I was experimenting with wanting to create (or change) attributes of the weapons in the game. Here is how to create a NEW weapon to add to your game. NOTE: XML files are only read at the start of a new game so this item will NOT show up in your current game.
1. Custom Items should go in your User game directory. In my system (Win7) this is Documents\My Games\Elemental\Items
2. Create a new file using NOTEPAD. You will ultimately want to call this file CompoundBow.xml.
3. I used the Cedar Longbow as a template. In my case, I just wanted a more powerful bow in the game and the Cedar Longbow was a good start. The template for the Cedar Longbow can be found in the CoreWeapons.xml file which you will find in the Program Files\Elemental\Data\English directory. When you open this file up in Notepad, you will find templates for all different style of weapons. If you use the Find function, look for LongBow and you will find the start of the template section.
4. Copy the section from <GameItemType Internal='Cedar_Longbow"> to </GameItemType> (some 40ish amount of lines)
5. Paste this into Notepad that you have your CompoundBow.xml ready to go. All you need to add is a couple more lines:
At the top add:
<?xml version="1.0" encoding="iso-8859-1" standalone="yes"?>
<GameItemTypes>
And at the end add:
</GameItemTypes>
So your file should look like this:
Again, save this in your ITEMS directory and when you start a new game, this weapon will appear once you meet the required Prereqs. Note: You can, of course, change these values to whatever you wish. This was done for demostration purposes only.
Hope this helps someone.
Awesome, I have been wondering what the xml would look like for new weapons.
Thank you for posting this.
On thing I would have liked to know (but was likely beyond the scope of the tutorial) would have been how to add special abilities to items. I found it, the xml to add (for any others who might want to know) for say, flame dart, is as follows:
This is placed with the other game modifiers. FlameDart can be replaced by the internal name of any spell effect, though for actual spells like Flame Dart you may want to add an essense boost (which is possible, and is similar to adding attack). With this, you can make items that are special and the only limitation is the effects that can be discribed.
I hope to see some mods that use special item abilities in the future.
the good news is i have been working on a mod for an armor set for magic users..i found out how to change the look of the armor a bit and added a few things in nothing to epic. i made it a good balance to game play...its a cloth armor for the ess type plyer so they dont have to run around in armor what kind of wizard is that so it will be good ill be posting it up in a few days so thx to your help with this awsome guide i could do this i hope there is more that you find out ill post pics and numbers of the items later
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