Deleted32045420User Posted February 21, 2016 Share Posted February 21, 2016 Hello! as a part of the ongoing effort to make my red fog mod more stable i've been looking for some time into the X2Effect_PersistentStatChange class and it's parents. Now honestly i am LOST. So far i have created an instance of this class: static function X2Effect_PersistentStatChange CreateRedFogStatusEffect(array<ECharStatType> StatTypes, array<float> StatChanges,bool b_IncludeRobotics) { local X2Effect_PersistentStatChange PersistentStatChangeEffect; local X2Condition_UnitProperty UnitPropCondition; local ECharStatType StatType; local float StatChange; local int i; PersistentStatChangeEffect = new class'X2Effect_PersistentStatChange'; PersistentStatChangeEffect.EffectName = 'RedFog'; PersistentStatChangeEffect.DuplicateResponse = eDupe_Refresh; PersistentStatChangeEffect.BuildPersistentEffect(1,true,,,eGameRule_PlayerTurnBegin); for(i=0;i<StatTypes.Length;i++) { StatType=StatTypes[i]; StatChange=StatChanges[i]; PersistentStatChangeEffect.AddPersistentStatChange(StatType, StatChange , MODOP_Multiplication); } PersistentStatChangeEffect.bRemoveWhenTargetDies = true; UnitPropCondition = new class'X2Condition_UnitProperty'; UnitPropCondition.ExcludeRobotic = b_IncludeRobotics; PersistentStatChangeEffect.TargetConditions.AddItem(UnitPropCondition); return PersistentStatChangeEffect; } But i dont know how to apply it to a unit. Once applied it should automatically update the stats and show up in the shot breakdown as far as i understand the X2Abillity_ToHitCalc_StandartAim class. Thanks in advance for the help, EladDv. Link to comment Share on other sites More sharing options...
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