Going to update this with accurate descriptions soon :) (Cei Gladstone)
NB: This might not happen, been 7–8 months as of this revision and no action on this front. Any takers? – FinalDeath /30.07.2005 09:28/
Unfortunately, at this time, new modifiers can’t be added, as they require a change to the code and programmer support.
Modifiers, can be composed of the following attributes:
application_type which governs how the modifier is applied, the valid options are:
apply_to_entity_type: modify the base stats for an entity type, all entities of the type will get the modifier
apply_to_entity: apply to an entity
apply_to_player: apply to a player, modifiers player stats like unit caps.
apply_to_squad: modify the squad characteristics
apply_to_squad_type: modify squad type characteristics
apply_to_weapon(_type?): modify weapon type characteristics. Not got the data to hand so can;t be sure but something like this exists... (Cei Gladstone)
exclusive: When set to true only one modifier of this type can be applied to the modifier class.
modifier_class_name; Use this to mark modifiers as the same as each other for exclusivity purposes, the values are from the TYPE_Modifier section of the attribute editor. An example would be poison, you'll mark all the modifiers which are for a poison effect with the same class name (tp_poison say) and mark them as exclusive. Whenever one is applied it will remove all the modifiers with the same class name first.
probability_of_applying: 0–1, the probability that this modifier will be applied.
target_type_name: When the application_type is apply_to_entity_type this is the blueprint name of the entity, same for apply_to_squad_type and apply_to_weapon_type.
usage_type: which is used to say whether it is an addition to the base value or a multiplier, or enable. All the additions are calculated first then the multipliers are applied.
value: which is the actual value of the modifier
Modifiers are the primary way to create abilities.
ability_duration_modifier: Modifies how long a given ability will last.
ability_events: These are events that get triggered when a modifier is active/inactive. (might wanna kill the list)
ability_range_modifier: modifies the range of a ability.
ability_recharge_modifier: modifies the recharge rage of an ability.
accuracy_moving_reduction_weapon_modifier: modifies the reductation of accuracy while a unit is moving.
accuracy_weapon_modifier: modifies the weapon accuracy of a weapon.
accuracy_ranged_weapon_modifier: applies a modifier to ranged weapons
aftermath_chance_modifier: modifies the chance of an aftermath event happening.
aftermath_duration_modifier: modifies the duration of an animation that is played after melee combat.
armour_minimum_modifier: Modifies the minimum armour that a unit can have.
armour_modifier: Modifies the amount of armour that a unit can have.
armour_piercing_weapon_modifier: Modifies the armour piercing properties of a weapon.
builder_idle_event:
capture_rate_squad_modifier – changes the rate at which a squad captures a strategic point
chaos_flamer_hit_event:
combat_melee_damage_modifier: Modifies the melee damage done during combat.
construction_speed_modifier: Modifies the speed at which construction occurs. See the chaos forced labout ability for an example.
cost_population_modifier: Modifies the population cost, only really makes sense to apply this to an entity type not an actual entity.
cost_power_modifier: Modifies the power cost, only makes sense to apply to an entity type, not an entity.
cost_requisition_modifier: change the requisition cost of an entity, only really makes sense to apply this to an entity type not an actual entity
cost_time_modifier: Modifies the time cost, applied to cost_ext.
cover_event_modifier: Modifier applied when the cover event is taking place.
default_weapon_ modifier _hardpoint1: Modifier that gets applied to the hardpoint 1.
default_weapon_ modifier _hardpoint2: Modifier that gets applied to the hardpoint 2.
default_weapon_ modifier _hardpoint3: Modifier that gets applied to the hardpoint 3.
default_weapon_ modifier _hardpoint4: Modifier that gets applied to the hardpoint 4.
eldar_heavy_flamer_hit_event: Modifier that gets applied when the eldar have flamer hit event occurs.
eldar_to_war_event: Modifier that gets applied when the eldar to war event is applied.
enable_abilities: toggles on/off abiltiles
enable_aftermath: toggles on/off aftermath events
enable_can_be_repaired: toggles on/off whether a unit can be repaired
enable_can_build: toggles on/off the building ability
enable_can_repair: toggles on/off the repair ability of a unit.
enable_charge_modifier: Enables/disables the ability for a unit to charge.
enable_death: enables/disables the ability for a unit to die. This is used, for example, in the Mad Doc’s fightin’ Juice ability.
enable_garrison: toggles the garrision on/off
enable_general_combat: Enables/Disables both melee and ranged combat.
enable_health_damage: Toggles whether the unit can be damaged (it’s health)
enable_infiltration: Toggles infiltration:
enable_melee: Enables/Disables meelee attacks for the unit. Note that enable_general_combat must be enabled to be able to use this modifier.
