BFME 2 - ROTWK Code Refence  1.0
AutoHealBehavior Class Reference

Public Attributes

Upgrades TriggeredBy
 
Upgrades ConflictsWith
 
Boolean RequiresAllTriggers
 
Boolean RequiresAllConflictingTriggers
 
AnimAndDuration CustomAnimAndDuration
 
Boolean Permanent
 
Boolean StartsActive
 
Boolean ButtonTriggered
 
Boolean SingleBurst
 
SignedInteger HealingAmount
 
UnsignedInteger HealingDelay
 
SignedInteger Radius
 
KindofList KindOf
 
FXList UnitHealPulseFX
 
UnsignedInteger StartHealingDelay
 
Boolean AffectsWholePlayer
 
Boolean AffectsContained
 
Boolean HealOnlyIfNotUnderAttack
 
Boolean HealOnlyIfNotInCombat
 
Boolean HealOnlyOthers
 
Boolean NonStackable
 
Boolean RespawnNearbyHordeMembers
 
FXList RespawnFXList
 
UnsignedInteger RespawnMinimumDelay
 

Detailed Description

Behavior = AutoHealBehavior ModuleTag_TheAutoHealBehavior

;L01E97D40:    
TriggeredBy = Upgrade_ElvenGift Upgrade_RohanFireArrows; L00BE9600: List of Upgrades //Must have these upgrades
ConflictsWith = Upgrade_TheodenKingsFavor Upgrade_TheodenLeadership; L00BE9600: List of Upgrades //May not have these upgrades
RequiresAllTriggers = Yes; SUB_L006D3400:Boolean //All "TriggeredBy" Upgrades required! (meaning that if only one is present the module is not active)
RequiresAllConflictingTriggers = Yes; SUB_L006D3400:Boolean //All "ConflictsWith" Upgrades required! (meaning that if only one is present the module is not 'disabled')
CustomAnimAndDuration = AnimState : USER_3 AnimTime : 0 TriggerTime : 0; L010ED8E0: Animation State - Time - Delay // Animtime:0 = set flag forever
Permanent = Yes; SUB_L006D3400:Boolean //For ever... and ever... and ever, even if the upgrades are lost...
; L01EA73B0:   
StartsActive = No; SUB_L006D3400:Boolean //Inactive, upgrade required
ButtonTriggered = Yes; SUB_L006D3400:Boolean // But doesn't actually run on its own.
SingleBurst = Yes; SUB_L006D3400:Boolean
HealingAmount = 100; SUB_L006D4430:Signed Integer Value
HealingDelay = 1000; SUB_L00E6CB10:Unsigned Integer Value
Radius = 100; SUB_L006D4430:Signed Integer Value
KindOf = INFANTRY CAVALRY; SUB_L00BC5910: List of KindOf's
UnitHealPulseFX = FX_SpellHealUnitHealBuff; SUB_L00E6BD90:FXList
StartHealingDelay = HERO_HEAL_DELAY; SUB_L00E6CB10:Unsigned Integer Value
AffectsWholePlayer = Yes; SUB_L006D3400:Boolean
AffectsContained = Yes; SUB_L006D3400:Boolean
HealOnlyIfNotUnderAttack = Yes; SUB_L006D3400:Boolean
HealOnlyIfNotInCombat = Yes; SUB_L006D3400:Boolean
HealOnlyOthers = Yes; SUB_L006D3400:Boolean
NonStackable = Yes; SUB_L006D3400:Boolean
RespawnNearbyHordeMembers = Yes; SUB_L006D3400:Boolean
RespawnFXList = FX_BannerCarrierSpawnUnit; SUB_L00E6BD90:FXList
RespawnMinimumDelay = 200; SUB_L006D4520:Unsigned Integer Value //40 second delay

End

Member Data Documentation

◆ TriggeredBy

Upgrades TriggeredBy

List of Upgrades
Must have these upgrades

◆ ConflictsWith

Upgrades ConflictsWith

List of Upgrades
May not have these upgrades

◆ RequiresAllTriggers

Boolean RequiresAllTriggers

All "TriggeredBy" Upgrades required! (meaning that if only one is present the module is not active)

◆ RequiresAllConflictingTriggers

Boolean RequiresAllConflictingTriggers

All "ConflictsWith" Upgrades required! (meaning that if only one is present the module is not 'disabled')

◆ CustomAnimAndDuration

AnimAndDuration CustomAnimAndDuration

Animation State - Time - Delay
Animtime:0 = set flag forever

◆ Permanent

Boolean Permanent

For ever... and ever... and ever, even if the upgrades are lost...

◆ StartsActive

Boolean StartsActive

Inactive, upgrade required

◆ ButtonTriggered

Boolean ButtonTriggered

But doesn't actually run on its own.