Tried the new first aid skill on a champion (Bannon Heighsley - defender path), and at level 4 the first aid skill tool tip reads "heals 0 damage." I tried to heal my wounded lightbringer, and it did just as the tooltip said, healed for zero damage. As you know, it should be healing for 2x level of caster, and my champions level is 4 here, so it should be healing 8 damage.
<GameModifier> <ModType>Unit</ModType> <Attribute>CurHealth</Attribute> <IsForFormattedDescription>1</IsForFormattedDescription> <Calculate InternalName="Calc" ValueOwner="CastingUnit"> <Expression><![CDATA[ [Unit_GetLevel] * 2]]></Expression> </Calculate> <Calculate InternalName="Calc2" ValueOwner="CastingUnit"> <Expression><![CDATA[[Calc2] * [UnitStat_BonusHealing]]]></Expression> </Calculate> <Calculate InternalName="Value"> <Expression><![CDATA[[Calc2]]]></Expression> </Calculate> <Calculate InternalName="ValueForFormattedDescription"> <Expression><![CDATA[[Calc2]]]></Expression> </Calculate> </GameModifier>
Bug.
Fixed thanks (and karma for mqpiffle for providing the fix!)
Wait, so is it possible for we customers to apply that fix? What's the process to do that?
Navigate to
c:/programfiles(x86)/steam/steamapps/common/legendaryheroes/data/english/corespells.xml
Open the file with Notepad, or better yet Notepad++ (free download).
Look for the block of code with the SpellDef "FirstAid"
In that SpellDef you'll see the chunk of code I copy-pasted in my first reply.
Replace the selection I highlighted in pink with [Calc]
Voila! Your very first mod.
Thanks!
TY Just curious when the bug gets officially fixed, steam will will overwrite this file and our changes, right?
Correct.
Odd the fix didn't seem to work. Even tried enabling mods and restarting. I see the logic to the fix, but its not showing up in game. Something else I need to do??? Haven't used any mods before. Here's a copy and paste of my fist aid spell, note I changed the "calc" as indicated.
<SpellDef InternalName="FirstAid"> <DisplayName>First Aid</DisplayName> <Description>Heals target unit by 2 per level of the caster.</Description> <FormattedDescription>Heals target unit by %d.</FormattedDescription> <Image>T_Heal_Painting.png</Image> <IconFG>Ability_FirstAid_Icon.png</IconFG> <AutoUnlock>1</AutoUnlock> <Cooldown>5</Cooldown> <SpellBookSortCategory>Unit</SpellBookSortCategory> <SpellBookSortSubCategory>Heal</SpellBookSortSubCategory> <SpellType>Tactical</SpellType> <SpellClass>Defensive</SpellClass> <SpellSubClass>Heal</SpellSubClass> <SpellTargetType>FriendlyUnit</SpellTargetType> <Range>1</Range> <Prereq> <Type>AbilityBonusOption</Type> <Attribute>Spell_FirstAid</Attribute> </Prereq> <GameModifier> <ModType>Unit</ModType> <Attribute>CurHealth</Attribute> <IsForFormattedDescription>1</IsForFormattedDescription> <Calculate InternalName="Calc" ValueOwner="CastingUnit"> <Expression><![CDATA[ [Unit_GetLevel] * 2]]></Expression> </Calculate> <Calculate InternalName="Calc2" ValueOwner="CastingUnit"> <Expression><![CDATA[[Calc] * [UnitStat_BonusHealing]]]></Expression> </Calculate> <Calculate InternalName="Value"> <Expression><![CDATA[[Calc2]]]></Expression> </Calculate> <Calculate InternalName="ValueForFormattedDescription"> <Expression><![CDATA[[Calc2]]]></Expression> </Calculate> </GameModifier>
Shouldn't have to. The way I described it you'd be changing the core file, so you shouldn't have to enable Use Mods.
Going to try it out myself. I'll let you know.
Figured something out. Changes to the spell xml file only affects new games. The code fix is working, just needed to start a new game for the changes to take effect.
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