enable_melee_modifiers; Toggles on/off any melee modifiers that may be applied. Note that when enabled melee modifiers do not get applied at all.
enable_movement: Determines if a squad/entity can move or not. When enabled units can move.
enable_production: Enable/Disable production in buildings.
enable_shooting: Enable/Disable the ability for a unit/entity to shoot. Note that general combat must be on for this to work.
entity_accuracy_modifier: modifies the accuracy associated with an entity.
fire_cone_weapon_modifier: modifies the weapon’s fire cone.
flamer_hit_event:
garrision_requisition_modifier: modifiers the rate of resource acquisition.
health_degeneration_modifier: modifies the health by decreasing it.
health_maximum_modifier: change the max health of an entity
health_meleedamage_received_modifier: modifies the melee damange.
health_rangedamage_received_1_modifier: modifies the ranged damage.
health_rangedamage_received_2_modifier: modifies ranged damage received from weapon 2.
There are two so that the designers could have separate systems(abilities and melee) which reduce damage separately and which could be capped separately
you'll notice that the caps for those are different.
health_regeneration_modifier: Modifies the health regeneration of a unit.
income_cap_population_player_modifier: Modifies the maximum population income cap, this is the amount.
income_cap_requisition_player_modifier: Modifies the maximum requisition cap.
income_cap_support_player_modifier: Modifies the maximum support cap.
income_population_player_modifier: Modifies the player population.
income_power_player_modifier: Modifies the player power income.
income_requisition_player_modifier: Modifies the player requisition income.
income_requisition_player_modifier
income_power_player_modifier
income_population_player_modifier
The above all change the income that the player receives each sim tick, once the income is modified it is capped
infiltration_detection_distance_modifier: Changes the infiltration detection distance.
max_damage_weapon_modifier: Modifies the maximum damage done by a weapon.
max_range_weapon_modifier: Modifies the maximum range of a weapon.
max_squad_cap_player_modifier: Modifies the maximum squad cap of a squad.
max_support_cap_player_modifier:
max_troopers_squad_modifier – changes the maximum number of troopers in a squad
max_upgrades_squad_modifier: changes the maximum number of upgrades that a squad can have, this will not remove upgrades if the max goes below the current number of upgrades melee_charge_range_modifier; Modifies the range at which melee charge begins.
min_damage_weapon_modifier: Modifies the minimum damage caused by a weapon.
min_range_weapon_modifier: Modifies the minimum range of a weapon.
morale_break_event
morale_break_event_ork
morale_break_event_space_marine
morale_maximum_squad_modifier: Modifies the maximum morale of a squad.
morale_meleedamage_received_modifier: Modifies the amount of melee damaged received.
morale_otherdamage_received_modifier:
morale_rangedamage_received_modifier: Modifies the morale damage received while being attacked with ranged weapons.
morale_rate_squad_modifier: Modifies the squad morale regeneration rate.
negative_cover_event_modifier: modifier when negative cover is applied.
no_modifier: no modifier is associated here.
population_cap_player_modifier: change the total population cap for the player, this defaults to an addition
population_growth_rate_player_modifier
production_speed_modifier: change the speed at which an entity produces things like research, squads and addons.
reload_time_weapon_modifier: Modifies the reload time (if a weapon has it)
relocation_event_modifier: Applies modification when the relcation event occurs.
repair_cost_modifier: Modifies the repair cost of a unit.
repair_rate_modifier: Modifies the repair rate of a unit.
resource_per_tick_population_modifier: modifies the population per tick
resource_per_tick_requisition_modifier: modifies the resources per tick
resource_per_tick_support_modifier: modifies the amount of energy per tick
setup_time_weapon_modifier: Modifies the setup time necessary (setup time, ranger, scouts, dark reapers)
sigh_radius_modifier: Modifies the sight radius
special_attack_physics_mass: Modifies the mass that is used in the physics equation (when units are thrown around).
speed_acceleration_time_modifier: Modifies the acceleration of a entity (vehicle)
speed_corner_anticipation_time_modifier: Modifies the cornering anticipation of a vehicle.
speed_deceleration_time_modifier: Modifies the amount of time necessary for deceleration.
speed_maximum_modifier: Modifies the maximum speed of an entity.
speed_rotation_time_modifier: Modifies the rotation speed.
squad_cap_player_modifier: change the total squad cap for the player, this defaults to an addition
support_cap_player_modifier: change the total support cap for the player, this defaults to an addition
thunder_hammer_damage_event: Associated with the thunder_hammer_event.