Task 154: Loot
Triggered when Killing/Converting a target
unit ID and class ID control which object it can be. If neither are set, then it is any object. Has to be an object that can increase the kill/razing/conversions stats
Work Value 1: Amount of Resource received
Resource Out: Resource type to receive
Productivity Resource: if set, task only activate the task if:
If positive value: requires the value of the associated resource to be ≠ 0
the value of this resource is used as multiplier of the amount received
If negative value: requires the tech of the associated ID to have been researched
Resource in: if set, the tech effect with that ID will fire
Unused 4th resource: if set, the tech effect with ID of this resource’s value will fire
Work range: if 0, all above effects apply to the player who owns the attacking object. If != 0, then to the target object’s player
**New: Proceeding Graphic: Graphic to be played over the unit when triggered**
** New: Resource Gathering Sound: Sound to be played when triggered**
** New: Work Flag: if set, maximum number of time this unit can trigger the task**
** New: Carry Check: if set, all Tasks 154 with the same Carry Check ID will count towards the same cap**
New: If Unused Flag is set to 1, unit veterancy effect:
Search Wait Time: Attribute ID to improve
Gather Type: Value of the improvement
Task 155: Aura
Requires Combat Ability 32
Search Wait Time – attribute number which is modified
Work value 1 – attribute increase at the maximum power up.
Work value 2 – units required for the maximum power up.
Work range – range of the effect.
Target diplomacy – players whose objects will be affected.
**New: Proceeding Graphic: Graphic displayed over the units receiving the aura**
** New: Resource Gathering Sound: Short Tooltip for UI indicator**
** New: Resource Deposit Sound: Long Tooltip for UI indicator**
** New: Gather Type: UI indicator Icon displayed (per icons.json)**
Unused flag – flags to enable additional settings, can be combined with each other
1: use the amount in work value 1 as multiplier
2: round area of power up (square otherwise)
4: display the range indicator
New 8: Temporary Aura, see Charge Type -3
New 16: Used combined with 8, applies buff only units around when the ability is triggered
New 32: Advanced range indicator
I am aware we can change the other settings via the following script for example.
xsEffectAmount(cSetAttribute, 726, cCombatAbility, 32, -1);
xsEffectAmount(cSetAttribute, 868, cCombatAbility, 48, -1);
xsTaskAmount(0, -.2); // anti cav debuff
xsTaskAmount(1, 1);
xsTaskAmount(2, 1);
xsTaskAmount(3, 39);
xsTaskAmount(5, 6);
xsTaskAmount(6, 2);
xsTaskAmount(4, 0.001 + 10);
xsTask(726, 155, 900);
xsTaskAmount(4, 0.002 + 10);
xsTask(726, 155, 904);
xsTaskAmount(4, 0.003 + 10);
xsTask(726, 155, 906);
xsTaskAmount(4, 0.004 + 10);
xsTask(726, 155, 912);
xsTaskAmount(4, 0.005 + 10);
xsTask(726, 155, 913);
xsTaskAmount(4, 0.006 + 10);
xsTask(726, 155, 922);
xsTaskAmount(4, 0.007 + 10);
xsTask(726, 155, 936);
xsTaskAmount(4, 0.008 + 10);
xsTask(726, 155, 944);
xsTaskAmount(4, 0.009 + 10);
xsTask(726, 155, 947);
xsTaskAmount(4, 0.010 + 10);
xsTask(726, 155, 954);
xsTaskAmount(4, 0.011 + 10);
xsTask(726, 155, 955);
xsTaskAmount(4, 0.012 + 10);
xsTask(726, 155, 919);
xsTaskAmount(4, 0.013 + 10);
xsTask(726, 155, 920);
xsTaskAmount(4, 0.014 + 10);
xsTask(726, 155, 921);
xsTaskAmount(4, 0.015 + 10);
xsTask(726, 155, 902);
xsTaskAmount(4, 0.001 + 10);
xsTask(868, 155, 900);
xsTaskAmount(4, 0.002 + 10);
xsTask(868, 155, 904);
xsTaskAmount(4, 0.003 + 10);
xsTask(868, 155, 906);
xsTaskAmount(4, 0.004 + 10);
xsTask(868, 155, 912);
xsTaskAmount(4, 0.005 + 10);
xsTask(868, 155, 913);
xsTaskAmount(4, 0.006 + 10);
xsTask(868, 155, 922);
xsTaskAmount(4, 0.007 + 10);
xsTask(868, 155, 936);
xsTaskAmount(4, 0.008 + 10);
xsTask(868, 155, 944);
xsTaskAmount(4, 0.009 + 10);
xsTask(868, 155, 947);
xsTaskAmount(4, 0.010 + 10);
xsTask(868, 155, 954);
xsTaskAmount(4, 0.011 + 10);
xsTask(868, 155, 955);
xsTaskAmount(4, 0.012 + 10);
xsTask(868, 155, 919);
xsTaskAmount(4, 0.013 + 10);
xsTask(868, 155, 920);
xsTaskAmount(4, 0.014 + 10);
xsTask(868, 155, 921);
xsTaskAmount(4, 0.015 + 10);
xsTask(868, 155, 902);
This adds a debuff task to the Elite Genoese Crossbowman that effect pretty much everything. If I wanted to add a graphic to this what would my script look like? Is it simply an attribute?