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Old 03-29-2006, 02:25 AM   #10
Empirecitizen
Rookie
 
Join Date: Jan 2006
Posts: 57
I have made an exoeriment myself and it worked. (the following codes can work but the numbers are not set according to balance. I just used these numbers so my test will be quick)

<Unit_Abilities_Data SubObjectList="Yes">
<!-- Primary ability -->
<Unit_Ability>
<Type>ENERGY_WEAPON</Type>
<Mod_Multiplier>SPEED_MULTIPLIER, 0.8f</Mod_Multiplier>

<GUI_Activated_Ability_Name> Venator_Energy_Weapon_Attack_Ability </GUI_Activated_Ability_Name> <!-- GUI Command Bar support -->

<Recharge_Seconds>1</Recharge_Seconds>
<Expiration_Seconds>5</Expiration_Seconds>

<Applicable_Unit_Categories>Capital | Corvette | Frigate | Fighter | Bomber | Transport</Applicable_Unit_Categories>

<SFXEvent_Target_Ability> Unit_Energy_Blast_Piett </SFXEvent_Target_Ability>

<SFXEvent_Special_Ability_Loop> Unit_Star_Destroyer_Energy_Blast </SFXEvent_Special_Ability_Loop>


</Unit_Ability>
</Unit_Abilities_Data>

<Abilities SubObjectList="Yes">
<Energy_Weapon_Attack_Ability Name="Venator_Energy_Weapon_Attack_Ability">
<Activation_Style> User_Input </Activation_Style>
<Applicable_Unit_Categories>Capital | Corvette | Frigate | Fighter | Bomber | Transport</Applicable_Unit_Categories>
<Applicable_Unit_Types />
<Owner_Particle_Effect>Piet_Powerup_Particle_Effec t</Owner_Particle_Effect>

<Owner_Particle_Bone_Name> HP_B-M_Bone </Owner_Particle_Bone_Name>
<Activation_Min_Range>0</Activation_Min_Range>
<Activation_Max_Range>2000</Activation_Max_Range>

<!-- Modifiers. If 0 - no modifier is applied, 1 - "100% increase or decrease" -->
<Damage_Per_Frame>50</Damage_Per_Frame>
</Energy_Weapon_Attack_Ability>

</Abilities>
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