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Modifier List - Add constraint, AI define,Trigger Type

Modifier List - Add constraint, AI define,Trigger Type

Completed? I`m not sure..

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  :LOL: 

Edit - Add research modifier lists
Edit - Add constraint, AI define,Triger Type
Edit - Add buffOverTimeActionType - Magnetize

Constraint
CanBeCaptured
CanBeJumpBlocked
CanHaveFighters
CanHaveShields
CanPhaseDodge (?)
CanSpreadWeaponDamage
HasAntiMatterPool
HasAntiMatterShortage
HasEnergyWeapons
HasHullDamage
HasPhaseMissiles
HasPopulation
HasShieldDamage
HasWeapons
IsCargoShip
IsColonizable
IsExplored
IsMovingToLocalOrbitBody
IsPsi
IsResourceExtractor (?)
LinkedCargoShip
LinkedSquad
ModuleUnderConstruction
NotSelf
WithinSolarSystem (?)
NotActivelyBeingConstructed

aiUseTime
Anytime
Invalid
NotInCombat
OnlyInCombat
OnlyWhenAttackTargetIsInFiringSolution
OnlyWhenBombing
OnlyWhenManyTargetsHaveHullDamage
OnlyWhenManyTargetsHaveShieldDamage
OnlyWhenManyTargetsHyperspacingTowardsMyGravityWell
OnlyWhenMovingFar
OnlyWhenOrbitingEnemyPlanet
OnlyWhenTakingDamage
OnlyWithNoOrder

aiUseTargetCondition
Any
Invalid
IsDifferentRoleType
IsNotWeaponDisabled
HullDamageExceedsAmount
ShieldDamageExceedsAmount

EntityBoolModifier
ActivelyBeingConstructed
CannotBeDamaged
CanBeCaptured
CannotBeColonized
DisableAbilities
DisableConstruction
DisablePhaseJump
DisableLinearEngines
DisableAngularEngines
DisableRegeneration
DisableWeapons
DisableModuleFunctionality
DisableConstruction
DisableWeaponsUltimate
DisableAbilitiesUltimate
DisableFighterLaunch
DetectIncomingHyperspacingEntities
HasShieldMeshEffect
HasTauntTarget
IsIllusionShip
IsResourceFocusActive
ImmuneToNonUltimateDisable
InstantBuildFighters
IsPhaseGateEndPoint
JumpBlockerImmune
PhaseOut
ProxySensor
WeaponsDealNoDamage

 

EntityModifier
AbilityCooldownRate
AntimatterCostOfNonUltimates
AngularThrust
ArmorAsDamageTarget
ChanceToHitAsDamageTarget
ChanceToHitAsDamageDealer
ChanceToIgnoreShieldsAsDamageTarget
ChanceToIgnoreShieldsAsDamageDealer
ChanceToBeNotOptimallyTargetted
CultureSpread
DamageAsDamageDealer
DamageAsDamageTarget
DamageSharing
EnergyWeaponCooldown
FightersPerSquadron
GravityWellRangeForHyperspace
HyperspaceChargeUpRate
HyperspaceSpeed
LinearMaxSpeed
LinearThrust
MaxHullPoints
PhysicalDamageAsDamageDealer
PlanetBombingCooldown
PlanetProductionStolen
PlanetResourceOutput
PlanetBombingDamageAbsorption
PlanetModuleBuildTime
PlanetUpgradeCost
PlanetPopulationGrowthRate
PropagateWeaponDamagePerc
ShieldMitigation
ShieldPointRestoreRate
ShipBuildTime
UnderConstructionRate
WeaponCooldown
WeaponRange

 

buffInstantActionType
ApplyBuffToLastSpawnerWithTravelNoFilterNoRange
ApplyBuffToTarget
ApplyBuffToSelf
ApplyBuffToTargetWithTravel
ApplyBuffToTargetsInRadiusWithTravel
ApplyBuffToTargetsInRadius
ApplyBuffToTargetsInRadiusWithChainTravel
ApplyBuffToTargetNoRange
ApplyBuffToTargetsAtOrbitBody
ApplyBuffToTargetsLinked
ApplyBuffToTargetWithEntryVehicles
ApplyBuffToTargetsInColumn
ApplyBuffToTargetOnWeaponFired
ApplyOrRemoveBuffToSelf
ApplyTargettedBuffToSelfNoFilterNoRange
ApplyTargettedBuffToSelf
ApplyTargettedBuffToSelfNoRange
ApplyForceFromSpawner
ApplyImpulseFromSpawner
ChangePlayerIndexToFirstSpawner
CreateFrigate
CreateSquad
CreateClonedFrigate
CreateFrigateAtTarget
CreateIllusionFighters
CreateCannonShell
ColonizePlanet
ConvertDamageToAntiMatter
DoInterrupt
DoInterruptUltimate
DoDamage
DoDamageToPlanet
Explore
ForceAttackersToRepickAttackTarget
MakeDead
MatchTargetVelocity
PlayAttachedEffect
PlayPersistantAttachedEffect
PlayPersistantBeamEffect
PropagateWeaponDamageReceivedToTargetsInRadius
RestoreAntiMatter
RestoreHullPoints
RestoreShieldPoints
RemoveAntiMatter
RetaliateBounty
RetaliateDamage
ResurrectCapitalShip
StealAntiMatterForFirstSpawner
StealResources
SetTauntTargetToLastSpawner
SpawnResourceExtractors
SpawnShipsAtPlanet
TeleportTowardsMoveTarget
TeleportTowardsTarget

