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In reply to Ple-Sen
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13 years ago
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This section of the \data\data.pak\GameMechanics\RPGStats\DefaultStats.xdb file controls this percentage.


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13 years ago
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RedHeavenHero, thank you very much, but what does everything here mean?)
And is it possible to do this for a specific creature?

And also, could someone please tell me:
Is it possible to create a new creature, even if it's just a copy of an existing one (for simplicity, a neutral one), by creating files in Notepad (and then changing the extension to *.xdb) and various *.dds files?
P.S. Sorry if I posted in the wrong section.
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13 years ago
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Of course, you can, browse the section a bit.
In reply to TestChar
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13 years ago
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TestChar
RedHeavenHero, thank you very much, but what does everything here mean?)
And is it possible to do this for a specific creature?
The values within the HeroDamageLevel1 tags represent the number of creatures a hero kills upon attack if the hero is level one. Each item corresponds to the creature's level, and the number inside indicates the number of creatures killed. The same applies to HeroDamageLevel30, but there the hero is level thirty. All intermediate levels are calculated based on the first and thirtieth levels.
In reply to RedHeavenHero
13 years ago
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RedHeavenHero
This snippet from the \data\data.pak\GameMechanics\RPGStats\DefaultStats.xdb file controls that percentage.


2
1
0.8
0.5
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0.2
0.1
0.01


12
9
6.5
4.5
3
2
1.5
0.15

Thank you very much, but what is this "invincible" type, highlighted in bold and italics? Well, for someone as unlucky as me, these are the corresponding values.
In reply to TestChar
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13 years ago
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This is the eighth tier of creatures. Its representatives include the summoned phoenix, the avatar of death, and some creatures from the NCF mod.
5 years ago
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I've read everything, but I can't seem to make it work, even though I'm doing everything as instructed. I need help.
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5 years ago
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Hello.
We will certainly help you, without a doubt! But first, please tell us exactly what is not working for you, what you tried to change, and provide screenshots of where. smile42
In reply to }{0TT@6bI4
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2 years ago
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How exactly should I save and modify Creature Icons? In my case, I need to replace the Stallion icons for Inferno (all three). It seems easier with the DLC icons, as they are all in the same format. But with the old ones (Stallions and Nightmares), it's more complicated.
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In short, the task is: using Paint.NET or another program (if needed), create new icons for a new unit (replacing an old one). The problem is that you can't save changes to the old icons, and if you "save as," the game doesn't recognize them properly (pixels/broken image - corrupted). In some cases, the game crashes when trying to display this image, so I have to "revert" and restore everything to how it was. I would appreciate any help.
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2 years ago
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DDS has many different sub-formats. Old icons use 8888 (more precisely, A8R8B8G8). And you are most likely saving them in DXT1 or DXT3.
In reply to }{0TT@6bI4
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2 years ago
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There is something like that... I need to try it. 👍
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2 years ago
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Yes, it's working now. Only not A8R8B8G8, but A8R8G8B8 - but here just two letters were swapped, I figured it out
I'll just need to recolor the alt-upgrade icon.
Attachment 70831

Thanks for the help! 😄
Attachments 2
2 files attached • Total size: 687.7 KB
In reply to Azmadon
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2 years ago
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Another question arose. How do I add a "projectile" animation (or effect) to a unit? Here are two specific examples: first, the recently added centaurs, which replaced the Inferno Horses, but they don't have arrows or any other projectile animation when they attack (it's just instant damage to the target). Second, the Destroyers (formerly Temptresses); their new feature is that, despite having minimal damage, they attack all enemy units and machines at once in ranged combat, but again, there's no "projectile" animation. I was thinking of using a Lightning animation for this (like the one used by the Zealot and the Titans' skill).

I would be grateful for any help :(

Added 4 minutes later
[Edited] The Destroyers use the Cast Biara animation, which is compatible with their model, for their ranged attack.
In reply to Azmadon
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2 years ago
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Ismail
They attack all enemy units and vehicles at once in ranged combat.
I would appreciate any help.

Well, theoretically, as a workaround, you can define a pattern to attack all cells... but I've never done that and don't know if it works.
Look at Spread Attack for dryads and increase the number of attacked cells by the desired amount along the X and Y axes.

AcidBreath is located in the GameMechanics folder under Creatures.



   
               
                   
                       
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In reply to Waterfall_13
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2 years ago
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I think there's been a misunderstanding – my question is solely about how to add the animation for the "shot" or projectile I need. The attack that covers the entire Arena is already implemented; it just looks subpar without the corresponding animations.

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