TXT
entityType "Buff"
onReapplyDuplicateType "PrioritizeNewBuffs"
buffStackingLimitType "ForAllPlayers"
stackingLimit 1
allowFirstSpawnerToStack FALSE
buffExclusivityForAIType "ExclusiveForAllPlayers"
isInterruptable FALSE
isChannelling FALSE ///this ability would be a little less OP if set to "TRUE"
numInstantActions 5
instantAction
buffInstantActionType "InitializeRandomMotion" ///Just for laughs
instantActionTriggerType "OnDelay"
delayTime 0.000000
minRandomAngularSpeed 0.150
maxRandomAngularSpeed 0.500
minRandomLinearSpeed 2.0
maxRandomLinearSpeed 5.0
instantAction
buffInstantActionType "PlayPersistantAttachedEffect"
instantActionTriggerType "OnDelay"
delayTime 0.000000
effectInfo
effectAttachInfo
attachType "Above"
smallEffectName "CapitalBuff_IonDisableSmall"
largeEffectName "CapitalBuff_IonDisableLarge"
soundID ""
instantAction
buffInstantActionType "DoInterrupt"
instantActionTriggerType "OnDelay"
delayTime 0.000000
instantAction
buffInstantActionType "InitializeMovementTowardLastSpawner" ///this is what pulls,
instantActionTriggerType "OnDelay"
delayTime 0.000000
minLinearSpeed 500.0
maxLinearSpeed 500.0
instantAction
buffInstantActionType "ResetPhysicsState" ///take this out if you want the movement to continue
instantActionTriggerType "OnBuffFinish" ///If taken out, the target will be "flung"
numPeriodicActions 0
numOverTimeActions 0
numEntityModifiers 0
numEntityBoolModifiers 8
entityBoolModifier "DisableAbilities"
entityBoolModifier "DisableConstruction"
entityBoolModifier "DisableModuleFunctionality"
entityBoolModifier "DisablePhaseJump"
entityBoolModifier "DisableLinearEngines"
entityBoolModifier "DisableAngularEngines"
entityBoolModifier "DisableRegeneration"
entityBoolModifier "DisableWeapons"
numFinishConditions 2
finishCondition
finishConditionType "TimeElapsed"
time
Level:0 5.000000
Level:1 7.000000
Level:2 10.000000
finishCondition
finishConditionType "OwnerChanged"