So, this was added to 1.6...
Added the ability to have these conditional modifiers based on either the attacker’s or the target’s unit stats. (ie: Master Archer is based on the unit having UnitStat_IsBow value that all bows give, Death Blow is based on the target having less than 20 hit points). (for modders)
So the relevant .xml for Master Archer...
Code: xml
- <AbilityBonus InternalName="MasterArcherAbility">
- <AbilityBonusOption InternalName="MasterArcher">
- <DisplayName>Master Archer</DisplayName>
- <Description>+25 Critical Hit Chance when using a Bow</Description>
- <Icon>Ability_MasterArcher_Icon.png</Icon>
- <GameModifier>
- <ModType>Unit</ModType>
- <Attribute>AdjustUnitStat</Attribute>
- <BoolVal1>1</BoolVal1>
- <StrVal>UnitStat_ChanceToCrit</StrVal>
- <StrVal2>UnitStat_IsBow</StrVal2>
- <Value>25</Value>
- <BonusValue>0.5</BonusValue>
- <Provides>+25 Critical Hit Chance when using a Bow</Provides>
- </GameModifier>
- <IsCombatAbility>1</IsCombatAbility>
- <Type>Ability</Type>
- <AIData AIPersonality="AI_General">
- <AIPriority>5</AIPriority>
- </AIData>
- </AbilityBonusOption>
- </AbilityBonus>
My question is, has anyone been using this in any other context yet? I wouldn't mind seeing some other examples, to give me some ideas...