Figured we needed a thread for questions that didn't need to take up valuable room from talented mod'rs.
Yeah, this is for a champion. Guess I should've specified that first.
So, are you looking for axe_trog? These are the axes verga starts with
The dual axes are trog axes.
YES. This is *exactly* what I was looking for. Thank you very much.
Thanks guys!
Where do you find the "Techs" in the Xml folders. Im looking at adding some in, but the only folder I found so far(Core Techs) just shows the main 3. Im also wanting to see how they are connected, to see if its possible then to have techs put between them, say like Leatherworking-Studded Leather-Blacksmithing. I remember doing things like this in GC, but cant seem to figure out where the XML is at to do this.
Also, is it possible to design techs thats can only be researched when you have certain items, say like spider silk or wolf pets, which can then lead to you making those items if you have researched them and have the mats for them?
Thanks!
..\FE Legendary Heroes\data\English\Only-SP
that folder.
I don't think it is possible to do exactly what you suggest, but it may be possible to initiate a quest that will allow you to research an impossible to research tech to unlock another tech that you are suggesting. At least I think that is possible.
When you refer to a damage over time spell do you mean like poison damage all the time? or do you mean damage for x number of turns? Damage each turn and then stop. To do that I believe you need to use the tags duration and perturn
Thanks Parrott!!
Hey Parrott. I removed my question as I found the answer a few minutes after I posted it...didn't want to waste anyone's time.
New question...What is the deal with this spell BowAttack_Toxic ? I get a very strange tooltip when I try to use it.
there are several files with all the equipment listed in them, the ones you want to look through are coreitems.xml and corearmor.xml, commonly found in the steam/steamapps/common/fe legendary heroes/data/English directory
depending on where you installed it.
if your going to mod, you should explore all these files before changing anything
For compatibility concerns is there a way to say add a prereq to an existing weapon from a separate file?
For example:
can we add
<GameItemType InternalName="Shortbow_Tarth">
<prereq>
blah blah blah
</prereq>
</GameItemType>
in a CustomWeapon.xml file and have it append to the full definition of "Shortbow_Tarth"?
Also, what is the easiest way to test leveling up a champion?
Experience increases or is there a leveling up spell i can cast repetitively?
Use -cheat in the launch properties of the game
and press ctrl + p when highlighting your champion.
Unsure about the weapon question. I recommend you try it out and see.
ctrl + I will give you all weapons.
Okay, I've been trying to figure this one out on my own, but no luck yet... Is there a way to have a tech give the player another tech on completion?
Two things I have tried:
a.) make the second tech cost 0 (and have the first as a prereq) - this almost works, except that you have to actually select the second tech and end turn before you get it. I want the tech to be given for free, immediately.
b.) Using a gamemodifier with "GiveTech"
<GameModifier>
<!-- This doesn't work... --> <ModType>Player</ModType> <Attribute>GiveTech</Attribute> <StrVal>Civics</StrVal> <Provides>It gives you Civics for free...</Provides> <Value>100</Value>
</GameModifier>
I think that the GameModifier is the way to go, but I just don't know the correct syntax (assuming that there is a syntax that would work).
The main reason I want to do it is that I plan to have like a dozen weapons unlocked by a particular tech (actually the weapons will require this tech, plus one another), and a) I don't want to gum up the tech description to the point that it's useless, and b.) the game doesn't display multiple tech requirements great (for example, I made Wood Shield require Leatherworking and Civics, to test... both the Civics description and the Leatherworking description say that they unlock Wood Shields (I would think it should say something like "Wood Shield (req. Civics)").
So I might have a tech called "Elemental Enchantments" which gives you the techs Cold Enchantments, Lightning Enchantments, and Fire Enchantments. And then have Burning Axe be a weapon that requires "Axes" and "Fire Enchantments".
It could be done without giving the player free placeholder techs, but it'd be cleaner if I could...
It looks like GameItemType definitions will remove all tags that you don't redefine. Like if you put that above, that would be all that the definition for a Tarth Shortbow would contain. It seems like it's different for different files, see here: https://forums.elementalgame.com/434780/page/1
Doh, figured it out on the next thing I tried after posting... oops. Turns out the correct attribute is "UnlockTech". I guessed "GiveTech" based on "GiveItem" being used in a lot of GameModifiers in the quest xml, but those GameModifiers seem to have a totally different structure. "Unlock" to me means that it would make the tech available rather than necessarily giving you the tech, but hey, it works!
