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1 year ago
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I want to create my own mod and start with a few changes. First, I would like to make it so that acid breath reduces armor. From what I remember, among the abilities of creatures, only plague zombies can permanently reduce armor. My assumption was this: I would simply duplicate this ability, remove the visual effect, set the attack reduction parameter to 0, and the armor reduction to 4 or 5. I would then give this ability to green and emerald dragons. I found "weakening strike" in the gamemechanics folder, and I was surprised to find that there were no settings for numerical values there. Only visual effects. Does this mean I will have to go into the executable file? Second, I would like to take the "lay on hands" ability from paladins and give it to inquisitors. By default, this ability does not have an icon. If I put it in the spellbook and copy the code lines responsible for adding the icon, will it work?
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1 year ago
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Caliostro
I want to create my own mod and start with a few changes.
First, I would like to make the acid breath ability reduce armor.
From what I remember, among creature abilities, only Plague Zombies can permanently reduce armor. My assumption was that I would simply duplicate this ability, remove the visual effect, set the attack reduction parameter to 0, and set the armor reduction to 4 or 5. I would then give this ability to Green and Emerald Dragons.
I found "Weakening Strike" in the gamemechanics folder, and I was surprised to find that there were no settings for numerical values there. Only visual effects. Does this mean I have to go into the executable file?

Second, I want to take the "Lay on Hands" ability from Paladins and give it to Inquisitors. By default, this ability does not have an icon. If I put it in the spellbook and copy the code lines responsible for adding the icon, will it work?
Well, you can't duplicate abilities, so we're starting with a problem.

But you can add an icon; look at the Polish Chaos Theory, the icons have been added there; the files are located somewhere in GameMechanics/Spell/CreatureAbility, I think
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1 year ago
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fktifzobr@mail.ru
well, you can't duplicate abilities, so we'll start with a failure right away

but you can add an icon, check out the Polish Chaos Theory, there are added icons, the files are somewhere in GameMechanics/Spell/CreatureAbility or something like that
And if I replace the content of one ability's config with the content of another, will it work?
Do I understand correctly that I can add a paladin's active ability to the spellbook?
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1 year ago
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Caliostro
What if I replace the content of the config file for one ability with the content of another, will it work?
Do I understand correctly that I can add an active ability of Paladins to the spellbook?
Abilities don't have a config file; everything is hardcoded into the game engine. You can only change some numerical values in DefaultStats.

You can give it to anyone.
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1 year ago
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fktifzobr@mail.ru
The abilities don't have a config file; everything is hardcoded into the game engine. You can only change some numerical values in DefaultStats.

You can grant them to anyone.
So, what are these files located at this address? data.pak\GameMechanics\Spell\Creature_Abilities\Necropolis
And is DefaultStats a string in a document or the document itself? If so, where can I find it?
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1 year ago
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Caliostro
So, what are those files located at this address? data.pak\GameMechanics\Spell\Creature_Abilities\Necropolis
And is DefaultStats a string in the document or the document itself? If so, where can I find it?
In \GameMechanics\Spell\, you'll find standard files containing paths to icons, descriptions, names, and visual effects. They also specify the mana and resource cost, and sometimes the damage.

\GameMechanics\RPGStats\DefaultStats.xdb, line 295: 2 – this is where the strength is modified.
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1 year ago
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fktifzobr@mail.ru
In \GameMechanics\Spell\, you can find the standard files containing paths to icons, descriptions, names, and visual effects. They also specify the mana and resource cost, and sometimes the damage.

\GameMechanics\RPGStats\DefaultStats.xdb, line 295: 2 – this is where the strength is modified.
To clarify: can I replace one ability slot with another? That is, can I copy the code of one and place it in the place of another?
Thank you, I already found it. And damn, it's impossible to separately adjust the attack and defense modification. So, to change this, I need to delve into the executable file, right?
Maybe there's already a mod that includes an effect that purely reduces armor with each hit?
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1 year ago
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Caliostro
To clarify: I can't replace one ability slot with another, right? Meaning, I can't copy the code of one and put it in place of another?
Thanks, I already found it. And damn, you can't separately adjust the attack and defense modifiers. So, to change that, I'd have to delve into the executable file, right?
Maybe there's already a mod that has an effect that simply reduces armor per hit?
You have to delve into the executable file; I haven't seen any mods like that.
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1 year ago
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fktifzobr@mail.ru
You need to delve into the executable file; I haven't seen any mods like that.
Is there a test map available?
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1 year ago
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well, for example, I use it when I don't need to test a battle; to test a specific unit in battle, I use the "duel" map; in special cases, I create maps.
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1 year ago
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fktifzobr@mail.ru
You need to delve into the executable file; I haven't seen any mods like that.
Is there a test map available?

Added 3 minutes later
fktifzobr@mail.ru
Well, for example, I use this one if I don't need to test a battle. For testing a specific unit in battle, I use the "Duel" map. In special cases, I create my own maps.
Thank you. That's exactly what I needed. And happy holidays.
Another question: how do I change the order of creatures on the recruitment screen? For example, I've placed Djinns in tier 4 and Mages in tier 5. How can I make it so that Djinns appear before Mages on the recruitment screen?
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1 year ago
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Caliostro

Thank you. That's exactly what I needed. And happy holidays.
Another question: how do I change the order of creatures on the recruitment screen? Let's say I've placed Djinns in tier 4 and Mages in tier 5. How do I make it so that Djinns appear before Mages on the recruitment screen?
This depends not on the creature level, but on the building level.

The building data for Academies is located in \GameMechanics\TownBuildingSharedStats\Academy

Let's take the Mage Tower as an example:



   
   
    TB_DWELLING_4 - this determines the position in the recruitment list, as well as in the building sheet
    BLD_UPG_1
   
        0
        10
        0
        0
        10
        5
        2200
   
    MageTower
   
    CREATURE_MAGI
    6
    Dwelling_4
    0
   


That is, you need to rewrite this line for 2 Mage dwellings and 2 Djinn dwellings.

Then you need to adjust their position in the recruitment window.

\UI\TownBuildNew\Towns
file academy.(TownBuildDefinition).xdb

There, find 2 lines TB_DWELLING_4 and 2 lines TB_DWELLING_5, and rewrite them
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1 year ago
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fktifzobr@mail.ru
It depends not on the level of the creatures, but on the level of the building.

The building data for the Academy is located in \GameMechanics\TownBuildingSharedStats\Academy

Let's take the Mage Tower as an example:



   
   
    TB_DWELLING_4 - this determines the position in the hiring list, as well as in the building sheet
    BLD_UPG_1
   
        0
        10
        0
        0
        10
        5
        2200
   
    MageTower
   
    CREATURE_MAGI
    6
    Dwelling_4
    0
   


That is, you need to rewrite this line for 2 Mage Dwellings and 2 Genie Dwellings.

Then you need to adjust their position in the hiring window.

\UI\TownBuildNew\Towns
file academy.(TownBuildDefinition).xdb

There, find 2 lines TB_DWELLING_4 and 2 lines TB_DWELLING_5, and rewrite them.
Excellent, although I didn't understand what the last step gives. in UI\TownBuildNew\Towns

The hiring order changes anyway.

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1 year ago
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Caliostro

Excellent, although I didn't understand what the last step does. In UI\TownBuildNew\Towns

The hiring order changes anyway.

If you don't do this, the building construction screen will have some elements swapped around.
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1 year ago
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fktifzobr@mail.ru
If you don't do this, the positions of some elements on the building construction screen will be swapped.
Okay, and what exactly needs to be changed?
Instead of TB_DWELLING_4, put TB_DWELLING_5, and vice versa?

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