SetScriptVar and Totems

Started by GoodMorning, May 27, 2016, 08:19:29 AM

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GoodMorning

Hello all.

I am creating a WDDBD script, (no, I do not intend to reveal what the acronym represents) and was wondering if SetScriptVar can be used to improve Totems (e.g. create a 100x Aether source)?

While I'm on the topic, is 100x the same as 1/sec? It looks about right...
A narrative is a lightly-marked path to another reality.

Builder17

I am not sure do I understand what you are meaning , but if you double click totem in unit edit mode you can change starting effectivity and effectivity growth speed there , Ok?  :)

You could test are these changeable with SetScriptVar.  ???

Grayzzur

If it's possible, the instructions are in the wiki page for SetScriptVar. It lists all the known attributes of the builtin units. However, Totems don't appear to be in the list.

You can experiment and try to guess the var name for those settings, but it's likely that they aren't changeable from within CRPL scripts. The only way to know for sure (aside from getting lucking and making a noticeable change via trial and error) would be for Virgil to respond.
"Fate. It protects fools, little children, and ships named 'Enterprise.'" -William T. Riker

GoodMorning

Grayzzur:
Thanks for that.
I know how SetScriptVar works, but I was wondering if Totems were missing from the list by accident or by design.

Builder17:
I was after a CRPL form, I know how to change it if it exists at editing time. Thanks anyway.
A narrative is a lightly-marked path to another reality.