 

buffOverTimeActionType
DrainAntiMatterAndDoDamage
DrainAntiMatter
DoModuleConstruction
DoPercOfMaxDamageToPlanet
DoDamage
DoDamageToTarget
DoDamageToPlanet
EarnResources
Magnetize
RestoreAntiMatter
RestoreShields
RestoreHull
StealPlanetProduction

 

* buffPeriodActionType use buffInstantActionType.

instantActionTriggerType
AlwaysPerform
OnDelay
OnBuffFinish
OnWeaponFired
OnDamageTaken
OnOwnerDeath
OnAbilityUsed

finishConditiontypes - Thanks to Carbon 016
TimeElapsed
AllOnDelayInstantActionsDone
EnterHyperspace
ExitHyperspace
FirstSpawnerNoLongerHasBuff
LastSpawnerNoLongerHasBuff
OutOfRange
NoTarget
DamageTaken
ResearchNotMet
OwnerChanged
FightersKilled
AllPeriodicActionsDone
AntiMatterDepleted
TargetIsConstructed
TargetConstructionCannotBeUpdated
ShieldFailure

researchBoolModifiers
AllowGalaxyTravel
AllowWormHoleTravel
CultureSpreadIsAlwaysVisible
HyperspaceDetectionOneJump
HyperspaceDetectionTwoJumps
HyperspaceDetectionAnyJumps
PlanetIsColonizable
PlanetsDetectedByCulture

researchFloatModifiers
AllegianceFromCultureMaxPerc
AntimatterCapacityAdjustment
AntimatterRegenAdjustment
ArmorBaseAdjustment
BlackMarketBuyPriceAdjustment
BountyBoughtAdjustment
BountyCollectedAdjustment
BombingDamageAsDamageDealerAdjustment
BombingDamageAsDamageTargetAdjustment
BombingPopulationKilledPercAsDamageTarget
BombingRangeAdjustment
CapitalShipCultureProtectRateAdjustment
CapitalShipAngularThrustAdjustment
CapitalShipMaxTrainableLevel
CapitalShipMaxSlots
CapitalShipMaxSlotLevel
CargoShipCapacityAdjustment
CreditCostAdjustment
CultureEnemyBuildRateAdjustment
CultureSpreadRateAdjustment
CultureSpreadDecayAdjustment
CultureResistPercent
CultureWeaponDamageAdjustment
CultureShieldMitigationAdjustment
CultureAntimatterRegenAmount
DerivativeCreditsFromTradePercent
DerivativeCreditsFromPurchasesPercent
ExtractionRateFromResourceFocus
ExtractionRateMetalAdjustment
ExtractionRateCrystalAdjustment
ExperienceConstantGainRate
ExperienceConstantGainLevelCap
ExperienceAwardedAdjustment
HangarFightersPerSquadAdjustment
HullPointsMaxAdjustment
HullPointsRegenAdjustment
HyperspaceAntimatterCostAdjustment
HyperspaceBetweenSystemSpeedAdjustment
HyperspaceChargeUpRateAdjustment
HyperspaceExitDistanceAdjustment
HyperspaceInSystemSpeedAdjustment
HyperspaceSpeedPhaseGateAdjustment
IncomePercLost
MassReduction
ModuleBuildRateAdjustment
ModuleCostForSimilarTypesAdjustment
PirateStrengthAgainstYouAdjustment
PlanetHealthRegenRateAdjustment
PlanetPopulationCapAdjustment
PlanetSlotsCivilianIncrease
PlanetSlotsTacticalIncrease
PlanetUpgradeBuildRateAdjustment
PlanetUpgradeCostAdjustment
PopulationGrowthRateAdjustment
QuestDeadlineAdjustment
QuestFailureHappinessAdjustment
QuestRewardHappinessAdjustment
RebellionLevel
ResearchBuildRateAdjustment
ResearchCostAdjustment
SalvageWreckagePercent
ScuttleRateAdjustment
ScuttleValueAdjustment
ShieldMaxMitigationAdjustment
ShieldPointsMaxAdjustment
ShieldPointsRegenAdjustment
ShipBuildRateAdjustment
ShipMaxSlots
ShipMaxSlotLevel
TradeGoodsValueAdjustment
WeaponDamageAdjustment
WeaponIgnoresShieldsAdjustment
WeaponRangeAdjustment
WeaponRateOfFireAdjustment

