Attribute Behavior Modification

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The following is a list of all the "Object Values" for the "Behavior - Modification +" feature of most Behavior types, along with what they actually mean. Please note this is a work in progress.

Ability

  • Abilities Disabled: In this field you can disable any abilities a unit already has. For example, you can disable it's move or attack ability (since all units have these)
  • Abilities Enabled: This field does the opposite of the one above, you can enable an ability for a unit here. Note: Command Cards should have the ability already linked.
  • Ability Classes Disabled: This field lists all types of abilities (for example, Effect - Instant), and listing them as 'enabled' under this field will disable them when the behavior is active.
  • Ability Classes Enabled: This field is identical to the previous one, except that setting objects as 'enabled' under this field will enable them when the behavior is active. As with Abilities Enabled, unit command cards should have the ability already linked.

Behavior

  • Attribute Changes: Objects can be added to this field to add or subtract a certain number of Attribute points while the behavior is active.
  • Behavior Categories Disabled: This field lists three categories of behaviors. If you list one of these categories as 'enabled', then while the behavior is active, none of those types of behaviors can be applied.
  • Behavior Categories Enabled: This field is identical to the previous one, except that setting objects as 'enabled' under this field will enable them when the behavior is active.
  • Behavior Classes Disabled: This field lists all types of behaviors (for example, Buff), and listing them as 'enabled' under this field, will prevent them from being applied while the behavior is active.
  • Behavior Classes Enabled: This field is identical to the previous one, except that setting objects as 'enabled' under this field will enable them when the behavior is active.
  • Behaviors Disabled: Specific behaviors can be added to this field to prevent them from being applied while the behavior is active.
  • Behaviors Enabled: This field is identical to the previous one, except that behaviors added to this field will be enabled as opposed to being disabled.
  • Modify Flags:
  • Queue Count: This field modifies the number of tasks (such as producing a unit) that the unit with the behavior can do at once.
  • Queue Size: This field modifies the maximum number of tasks that the unit with the behavior can queue.
  • Rate Multiplier Array:
  • State Flags:

Combat

  • Attack Speed Multiplier: Percentile multiplier that increases or decreases attack speed. Default set to 1 (or 100%). Setting to 1.05 increases the unit's attack speed by 5%, and so on.
  • Damage Dealt (Scaled):
  • Damage Dealt (Unscaled): Increases or decreases damage by a flat amount. If you set this to 1, your unit will gain 1 bonus damage to attacks. If you set this to -1, your unit will do one less damage to enemies.
  • Damage Dealt Fraction: Percentile multiplier that increases or decreases attack damage. Setting this to 0.05 will equal an increase of attack damage by 5%.
  • Damage Dealt Maximum: Sets the maximum amount of damage that the unit with the behavior can deal with one attack.
  • Damage Dealt Minimum: Sets the minimum amount of damage that the unit with the behavior can deal with one attack.
  • Death Response - Chance: Sets the chance that the death response will occur. Setting this to 0.5 would yield a 50% chance of the death response occurring.
  • Death Response - Cost - Charge:
    • Count (Max): Maximum number of charges that the unit can store for the death response.
    • Count (Start): Number of charges that the unit starts with for the death response.
    • Count (Use): Number of charges consumed when the death response is activated.
    • Hide Count: Determines whether or not the number of charges is shown. When checked, the number is hidden.
    • Link: Determines the ability or behavior name to remove a charge from. The death response can therefore drain charges from abilities or other behaviors, and vice versa.
    • Location:
    • Time Start:
    • Time Use:
  • Cooldown:
    • Link: Determines which ability or behavior will have its cooldown activated.
    • Location:
    • Time Start: Initial cooldown before the death response can be activated. The unit's death response cannot fire until this cooldown finishes. The cooldown starts as soon as the unit is created.
    • Time Use: Cooldown of the death response. When the death response is triggered, this cooldown will begin, and the death response cannot fire again until this cooldown finishes.
  • Cost Display: Objects in this field can be enabled to display the cost of the death response as floating text on the game screen.
  • Technology Resource Cost: This field sets what and how many resources to subtract if the death response is triggered.
  • Vital Fraction: This field sets which vitals are drained, and by what fraction.
  • Vitals: This field sets which vitals are drained by a flat amount.
  • Effect: This field sets what effect will occur when the death response is triggered.
  • Relationship:
  • Type:
  • Vital Gained from Damage Taken: Determines how much the unit's vitals will be increased by per point of damage that the unit takes per damage kind.
  • Vital Leeched from Damage Dealt: Determines how much the unit's vitals will be increased by per point of damage that the unit deals per damage kind.

