bailknight bailknight

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 #52 Top

I know the last response/post here was a long time ago...I was just wondering if there's a modifier/constraint that limits an item to 1 per planet system. Also, please keep in mind that I'm new to modding SoaSE...although I'm learning quickly.

As a bit of background...I'm trying to set up a new phase "gate" ability to put on my scout ships that will allow them to place "phase gates" in new systems they explore...but only if there isn't one there already.

Once I get this to work properly I plan to work on trying to make them into "warp gates" kinda like Star Gates...but make them have the "phase in" property...

This way they'll become kind of like worm holes, but they will still require the "phase time" and i may increase the phase time for these as well...since it'll kinda be a "special" phase. I can probably figure the rest out...I just need to know if there's a modifier/constraint to limit an item from being built in a system if there's one of that type (from that specific race) in it.

When I looked at the posts I didn't notice anything that could be a constraint like this...but I may of misinterpreted what some of them do...so...any help is appreciated.

Thanks in advance!

EDIT: Nevermind, I got an answer to my question here (leaving post here for reference): https://forums.sinsofasolarempire.com/382429

Reply #53 Top

If it is no trouble at all, if someone can put this in PDF format and on the downloads section, that'll be most helpful.

Thanks anyway! :D

Reply #54 Top

What's the difference between "DoInterrupt" and "DoInterruptUltimate"? Does the former only work on non-ultimates or does the latter only work on ultimates?

 

And what's the "best" way of draining allied ships' hull points? A periodic DoDamage, an overtime DoDamage or a negative RestoreHull action? Is there a way of leaving the target at 1 life or awarding the kill to the opponent (or if that's the default, denying the kill)?

Reply #55 Top

Some very useful instantAction types are missing: "InitializeMovementTowardLastSpawner" aka Repulsion Field, which is explained in detail on the first page though. I also discovered the following when working with it: The InitializeMovement action persists until removed through ResetPhysicsState. If a second InitializeMovement command is given while the first one is still in effect, even if the two point in opposite directions and come from different buffs, the new one is ignored. If a ship is "pulled" towards the caster and flies around/through him (try with an Orkulus) it will continue moving in a straight line, which now means floating away from the caster.

And then there's "RemoveBuffOfType" from the Antorak Distort Gravity skill, which is extremely important, as it does just that: remove the buff in question. (I'll test its effect on stackable buffs tomorrow)

Also, what do the ApplyForce and ApplyImpulse actions do, and where is the CanPhaseDodge constraint from?

Reply #56 Top

OK, ApplyImpulse is used in TK Push, but it needs a value of 450000 to push away the fighters like it does, so I expect the same value to barely shove a capship aside.

Reply #57 Top

I want a colonizable "planet" that is currently [ planetTypeForResearch "Invalid" ] .  What other options are there for this other than "Invalid", "Uncolonizable", "Terran", "Ice", "Volcanic", and "Asteroid"?  Can I use, say for example, "Wormhole" or anything I choose like "Rift" - I plan for 1 race in 7DS to be able to colonize this special planet -it will not be a wormhole, but a "Rift".

PM me please.

SamazRalan
Blowing up Dev.exe 1 typo at a time.

"I got a 2.87 GB log file after a crash, what have you done today?" -Samaz  X(

Reply #58 Top

I need help creating a new ship which files I would need and how
please help me
thanks

necesito ayuda para crear una nueva nave que archivos necesitaria y como los hago
porfavor ayudenme
gracias

yo hablo español disculpen por mi ingles

Reply #60 Top

Hi Gus...

This is a thread I recently started. It's not complete yet, but the starter races give you a good idea on whats necessary to start a new race. Look at the section for Player[Race].entity and you will see some descriptions for adding new frigates and capital ships. It's really as simple as copying an existing frigate or capital ship entity and adding it to the Player entity file in the correct location (whether modding a new race or an existing race). From there you can modify the new ship entity to meet your needs.

Reply #61 Top

http://soase.weebly.com/sins-mod-set.html will get you started.

I'm going to add that as a reference in my thread. Thanks for reminding me ;)

+1 Loading…
Reply #62 Top

Zombiesrus5 and myfist0 thanks .... I have a question not whether they can help me

how to make a shield for a new ship??

sie could tell me you can add more resources to the game?? eg

refine an asteroid ore resources for other than the glass and metal

thanks

gracias Zombiesrus5 y a myfist0.... tengo una duda no se si puedan ayudarme,

como se hace un escudo para una nueva nave???

podrian decirme sie es posible agregar mas recursos al juego??? como por ejemplo

refinar un mineral de un asteroide para obtener otros recursos diferentes al cristal y al metal

gracias

Reply #63 Top

Necroed on purpose.