334,120 views 74 replies | Pinned
Reply #26 Top
One thing I noticed is that if you are going to use parts of this file as a template
make sure that you convert the bold text to non-bold. Otherwise it will look normal yet it will crash when the effect is activated in the game. I suggest converting the whole block to bold and then back again just to be sure.
Reply #27 Top
Add "ApplyBuffToLastSpawnerWithTravelNoFilterNoRange" in "buffInstantActionType" that used by "BuffDisintegrationTarget.entity"
+1 Loading…
Reply #28 Top
This information is crucial to the modding community. Thank you Bailknight, and to all who have contributed!

DANMAN
Reply #29 Top
does anyone know which file alters the phase jump inhibitors. I need to find it so I can increase the jump percentage from 250% to 700%
Reply #30 Top
can someone tell me what file contains the time interval between shield regenerations. i know how to change the amount of shield restored but not the time between each regen.
Reply #31 Top
as a person who can't mod and is so grateful and thankful to those who can i was wondering if it is possible to include a mod i found for sins that increases capital ship building IE lets u buold up to double the amount and also increases the supply amount into the 7 deadly sins mod as i think the two would be good?!

if anyone can help me i would be most appreciative
Reply #32 Top
Im not really a modder, so how do you use these? Do you add them as .entity files, or do you edit the existing ones? Ex: I want to give scout vessels the ability to colonize planets. How do I do this?
Reply #33 Top

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 ?

Reply #34 Top

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 

Reply #35 Top

anyone figured out what the types are for "useCostType"?

e.g.

"Invalid" "Anti-Matter"......

Reply #36 Top

Quoting EviliroN, reply 10
anyone figured out what the types are for "useCostType"?

e.g.

"Invalid" "Anti-Matter"......

try

 

usecosttype_bloodoftheinnocent

Reply #37 Top

i tried that one, i heard hippies cry. X(

Reply #38 Top

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.

Reply #39 Top

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.

Reply #40 Top

Nice

Reply #41 Top

ok i have a mod going and it says entity ref not found... what the heck does that mean?

Reply #42 Top

what about these?

meshNameIncreasedEffectName ""
meshNameDecreasedEffectName ""

 

has anyone updated for Entrenchment?

Reply #43 Top

 

MaxShieldPoints belongs in the entityModifier list. It is the buff that Shield Bestowal of the Advent Hanger Defense Platform can be upgraded to provide.

 

Reply #44 Top

Hmm im a little late but i have of one question . Um what about the firing constraints are they the same as normal constraints??

Reply #45 Top

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?

Reply #46 Top

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?

Reply #48 Top

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.

Reply #49 Top

 

TXT
entityType "Buff"
onReapplyDuplicateType "PrioritizeOldBuffs"
buffStackingLimitType "ForAllPlayers"
stackingLimit 1
allowFirstSpawnerToStack FALSE
buffExclusivityForAIType "ExclusiveForAllPlayers"
isInterruptable FALSE
isChannelling FALSE
numInstantActions 2
instantAction
 buffInstantActionType "InitializeMovementTowardLastSpawner"
 instantActionTriggerType "OnDelay"
 delayTime 0.000000
 minLinearSpeed -600.0
 maxLinearSpeed -600.0
instantAction
 buffInstantActionType "ResetPhysicsState"
 instantActionTriggerType "OnBuffFinish"
numPeriodicActions 0
numOverTimeActions 0
numEntityModifiers 0
numEntityBoolModifiers 0
numFinishConditions 3
finishCondition
 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>

finishCondition

finishConditionType "FirstSpawnerNoLongerHasBuff" <<Buff is finished>

buffTypeToQuery "BuffRepulsionFieldCaster" <<is it still going?>

finishCondition

finishConditionType "OwnerChanged" <<Bad business.>

 

 

 

 

I hoped that helped a bit... I know its kinda jumpy. For an extra credit (type out answers)....

 

  1. How do you cause a pulling force?

  2. How do you define that speed?

  3. 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.

Reply #50 Top

*:omg: man that took a while to type!:omg: *

 Hope that helps you out abit, let me know if you need more pointers. :thumbsup:

(::