Modifying CO stats: Difference between revisions
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==Misfortune Bonus== | ==Misfortune Bonus== | ||
Increases the value of Bad Luck of CO | Increases the value of Bad Luck of an enemy CO | ||
<syntaxhighlight lang="javascript"> | <syntaxhighlight lang="javascript"> |
Revision as of 14:08, 4 March 2023
This Reference Page assumes you have followed or understand the basics of Custom CO creation. In case you do not, check out that tutorial first.
This page can serve as a reference on how to modify the stats of COs during the day to day, Power and Super Power. The return values of the functions in this Reference can be conditioned with the help of the function co.getPowerMode(), which has several return values, among them:
- GameEnums.PowerMode_Tagpower
- GameEnums.PowerMode_Superpower
- GameEnums.PowerMode_Power
And a default value, which can be used to set the day to day abilities.
The following functions modify the general stats of a CO. For specific Units and Unit Types modifications, check out the info on Units and Unit Types
Offensive and Defensive Modifiers
The code to modify such stats is the following:
//Constructor code ommited for brevity
Constructor.prototype = CO;
var CO_TEST = new Constructor();
CO_TEST.getOffensiveBonus = function (co, attacker, atkPosX, atkPosY,
defender, defPosX, defPosY, isDefender, action) {
return 0;
};
CO_TEST.getDeffensiveBonus = function (co, attacker, atkPosX, atkPosY,
defender, defPosX, defPosY, isAttacker, action) {
return 0;
};
The return type of both functions is an integer.
Cost Modifier
This function can change the costs of all the Units of a CO.
CO_TEST.getCostModifier = function (co, id, baseCost) {
return 0;
};
This function takes an integer as the return type.
Movement Points Modifier
Allows Units to move an extra number of spaces
Function structure:
CO_TEST.getMovementpointModifier = function (co, unit, posX, posY, map) {
return 0;
};
Return type of the function is an Integer
Full example
CO_TEST.getMovementpointModifier = function (co, unit, posX, posY,map) {
if (co.getPowerMode() === GameEnums.PowerMode_Superpower ||
co.getPowerMode() === GameEnums.PowerMode_Tagpower) {
return 2;
}
else if (co.getPowerMode() === GameEnums.PowerMode_Power) {
return 1;
}
return 0;
};
Movement Cost Modifier
Defines the cost of movement of Units in different Terrain Types.
this.getMovementcostModifier = function (co, unit, posX, posY) {
return 0;
};
Return type is Integer.
Full Example
this.getMovementcostModifier = function (co, unit, posX, posY) {
if (unit.getOwner() === co.getOwner()) {
if (map.getGameRules().getCurrentWeather().getWeatherId() === "WEATHER_SNOW") {
return 0;
}
else {
return -999;
}
}
return 0;
};
Terrain Defense Modifier
Modifies the amount of Terrain Stars a given Terrain Type provides for a Unit.
CO_TEST.getTerrainDefenseModifier = function (co, unit, posX, posY) {
return 0;
};
Full Example
CO_TEST.getTerrainDefenseModifier = function (co, unit, posX, posY) {
switch (co.getPowerMode()) {
case GameEnums.PowerMode_Tagpower:
case GameEnums.PowerMode_Superpower:
return map.getTerrain(posX, posY).getBaseDefense();
case GameEnums.PowerMode_Power:
return 0;
default:
return 0;
}
};
Range Modifier
Modifies the range of Units, this can increase the range of Direct Units as well.
CO_TEST.getFirerangeModifier = function (co, unit, posX, posY) {
return 0;
};
Return type is an Integer
Full example
CO_TEST.getFirerangeModifier = function (co, unit, posX, posY) {
switch (co.getPowerMode()) {
case GameEnums.PowerMode_Tagpower:
case GameEnums.PowerMode_Superpower:
if (unit.getBaseMaxRange() > 1) {
return 3;
}
break;
case GameEnums.PowerMode_Power:
if (unit.getBaseMaxRange() > 1) {
return 2;
}
break;
default:
if (unit.getBaseMaxRange() > 1) {
return 1;
}
break;
}
return 0;
};
Modifying Minimum Range
Modifies the Minimum Range of Units.
CO_TEST.getMinFirerangeModifier = function (co, unit, posX, posY,map) {
return 0;
};
Return type is integer
Capture Bonus Modifier
Modifies the speed at which Infantry Type Units can capture properties
CO_TEST.getCaptureBonus = function (co, unit, posX, posY,map) {
return 0;
};
Return type is Integer in a range of 1 to 20.
