply_to_squad",
                        "exclusive": true,
                        "exclusive_type": "tp_synapse_effect",
                        "show_modifier_decorator": true,
                        "target_type_name": "",
                        "usage_type": "multiplication",
                        "value": 0.800000011920929
                      }
                    },
                    {
                      "received_damage_modifier": {
                        "$REF": "modifiers\\entity_modifiers\\received_damage_modifier",
                        "application_type": "apply_to_squad",
                        "exclusive": true,
                        "exclusive_type": "tp_synapse_effect",
                        "show_modifier_decorator": true,
                        "target_type_name": "",
                        "usage_type": "multiplication",
                        "value": 0.800000011920929
                      }
                    },
                    {
                      "received_damage_melee_modifier": {
                        "$REF": "modifiers\\entity_modifiers\\received_damage_melee_modifier",
                        "application_type": "apply_to_squad",
                        "exclusive": true,
                        "exclusive_type": "tp_synapse_effect",
                        "show_modifier_decorator": true,
                        "target_type_name": "",
                        "usage_type": "multiplication",
                        "value": 0.800000011920929
                      }

Later on:

Code: Select all

"subactions": [
                    {
                      "apply_modifiers_action": {
                        "$REF": "actions\\ability\\apply_modifiers_action",
                        "duration": 0,
                        "modifiers": [
                          {
                            "received_damage_modifier": {
                              "$REF": "modifiers\\entity_modifiers\\received_damage_modifier",
                              "application_type": "apply_to_entity",
                              "exclusive": false,
                              "exclusive_type": "tp_modifier",
                              "show_modifier_decorator": true,
                              "target_type_name": "",
                              "usage_type": "multiplication",
                              "value": 0.949999988079071
                            }
                          }
                        ],


Field testing:
Ravener alpha dmg buff + infestation tower dmg + ranged synapse venom brood + tyrannoformation = did not all stack on devourer raveners.
All buffs were probably exclusive true.
RA, IT, TF, are "exclusive_type": "tp_synapse_effect".
RSVB is "exclusive_type": "tp_modifier".
RA+RSVB+TF = not all stacked.
RA+RSVB = did stack, it showed the same damage during the other tests aswell, so ir probably chooses the highest of the same exclusive type.

Infestation tower sives 25% extra sight radius to RA's Hive node.

Zoa heal aura works on tyranid buildings.

Ill try later on to stack "tp_modifier"'s.
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