Name | Type | is_array | initial_value |
CO_CenterLoc | location | Yes | |
CO_Debug | group | No | |
CO_DmgLevelDetermining | integer | Yes | |
CO_DmgLevelIteger | integer | Yes | |
CO_EffectOffsetCounter | real | Yes | |
CO_Index | integer | Yes | |
CO_MaxDistance | real | Yes | |
CO_Off | boolean | Yes | |
CO_PolProj1 | location | Yes | |
CO_PolProj2 | location | Yes | |
CO_PolProj3 | location | Yes | |
CO_PolProj4 | location | Yes | |
CO_PolProj5 | location | Yes | |
CO_PolProj6 | location | Yes | |
CO_SFXAlgeo | real | Yes | |
CO_SFXDummy1 | unit | Yes | |
CO_SFXDummy2 | unit | Yes | |
CO_SFXDummy3 | unit | Yes | |
CO_SFXDummy4 | unit | Yes | |
CO_SFXDummy5 | unit | Yes | |
CO_SFXDummy6 | unit | Yes | |
CO_SFXDummy7 | unit | Yes | |
CO_SFXDummy8 | unit | Yes | |
CO_SFXDummy9 | unit | Yes | |
CO_SFXSpeed | real | Yes | |
CO_SFXTarg1 | effect | Yes | |
CO_SFXTarg2 | effect | Yes | |
CO_SFXTrig1 | effect | Yes | |
CO_SFXTrig2 | effect | Yes | |
CO_SpellLastingTime | real | Yes | |
CO_TargUnit | unit | Yes | |
CO_TargUnitLoc | location | Yes | |
CO_TargUnitX | real | Yes | |
CO_TargUnitY | real | Yes | |
CO_TrigUnit | unit | Yes | |
CO_TrigUnitLoc | location | Yes | |
CO_TrigUnitX | real | Yes | |
CO_TrigUnitY | real | Yes | |
CO_WaitCounter | real | Yes |
//TESH.scrollpos=0
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Simple spell which I am not very sure on whether it might come in handy for anyone or not.
However, here is what the spell does:
//The Hero creates a bond between him and an ally unit. This bond grows stronger as the two units get closer to
//each other, thus amplifying their damage. If the units get very distant from one another, the bond breaks.
How to adjust and customize:
'Adjuting damage': In the "Object Editor", adjust the "Attack Bonus" of the "Comradeship Damage" ability.
That might seem a bit complex, but this is how it works:
Every set of 4 levels stand for the damages for one level.
Example: Level 1, 2, 3, 4 set the damage for the Level 1 of "Comradeship"
Level 5, 6, 7, 8 set the damage for the Level 2 of "Comradeship"
Level 9, 10, 11, 12 set the damage for the Level 3 of "Comradeship"
etc...
The damage of the lowest level among the set of 4 is the lowest, and that of the highest level
is the highest among the set of 4.
'Adjusting the maximum distance between the two units before dispelling the spell':
Simply adjust the value of "CO_MaxDistance" in the trigger "Comradeship Main"
'Adjusting the time for which the effect of the spell lasts':
Simply adjust the value of "CO_SpellLastingTime" in the trigger "Comradeship Main"
'Adjusting the special effects':
Concerning the special effects of the weaponry, go through the triggers "Comradeship Main" and "Comradeship Loop" and adjust the Special
Effects.
Concerning the special effects of the circle, adjust the "Model File" of "SFXDummy_CO" in the
Object Editor (Units).
'Adjusting the motion speed of the special effects':
Simply adjust the value of "CO_SFXSpeed" in the trigger "Comradeship Main".
The speed is in degree/0.03s. The adviced speeds would be between 5 and 10.
//GUI isn't user friendly; however, I tried my best make things easily adjustable!
How to import:
- In the Preferences of the World Editor, check (turn on) the option "Automcatically create unknown variables
while pasting trigger data".
- Copy and paste the abilities "Comradeship" and "Comradeship Damage" in the Object Editor into your map.
- Copy and paste the units "SFXDummy1_CO", "SFXDummy2_CO", and "SFXDummy3_CO" in the Object Editor into your map.
- Copy and paste the triggers "Comradeship Main", "Comradeship Loop", and "Comradeship Preload" in the Trigger
Editor into your map.
- Adjust the corrupted Condition in "Comradeship Main" into '(Ability being cast) Equal to Comradeship'.
- Adjust the corrupted Actions in "Comradeship Main" and "Comradeship Preload" by replacing the 'Unit' with
'SFXDummy1_CO', 'SFXDummy2_CO', and 'SFXDummy3_CO' according to the "trigger comment" placed above these
corrupted actions.
Credit is appreciated but unnecessary.
//TESH.scrollpos=0
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v1.00:
// Released.
v1.01:
// Removed the minor lag.
// Changed special effects.
// Decreased the refresh rate of the periodic timer from 0.20s to 0.03s.
// Fixed a problem concerning leaks removal (credits to Rmx for pointing that out).
// Fixed a minor mistake concerning MUI Indexing (credits to Rmx for pointing that out).
// Slightly adjusted tooltips.
// Slightly adjusted documentation.
// Added a preload trigger.
v1.02:
// Removed all leaks (credits to Dark_Dragon for pointing the leaks out).
// Fixed a bug concerning MUI (credits to Rmx for fixing that).
// Changed special effects (credits to -BerZeKeR- for advising the special effect models).
v1.03
// Increased efficiency.
// Adjusted a little Custom Scrip mistake.
//TESH.scrollpos=0
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Credits to:
'Rmx'
- pin-pointing unremoved point leaks
- pin-pointing a mistake concerning Indexing
- fixing a bug
'Dark_Dragon'
- pin-pointing unremoved leaks
- advising on how-to-improve
'-BerZeKeR-'
- picking more creative special effect models