Full example
CO_TEST.getCaptureBonus = function (co, unit, posX, posY,map) {
if (co.getIsCO0() === true)
{
if (co.getPowerMode() === GameEnums.PowerMode_Superpower ||
co.getPowerMode() === GameEnums.PowerMode_Tagpower)
{
return 20;
}
else
{
var hp = unit.getHpRounded();
return hp / 2;
}
}
return 0;
};
Fuel Cost Modifier
Changes the amount of fuel that is consumed
TEST_CO.getFuelCostModifier = function (co, unit, costs) {
return 0;
};
Return type is an Integer
Full example
TEST_CO.getFuelCostModifier = function (co, unit, costs) {
if (unit.getUnitType() === GameEnums.UnitType_Air) {
return -2;
}
return 0;
};
Hiding Units' HP
Sets whether the opponent can see the HP of Units or not.
CO_TEST.getHpHidden = function (co, unit, posX, posY) {
return true;
};
Return type is boolean
Hiding Units' Rank
Sets whether the Rank of Units is visible to the opponent or not
CO_TEST.getRankInfoHidden = function (co, unit, posX, posY, map) {
return true;
};
Perfect HP View
Allows seeing HP of Units with more precision, both your own and the Enemy's. For instance a 10 HP unit would display as having 100/100 HP.
this.getPerfectHpView = function (co, unit, posX, posY) {
return true;
};
Return type is boolean
First Strike
Defines whether the CO's Units strike first or not.
CO_TEST.getFirstStrike = function (co, unit, posX, posY, attacker) {
return true;
};
Return type is boolean
Perfect Vision (Fog of War)
In Fog of War, defines whether Enemy Units hidden in reefs and forests are visible or not, if not there are no adjacent allied units, next to them.
CO_TEST.getPerfectVision = function (co) {
return true;
};
Return type is boolean
Vision Modifier(Fog of War)
Increases the vision of Units in Fog of War.
this.getVisionrangeModifier = function (co, unit, posX, posY) {
return 1;
};
Return type is Integer.
Full Example
this.getVisionrangeModifier = function (co, unit, posX, posY) {
switch (co.getPowerMode()) {
case GameEnums.PowerMode_Tagpower:
case GameEnums.PowerMode_Superpower:
case GameEnums.PowerMode_Power:
return 2;
default:
return 1;
}
};
Attack HP Bonus
Units fight as though as if they were X HP stronger
this.getAttackHpBonus = function (co, unit, posX, posY) {
return 0;
};
Return type is Integer.
Full Example
this.getAttackHpBonus = function (co, unit, posX, posY) {
if (co.getIsCO0() === true)
{
switch (co.getPowerMode())
{
case GameEnums.PowerMode_Tagpower:
case GameEnums.PowerMode_Superpower:
return 4;
case GameEnums.PowerMode_Power:
return 0;
default:
break;
}
}
return 0;
};
Damage Reduction
Reduces the amount of Damage taken by a Unit
this.getDamageReduction = function(co, damage, attacker, atkPosX, atkPosY, attackerBaseHp,
defender, defPosX, defPosY, isDefender, luckMode, map)
{
return 0;
};
Full Example
this.getDamageReduction = function(co, damage, attacker, atkPosX, atkPosY, attackerBaseHp,
defender, defPosX, defPosY, isDefender, luckMode, map)
{
switch (co.getPowerMode())
{
case GameEnums.PowerMode_Tagpower:
case GameEnums.PowerMode_Superpower:
return 0;
case GameEnums.PowerMode_Power:
var defHp = defender.getHp() * 10;
if (damage > defHp / 2)
{
return damage - defHp / 2;
}
return 0;
default:
break;
}
return 0;
};
Counter Attack
Determines if Units can Counter Attack or not. Possible values are determined by GameEnums variables:
GameEnums.CounterAttackMode_Undefined , GameEnums.CounterAttackMode_Impossible, GameEnums.CounterAttackMode_Possible
this.canCounterAttack = function(co, attacker, atkPosX, atkPosY,
defender, defPosX, defPosY, luckMode, map)
{
return GameEnums.CounterAttackMode_Undefined;
};
True Damage
Increases or decreases damage, by a flat value, ignoring base weapon damage, offensive or defensive bonuses. Can be countered by flat damage reduction.