Movement

  • Acceleration Bonus: Flat increase or decrease to the unit's acceleration.
  • Acceleration Multiplier: Percentile multiplier that increases or decreases acceleration. Default set to 1 (or 100%). Setting to 1.05 increases acceleration by 5%, and so on.
  • Deceleration Bonus: Flat increase or decrease to the unit's deceleration.
  • Deceleration Multiplier: Percentile multiplier that increases or decreases deceleration. Default set to 1 (or 100%). Setting to 1.05 increases deceleration by 5%, and so on.
  • Movement Speed Bonus: Flat increase or decrease to the unit's movement speed.
  • Movement Speed Maximum: Maximum speed that the unit can travel while the behavior is applied.
  • Movement Speed Minimum: Minimum speed that the unit can travel while the behavior is applied.
  • Movement Speed Multiplier: Percentile multiplier that increases or decreases movement speed. Default set to 1 (or 100%). Setting to 1.05 increases speed by 5%, and so on.
  • Plane Delta: Modifies which plane the unit can be targeted as. For example, with a Colossi, both Air and Ground are enabled. Does not alter air/ground movement.
  • Snare Multiplier:

Resource

  • Resource Harvest Amount Bonus: Flat increase or decrease to the amount of resources the unit can harvest.
  • Resource Harvest Amount Multiplier: Percentile multiplier that increases or decreases the amount of resources gathered. Default set to 1 (or 100%). Setting to 1.05 increases the amount harvested by 5%, and so on.
  • Resource Harvest Time Bonus: Flat increase or decrease to the amount of time it takes for the unit to harvest resources.
  • Resource Harvest Time Multiplier: Percentile multiplier that increases or decreases the amount of time it takes to gather resources. Default set to 1 (or 100%). Setting to 1.05 increases the time it takes to harvest by 5%, and so on.

Unit

  • Detect: Flat increase or decrease to the distance at which a unit can detect cloaked units.
  • Detect Filters: Allows you to manipulate which cloaked units can be seen based on their unit filters or flags.
  • Detection Arc: The arc around the unit that can detect cloaked units. Setting this to something lower than 360 allows a cloaked unit to slip past the unit if the unit isn't facing the cloaked enemy.
  • Detection Bonus:
  • Height: Modifies what height the unit is set to.
  • Height Time: Modifies how long it takes to travel from the unit's previous height to its modified height.
  • Kill Bonus:
  • Life Armor Bonus: Flat increase or decrease to the unit's life armor.
  • Life Armor Multiplier: Percentile multiplier that increases or decreases the unit's life armor.
  • Lost Bonus:
  • Radar: Flat increase or decrease to the unit's radar radius.
  • Radar Arc: Modifies what arc the unit's radar covers.
  • Radar Filters: Modifies which categories of units can be detected by the unit's radius.
  • Shield Armor Bonus: Flat increase or decrease to the unit's shield armor.
  • Shield Armor Multiplier: Percentile multiplier that increases or decreases the unit's shield armor.
  • Sight Bonus: Flat increase or decrease to the unit's vision range.
  • Sight Maximum: Maximum sight range of the unit. Defaults to 524287.9997.
  • Sight Minimum: Minimum sight range of the unit.
  • Sounds: Changes which sounds the unit plays at certain points, such as at birth or when attacking.
  • Supplies: Flat increase or decrease tot he amount of supplies the unit takes up.
  • Time:
  • Vital Max Bonus: Flat increase or decrease to the amount of health the unit has. Setting this to 1 will increase the unit's maximum health by 1 when they earn this attribute.
  • Vital Maximum Fraction: Percentile multiplier that increases or decreases the amount of health a unit has. Default set to 1 (or 100%). Setting to 1.05 increases the unit's maximum health by 5% of the total, and so on.
  • Vital Regeneration Bonus: Flat increase or decrease to the unit's health regeneration per second. Setting this to 1 will cause the unit to gain 1 health point per second as long as they have this attribute.

Weapon

  • Turret Disable: Determines which turrets are disabled while the behavior is active.
  • Turret Enable: Determines which turrets are enabled while the behavior is active.
  • Weapon Minimum Range: Flat increase or decrease to the minimum range of the unit's weapon.
  • Weapon Range: Flat increase or decrease to the total range of the unit's weapon.
  • Weapon Scan Bonus: Flat increase to the rate at which a weapon can track a target. For example, Voidray's attack beam can track moving targets very quickly.
  • Weapons: Used to add a Weapon Object to a unit. The unit will have this weapon enabled by default as long as the behavior is active.
  • Weapons Disabled: Used to disable any field currently held by a unit in it's Combat - Weapons + field.
  • Weapons Enabled: Used to do the opposite of the field above, you can enable any weapon the unit has currently disabled.