Posts from Several changes.
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?
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
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
Do I understand correctly that I can add a paladin's active ability to the spellbook?
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?
You can give it to anyone.
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.
And is DefaultStats a string in a document or the document itself? If so, where can I find it?
Then what are these files located at this address? data.pak\GameMechanics\Spell\Creature_Abilities\Ne cropolis
And is DefaultStats a line in a document or the document itself? If so, where can I find it?
\GameMechanics\RPGStats\DefaultStats.xdb line 295 <ZombieWeakeningStrike>2</ZombieWeakeningStrike> here the strength is changed
in \GameMechanics\Spell\ lie the standard files with paths to icons, descriptions, names, and visual effects; the mana and resource costs are also specified there, and sometimes the damage
\GameMechanics\RPGStats\DefaultStats.xdb line 295 <ZombieWeakeningStrike>2</ZombieWeakeningStrike> this is where the strength is changed
Thanks, I've already found it. Aaaand damn, you can't separately configure the change to attack and defense. So I take it that to change this, you'd need to dig into the executable, wouldn't you?
Maybe there's already a mod that has an effect of purely reducing armor per hit?
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 need to delve into the executable file; I haven't seen any mods like that.
You need to delve into the executable file; I haven't seen any mods like that.
Added 3 minutes later
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.
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?
Thank you. That's just what I needed. And happy holidays.
Another question: how do I swap the positions of creatures on the recruitment screen? Say, I placed genies in tier 4 and mages in tier 5. How do I make it so that on the recruitment screen genies come before mages?
the academy buildings are located in \GameMechanics\TownBuildingSharedStats\Academy
for example, the mage tower
<?xml version="1.0" encoding="UTF-8"?>
<TownBuildingSharedStats ObjectRecordID="1000133">
<NameFileRef href="/Text/Game/TownBuildings/Academy/Dwelling_4/Name.txt"/>
<DescriptionFileRef href="/Text/Game/TownBuildings/Academy/Dwelling_4/Description.txt"/>
<Type>TB_DWELLING_4</Type> - this is what determines the position in the recruitment list, as well as in the build queue
<Upgrade>BLD_UPG_1</Upgrade>
<Cost>
<Wood>0</Wood>
<Ore>10</Ore>
<Mercury>0</Mercury>
<Crystal>0</Crystal>
<Sulfur>10</Sulfur>
<Gem>5</Gem>
<Gold>2200</Gold>
</Cost>
<ModObjectName>MageTower</ModObjectName>
<dependencies/>
<Creature>CREATURE_MAGI</Creature>
<DevLevelNeeded>6</DevLevelNeeded>
<UIObjectName>Dwelling_4</UIObjectName>
<UIStackPosition>0</UIStackPosition>
<Icon href="/UI/TownHall/academy/128/d5.xdb#xpointer(/Texture)"/>
</TownBuildingSharedStats>
so you need to rewrite this line in both mage dwellings and both genie dwellings
then you need to configure their placement in the recruitment window
\UI\TownBuildNew\Towns
the file academy.(TownBuildDefinition).xdb
find the 2 TB_DWELLING_4 lines and 2 TB_DWELLING_5 lines there, and rewrite them
This depends not on the creature level, but on the building level
Academy buildings are located in \GameMechanics\TownBuildingSharedStats\Academy
for example, the Mage Tower
<?xml version="1.0" encoding="UTF-8"?>
<TownBuildingSharedStats ObjectRecordID="1000133">
<NameFileRef href="/Text/Game/TownBuildings/Academy/Dwelling_4/Name.txt"/>
<DescriptionFileRef href="/Text/Game/TownBuildings/Academy/Dwelling_4/Description.txt"/>
<Type>TB_DWELLING_4</Type> - this is responsible for the position in the recruitment list, as well as in the building queue
<Upgrade>BLD_UPG_1</Upgrade>
<Cost>
<Wood>0</Wood>
<Ore>10</Ore>
<Mercury>0</Mercury>
<Crystal>0</Crystal>
<Sulfur>10</Sulfur>
<Gem>5</Gem>
<Gold>2200</Gold>
</Cost>
<ModObjectName>MageTower</ModObjectName>
<dependencies/>
<Creature>CREATURE_MAGI</Creature>
<DevLevelNeeded>6</DevLevelNeeded>
<UIObjectName>Dwelling_4</UIObjectName>
<UIStackPosition>0</UIStackPosition>
<Icon href="/UI/TownHall/academy/128/d5.xdb#xpointer(/Texture)"/>
</TownBuildingSharedStats>
that is, you need to rewrite this line for both Mage Huts and both Genie Huts
then you need to configure their placement in the recruitment window
\UI\TownBuildNew\Towns
file academy.(TownBuildDefinition).xdb
look for 2 lines of TB_DWELLING_4 and 2 lines of TB_DWELLING_5 there, rewrite them
The recruitment order changes anyway.
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 buildings on your construction screen will swap places in some spots.
Should I replace <BuildingType>TB_DWELLING_4</BuildingType> with <BuildingType>TB_DWELLING_5</BuildingType> and vice versa?