this.getTrueDamage = function(co, damage, attacker, atkPosX, atkPosY, attackerBaseHp,
defender, defPosX, defPosY, isDefender, action, luckMode, map)
{
return 0;
};
Full Example
this.getTrueDamage = function(co, damage, attacker, atkPosX, atkPosY, attackerBaseHp,
defender, defPosX, defPosY, isDefender, action, luckmode, map)
{
// check for luck finish if the attacker is in co range or a power mode is active
if (defender !== null && attacker !== null &&
((co.inCORange(Qt.point(atkPosX, atkPosY), attacker) && !isDefender) ||
(co.inCORange(Qt.point(defPosX, defPosY), defender) && isDefender) ||
co.getPowerMode() > GameEnums.PowerMode_Off))
{
// check for finishing blow return absurd amount of true damage if luck is enough
if (isDefender)
{
if (defender.getHp() - damage / 10.0 - attackerBaseHp / 20.0 <= 0)
{
return 100;
}
}
else
{
if (defender.getHp() - damage / 10.0 - attacker.getHpRounded() / 20.0 <= 0)
{
return 100;
}
}
}
// 0
return 0;
};
Weather Immunity
Defines whether the Units are affected by Weather conditions or not
this.getWeatherImmune = function(co, map)
{
return false;
}
Return Type is Boolean
Repair Bonus
Increases the HP increased per Repair on Units
this.getRepairBonus = function(co, unit, posX, posY, map)
{
return 0;
};
Luck Bonus
Increases the CO's Luck values
this.getBonusLuck = function(co, unit, posX, posY, map)
{
return 0;
};
Full Example
this.getBonusLuck = function(co, unit, posX, posY, map)
{
switch (co.getPowerMode())
{
case GameEnums.PowerMode_Tagpower:
case GameEnums.PowerMode_Superpower:
return 100;
case GameEnums.PowerMode_Power:
return 60;
default:
if (co.inCORange(Qt.point(posX, posY), unit))
{
return 15;
}
break;
}
};
Misfortune Bonus
Increases the value of Bad Luck of an enemy CO
this.getBonusMisfortune = function(co, unit, posX, posY, map)
{
return 0;
};
Offensive Reduction
Reduces the Firepower of the Enemy COs
this.getOffensiveReduction = function(co, attacker, atkPosX, atkPosY,
defender, defPosX, defPosY, isDefender, action, luckMode, map)
{
return 0;
};
Defensive Reduction
Reduces the Defense of the Enemy CO's units
this.getDeffensiveReduction = function(co, attacker, atkPosX, atkPosY,
defender, defPosX, defPosY, isAttacker, action, luckMode, map)
{
return 0;
};
Unit Repairability
Defines whether a given CO Unit can be repaired or not
this.canBeRepaired = function(co, unit, posX, posY, map)
{
return true;
}
Enemy Cost Modifier
Changes deployment costs of Enemy COs
this.getEnemyCostModifier = function(co, id, baseCost, posX, posY, map)
{
return 0;
};
Movement Fuel Cost Modifier
Modifies the fuel cost for movement in Units
this.getMovementFuelCostModifier = function(co, unit, fuelCost, map)
{
return 0;
};
Full Example
this.getMovementFuelCostModifier = function(co, unit, fuelCost, map)
{
if (co.getPowerMode() === GameEnums.PowerMode_Power &&
co.getOwner().isEnemyUnit(unit) === true)
{
return fuelCost * 5;
}
return 0;
};
Movement and Firing
Defines if a Unit can move and fire on the same turn
this.getCanMoveAndFire = function(co, unit, posX, posY, map)
{
return false;
};
Enemy Vision Bonus
Modifies the Vision of Enemy Units in Fog of War
this.getEnemyVisionBonus = function (co, unit, x, y, map)
{
return 0;
};
Enemy Range Modifier
Modifies the Enemy's Minimum Range
this.getEnemyMinFirerangeModifier = function (co, unit, x, y, map)
{
return 0;
};
Enemy Fire Range Modifier
Modifies the Range of Enemy Units, this can modify direct Units' Range as well
this.getEnemyFirerangeModifier = function (co, unit, x, y, map)
{
return 0;
};
Get Bonus Loading Place
Allows the Unloading of a Unit inside a Cargo Unit, at an extra space
this.getBonusLoadingPlace = function (co, unit, x, y, map)
{
return 0;
};
Additional Building Actions
Allows Buildings to perform extra actions
this.getAdditionalBuildingActions = function(co, building, map)
{
return "";
};
Full Example
this.getAdditionalBuildingActions = function(co, building, map)
{
switch (co.getPowerMode())
{
case GameEnums.PowerMode_Tagpower:
case GameEnums.PowerMode_Superpower:
return ""
case GameEnums.PowerMode_Power:
// disable enemy production line
if (co.getOwner().isEnemy(building.getOwner()))
{
return "-ACTION_BUILD_UNITS";
}
break;
default:
break;
}
return "";
};
For Parameters that can be passed to the return statement, check the Actions Functions
Additional Transportable Units
Allows adding a list of Units that can be transported by Transport Units
this.getTransportUnits = function(co, unit, map)
{
// called to check for additional loading units for a transporter
// - before an unit id will remove the unit from the loading list
return [];
};