This thread needs to be updated badly. Can either a modder that has time or a dev please update this?

Reply #64 Top

This thread can't be necro'd--it's too useful.  I linked it in the "Modder's Get An Answer" thread too.

Reply #65 Top

Still needs to be updated.

Reply #66 Top

Constraint

http://code.google.com/p/soaseplugin/wiki/constraint

aiUseTime
http://code.google.com/p/soaseplugin/wiki/aiUseTime

aiUseTargetCondition
http://code.google.com/p/soaseplugin/wiki/aiUseTargetCondition

EntityBoolModifier
http://code.google.com/p/soaseplugin/wiki/Buff

EntityModifier
http://code.google.com/p/soaseplugin/wiki/buffEntityModifierType

buffInstantActionType
http://code.google.com/p/soaseplugin/wiki/buffInstantActionType

buffOverTimeActionType
http://code.google.com/p/soaseplugin/wiki/buffOverTimeActionType

* buffPeriodActionType use buffInstantActionType.

instantActionTriggerType
http://code.google.com/p/soaseplugin/wiki/instantActionTriggerType

finishConditiontypes - Thanks to Carbon 016
http://code.google.com/p/soaseplugin/wiki/finishConditionType

researchBoolModifiers
http://code.google.com/p/soaseplugin/wiki/modifierTypeBool

researchFloatModifiers
http://code.google.com/p/soaseplugin/wiki/modifierTypeFloat

 

There are lots of other constants too defined on the wiki.

Reply #67 Top

Cool, need to make a new post and sticky it.

Reply #68 Top

I split the Bool and Float constants into separate links. A new sticky would be cool or atleast a cleanup/removal of many of the current modding stickies.

 

Reply #69 Top

Hi,

I have noticed with eclipse some new refs in BuffPhase/Psi/TechModuleDeconstructionTarget

- ressourcegainperc

- buffOverTimeActionType "DoDamageAndGiveResourceCostPerc"

and in RESEARCHSUBJECT_PIRATERAIDDECREASE

- modifierType "PirateRaidsOneLevelLower"

 Soase plugin 0.8.3 is for diplomacy 1.2 so these refs surely come from 1.21.

I hope Soase plugin will be updated, it is really an amazing way of hunting down issues :)

 

Reply #70 Top

@Dunkelzahn63

You are correct 1.21 added the Module Deconstruction abilities, however, at this time they aren't being used so I wasn't confident the engine could handle them yet so haven't added that to my local build either.

I do have a version though that works with PirateRaidsOneLevelLower and could upload version 0.8.4 if you want. I'm guessing 1.3 will have some more significant modding changes to deal with...

 

Reply #71 Top

Ok then, maybe we can wait 1.3 version for an update, thanks for your answer :)

Reply #72 Top

Add     buffInstantActionType "ApplyBuffToIncomingHyperspacers"

Reply #73 Top

Quoting CoronalFire, reply 73
Add     buffInstantActionType "ApplyBuffToIncomingHyperspacers"

bailknight has not been seen in many years. this thread isn't being updated. That instant action type is covered in my wiki.

 

Reply #74 Top

Here's an updated set of quick reference links that are current.

Quick Reference Links

Ability (VanillaEntrenchmentDiplomacyRebellion)
Buff (VanillaEntrenchmentDiplomacyRebellion

Constraint (VanillaEntrenchmentDiplomacyRebellion)
aiUseTime (VanillaEntrenchmentDiplomacyRebellion)
aiUseTargetCondition (VanillaEntrenchmentDiplomacyRebellion)
EntityBoolModifierEntityModifier (VanillaEntrenchmentDiplomacyRebellion)
buffInstantActionType (VanillaEntrenchmentDiplomacyRebellion)
buffOverTimeActionType (VanillaEntrenchmentDiplomacyRebellion)
buffPeriodActionType use buffInstantActionType.
instantActionTriggerType (VanillaEntrenchmentDiplomacyRebellion)
finishConditiontypes (VanillaEntrenchmentDiplomacyRebellion)

ResearchSubject (VanillaEntrenchmentDiplomacyRebellion)

researchBoolModifiers (VanillaEntrenchmentDiplomacyRebellion)
researchFloatModifiers (VanillaEntrenchmentDiplomacyRebellion)