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?
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?
\GameMechanics\RPGStats\DefaultStats.xdb, line 295: 2 – this is where the strength is modified.
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.
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?
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 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?
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
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.
The hiring 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 positions of some elements on the building construction screen will be swapped.
Instead of TB_DWELLING_4, put TB_DWELLING_5, and vice versa?