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Okay, but what exactly needs to be changed there?
Should we replace <BuildingType>TB_DWELLING_4</BuildingType> with <BuildingType>TB_DWELLING_5</BuildingType> and vice versa?
New here? I'm Roha — want a quick tour?
Okay, but what exactly needs to be changed there?
Should we replace <BuildingType>TB_DWELLING_4</BuildingType> with <BuildingType>TB_DWELLING_5</BuildingType> and vice versa?
Yes, we are only changing the levels.
Which file is responsible for the placement of building icons on the town building screen?
this is exactly what I was writing about
UI\TownBuildNew\Towns
file academy.(TownBuildDefinition).xdb

You have a strange building panel... did you take this screenshot from the internet? There's an extra building stage on the panel that doesn't belong there.
This is a screenshot from the game. I'm editing the Universe mod.
A strange error popped up, even though I haven't changed the visuals since I modified the archers. And they passed the tests successfully.
"DB Error
Creature #3 has no visual or its missed."
UPD: I managed to locate the problem, but I don't understand its cause. It's the archers and crossbowmen. Everything used to work, even though I haven't changed the archers' visuals, only removed the arc shot.
The reasons can be different, but most likely you made a mistake in the characteristics – you erased an extra character, and that’s it, the game can’t understand what is written at all; the characteristics are not important for it, but an unreadable visual is a reason not to launch.
Or the path to the visual is incorrect, but that is unlikely.
The reasons can be different, but most likely you made a mistake in the characteristics – you erased an extra character, and that’s it, the game can’t understand what is written at all; the characteristics are not important for it, but an unreadable visual is a reason not to launch.
Or the path to the visual is incorrect, but that is unlikely.
Is there any way to change the laying on of hands animation to the inquisitor's cast? I just gave this ability to the inquisitor.
So it goes into T-pose instead of using the ability?
This is fixed in the animset
\_(AnimSet)\Creatures\Haven\Cleric-arena.(AnimSet).xdb
There are links to animations thereTitle
<?xml version="1.0" encoding="UTF-8"?>
<AnimSet ObjectRecordID="99">
<animations>
<Item>
<Kind>cast</Kind>
<Anim href="/_(BasicSkelAnim)/Creatures/Haven/Cleric/cast.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
</Item>
<Item>
<Kind>death</Kind>
<Anim href="/_(BasicSkelAnim)/Creatures/Haven/Cleric/death.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
</Item>
<Item>
<Kind>hit</Kind>
<Anim href="/_(BasicSkelAnim)/Creatures/Haven/Cleric/hit.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
</Item>
<Item>
<Kind>idle00</Kind>
<Anim href="/_(BasicSkelAnim)/Creatures/Haven/Cleric/idle00.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
</Item>
<Item>
<Kind>move</Kind>
<Anim href="/_(BasicSkelAnim)/Creatures/Haven/Cleric/move.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
</Item>
<Item>
<Kind>rangeattack</Kind>
<Anim href="/_(BasicSkelAnim)/Creatures/Haven/Cleric/rangeattack.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
</Item>
<Item>
<Kind>attack00</Kind>
<Anim href="/_(BasicSkelAnim)/Creatures/Haven/Cleric/attack00.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
</Item>
<Item>
<Kind>attack01</Kind>
<Anim href="/_(BasicSkelAnim)/Creatures/Haven/Cleric/attack01.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
</Item>
<Item>
<Kind>happy</Kind>
<Anim href="Cleric-arena-happy.xdb#xpointer(/BasicSkelAnim)"/>
</Item>
<Item>
<Kind>sphaughtiness</Kind>
<Anim href="/Characters/Heroes/DS/Randall_DS_U-arena-sphaughtiress.xdb#xpointer(/BasicSkelAnim)"/>
</Item>
<Item>
<Kind>spneutral</Kind>
<Anim href="/Characters/Heroes/DS/Randall_DS_U-arena-spneutral.xdb#xpointer(/BasicSkelAnim)"/>
</Item>
<Item>
<Kind>idle01</Kind>
<Anim href="/Characters/Heroes/DS/Randall_DS_U-arena-idle00.xdb#xpointer(/BasicSkelAnim)"/>
</Item>
</animations>
<ExpSrcScene href="/models/Creatures/Castle/Cleric.mb"/>
<ExpSrcClipFolder href="/Animations/Creatures/Cleric/Clip/"/>
<ExpRootTransform>Global</ExpRootTransform>
</AnimSet>
You need to copy the cast animation
<Item>
<Kind>cast</Kind>
<Anim href="/_(BasicSkelAnim)/Creatures/Haven/Cleric/cast.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
</Item>
In the <Kind> line, write specability
Yes, T-pose.
Like this?
<Item>
<Kind>cast</Kind>
<Anim href="/_(BasicSkelAnim)/Creatures/Haven/Cleric/cast.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
</Item>
<Item>
<Kind>specability</Kind>
<Anim href="/_(BasicSkelAnim)/Creatures/Haven/Cleric/cast.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
</Item>
yes, that's correct
In the folder \GameMechanics\Spell\Creature_Abilities\Haven there is a file LayHands.xdb
Inside it looks like thisHeader
<?xml version="1.0" encoding="UTF-8"?>
<Spell ObjectRecordID="16">
<NameFileRef href="/Text/Game/Spells/Creature_Abilities/Haven/LayHands/Name.txt"/>
<LongDescriptionFileRef href=""/>
<Texture href="/Textures/RefMaps/negx.xdb#xpointer(/Texture)"/>
<EffectTexture/>
<SpellBookPredictions/>
<CombatLogTexts>
<Item href="/Text/CombatLog/Spells/AbilityLayHands.txt"/>
</CombatLogTexts>
<Level>0</Level>
<MagicSchool>MAGIC_SCHOOL_SPECIAL</MagicSchool>
<RequiredHeroLevel>0</RequiredHeroLevel>
<IsAimed>true</IsAimed>
<TrainedCost>0</TrainedCost>
<damage/>
<duration/>
<sSpellCost>
<Wood>0</Wood>
<Ore>0</Ore>
<Mercury>0</Mercury>
<Crystal>0</Crystal>
<Sulfur>0</Sulfur>
<Gem>0</Gem>
<Gold>0</Gold>
</sSpellCost>
<IsAreaAttack>false</IsAreaAttack>
<CanSelectDead>false</CanSelectDead>
<Target>TARGET_FRIEND</Target>
<Element>ELEMENT_NONE</Element>
<visuals>
<Item href="LayHands.(SpellVisual).xdb#xpointer(/SpellVisual)"/>
</visuals>
</Spell>
You need the line <Texture href="/Textures/RefMaps/negx.xdb#xpointer(/Texture)"/>
It contains a link to some placeholder; you can insert the path to the resurrection icon, for example
If you want to make something of your own, you'll need to extract an xdb texture file from somewhere....
Take a look at how I did it here with the repair ability; if you have questions or problems, I'll help
Yes, I would like to have my own icon. I was thinking of reworking the healing spell icon, but I can't find it anywhere.