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3 changes: 3 additions & 0 deletions
3
db/character_skill_node_sets_tables/zzz_cbfm_karanak_skill_tree.tsv
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key agent_key for_army for_navy faction_key campaign_key subculture agent_subtype_key | ||
#character_skill_node_sets_tables;0;db/character_skill_node_sets_tables/zzz_cbfm_karanak_skill_tree | ||
wh3_pro12_kho_cha_karanak champion false false wh3_pro12_kho_cha_karanak |
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db/unit_special_abilities_tables/zzz_cbfm_passive_runes_fix.tsv
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key active_time recharge_time num_uses effect_range affect_self num_effected_friendly_units num_effected_enemy_units update_targets_every_frame initial_recharge activated_projectile target_friends target_enemies target_ground target_intercept_range always_affect_self only_affect_target wind_up_time passive unique_id bombardment spawned_unit wind_up_stance mana_cost min_range targetting_aoe passive_aoe active_aoe activation_effect vortex miscast_chance miscast_explosion ai_usage audio special_ability_display voiceover_state additional_melee_cp additional_missile_cp parent_ability spawn_type spawn_proxy_vfx target_ground_under_allies target_ground_under_enemies miscast_global_bonus target_self composite_scene_group_on_wind_up composite_scene_group_on_active wind_down_stance use_loop_stance update_phase_by_ability_duration spawn_is_transformation spawn_is_decoy only_affect_owned_units formation behaviour current_mana_moves_to_reserve spawn_shares_health_and_fatigue affect_siege_equipment shared_recharge_time intensity_based_activation autoresolver_usage autoresolver_targets display_stops_when_display_expires autoresolve_cp_multiplier ability_available_ui_event can_be_copied_to_transformation_unit audio_switch_casting_override audio_switch_ui_override ai_usage_template_group audio_vo_actor_override mom_vortex_key | ||
#unit_special_abilities_tables;74;db/unit_special_abilities_tables/zzz_cbfm_passive_runes_fix | ||
wh_main_rune_abilities_ancestor_rune -1.0000 -1.0000 -1 35.0000 true -1 0 true 0.0000 false false false 0.0000 false false 0.0000 true 2360 0.0000 0.0000 wh_abilities_generic_buff_no_ring 0.0000 augment_morale wh_group_rune vo_battle_special_ability_generic_response 50.0000 50.0000 false false true false false false false false false false false true -1.0000 false buff_unit 1 false 1.0000 true | ||
wh_main_rune_abilities_rune_of_courage -1.0000 -1.0000 -1 35.0000 true -1 0 true 0.0000 false false false 0.0000 false false 0.0000 true 2173 0.0000 0.0000 wh_abilities_generic_buff_no_ring 0.0000 augment_morale wh_group_rune vo_battle_special_ability_generic_response 75.0000 75.0000 false false true false false false false false false false false true -1.0000 false buff_self 1 false 1.0000 true | ||
wh_main_rune_abilities_rune_of_stoicism -1.0000 -1.0000 -1 35.0000 true -1 0 true 0.0000 false false false 0.0000 false false 0.0000 true 2176 0.0000 0.0000 wh_abilities_generic_buff_no_ring 0.0000 augment_morale wh_group_rune vo_battle_special_ability_generic_response 75.0000 75.0000 false false true false false false false false false false false true -1.0000 false buff_self 1 false 1.0000 true |
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key active_time recharge_time num_uses effect_range affect_self num_effected_friendly_units num_effected_enemy_units update_targets_every_frame initial_recharge activated_projectile target_friends target_enemies target_ground target_intercept_range always_affect_self only_affect_target wind_up_time passive unique_id bombardment spawned_unit wind_up_stance mana_cost min_range targetting_aoe passive_aoe active_aoe activation_effect vortex miscast_chance miscast_explosion ai_usage audio special_ability_display voiceover_state additional_melee_cp additional_missile_cp parent_ability spawn_type spawn_proxy_vfx target_ground_under_allies target_ground_under_enemies miscast_global_bonus target_self composite_scene_group_on_wind_up composite_scene_group_on_active wind_down_stance use_loop_stance update_phase_by_ability_duration spawn_is_transformation spawn_is_decoy only_affect_owned_units formation behaviour current_mana_moves_to_reserve spawn_shares_health_and_fatigue affect_siege_equipment shared_recharge_time intensity_based_activation autoresolver_usage autoresolver_targets display_stops_when_display_expires autoresolve_cp_multiplier ability_available_ui_event can_be_copied_to_transformation_unit audio_switch_casting_override audio_switch_ui_override ai_usage_template_group audio_vo_actor_override mom_vortex_key | ||
#unit_special_abilities_tables;74;db/unit_special_abilities_tables/zzz_spirit_conduit_fix | ||
wh2_dlc09_unit_passive_spirit_conduit -1.0000 -1.0000 -1 100.0000 false -1 0 true -1.0000 false false false 0.0000 false false 0.0000 true 1086473767 0.0000 0.0000 wh_abilities_generic_buff wh_abilities_generic_buff 0.0000 vo_battle_special_ability_generic_response 50.0000 50.0000 false false true false false false false false false false false true -1.0000 false default 1 false 1.0000 true |
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|
||
CcoRitualCategoryRecord | ||
{ | ||
DistrictCompletionEffectBundleContext { DatabaseRecordContext("CcoEffectBundle", Format("wh3_dlc23_chd_toz_%s_reward", Id.ToLowerUnlocalised )) } | ||
} | ||
|
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variantmeshes/variantmeshdefinitions/chd_warriors_axe_ror_set2.variantmeshdefinition
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<VARIANT_MESH> | ||
<SLOT name="axe" > | ||
<VARIANT_MESH model="VariantMeshes/wh_variantmodels/hu3/chd/chd_props/chd_infernal_guard_granite_pick_axe_2h_01.wsmodel" > | ||
<META_DATA>audio_melee_weapon_type:axe</META_DATA></VARIANT_MESH> | ||
<VARIANT_MESH model="VariantMeshes/wh_variantmodels/hu3/chd/chd_props/chd_infernal_guard_granite_pick_axe_2h_02.wsmodel" > | ||
<META_DATA>audio_melee_weapon_type:axe</META_DATA></VARIANT_MESH> | ||
<VARIANT_MESH model="VariantMeshes/wh_variantmodels/hu3/chd/chd_props/chd_infernal_guard_granite_pick_axe_2h_03.wsmodel" > | ||
<META_DATA>audio_melee_weapon_type:axe</META_DATA></VARIANT_MESH> | ||
</SLOT> | ||
</VARIANT_MESH> |
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variantmeshes/wh_variantmodels/hu1c/dae/dae_lord/tex/dae_lord_nurgle_legs_01_base_colour.dds
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...antmeshes/wh_variantmodels/hu1c/dae/dae_lord/tex/dae_lord_nurgle_legs_01_material_map.dds
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