Now the issue I have is this:
TestTech1 provides you with Lightning Enchantment, Fire Enchantment, and Cold Enchantment. So when your "YOU GAINED A TECH" screen pops up, it only shows the tech screen for Cold Enchantment, with no indication that you finished researching TestTech1. So, I wonder if there's a way to hide those techs from popping up. I'll try it out, but if anyone already knows how to do that, let me know... Just thought I'd post here that I figured out the problem above.
I should probably get back to real work though - working from home today and decided to spend my lunch time on modding, but that's probably all the time I should spend on it for now...
Okay, so I was wondering what options are available if i want to make spells cost health instead of mana? a clunky method I found would be to simply add
<GameModifier> <ModType>Unit</ModType> <Attribute>CurHealth</Attribute> <Value>-10</Value> <ApplyToCaster>1</ApplyToCaster> </GameModifier>
and changeing
<SpellResourceCost> <Resource>mana</Resource> <Amount>0</Amount> </SpellResourceCost>
to all the spells I want this effect to take place(replacing the CurHealth Value with the appropriate cost). However what I am looking for is an effect on a per unit basis that would convert mana cost to health cost.... any ideas? (a visual change would be unnecessary the player would definitely know that it will cost health)
Thanks to all in advance!!
I also have a question. I've created a mod and uploaded it to nexus, and it includes a champion unit that gets bigger with each level (UnitStat_TacticalScaleMultiplier), i've done this using:
<GameModifier> <ModType>Unit</ModType> <Attribute>AdjustUnitStat</Attribute> <StrVal>UnitStat_TacticalScaleMultiplier</StrVal> <Value>0.04</Value> <PerLevel>1</PerLevel> </GameModifier>
My question, is how would I get this to no longer execute when the unit reaches a certain level? So that it doesn't get TOO big
Question:
Im summoning a creature with a new spell i made.
yada yada
<GameModifier> <ModType>Unit</ModType> <Attribute>SummonUnit</Attribute> <StrVal>Black Widow</StrVal> <UnitClass>CustomBattleCompanion_BlackWidow</UnitClass> <Duration>-1</Duration> <Calculate InternalName="Calc" ValueOwner="CastingUnit"> <Expression><![CDATA[[UnitStat_BonusSummonLevel] + 10]]></Expression> </Calculate> <Calculate InternalName="Value"> <Expression><![CDATA[[Calc]]]></Expression> </Calculate> </GameModifier>
The CustomBattleCompanion_BlackWidow has this for Level 10:
<LevelMilestone InternalName="L10"> <Level>10</Level> <UnitStat_Accuracy>75</UnitStat_Accuracy> <UnitStat_Attack_Pierce>21</UnitStat_Attack_Pierce> <UnitStat_ChanceToCrit>10</UnitStat_ChanceToCrit> <UnitStat_CombatSpeed>20</UnitStat_CombatSpeed> <UnitStat_Defense_Pierce>9</UnitStat_Defense_Pierce> <UnitStat_HitPoints>1</UnitStat_HitPoints> <UnitStat_Intelligence>1</UnitStat_Intelligence> <UnitStat_HitPoints>3</UnitStat_HitPoints> </LevelMilestone>
Yet the spider is summoned with 56hit points. Is this supposed to happen? Is there some base hit point for a creature type somewhere else?
I may try negative numbers to get the desired HP.
looking at the Black Widow you can see the following
<SelectedAbilityBonusOption>TangledWeb</SelectedAbilityBonusOption><SelectedAbilityBonusOption>Venomous1</SelectedAbilityBonusOption><SelectedAbilityBonusOption>Tough</SelectedAbilityBonusOption><SelectedAbilityBonusOption>Spell_Beguile</SelectedAbilityBonusOption>
The ability tough gives the target an extra 3 hp/lv, adding to the base 2 hp/lv that all units get (i think) that is 50hp at lv 10. That would account for most of the error. if that is wrong you can see exactly what is contributing to the total health by going to the unit stat screen (clicking on the unit portrait in the strategic view) and hovering over the hp amount. the games calc should show everything that is happening!
hope that helped! let me know if that was it lol
Nice, that is probably accurate.
The unit in question is a summoned Tactical creature and i could not see the calculation.
I did notice that Tough was missing and I was not sure what that did lol.
I also did not know it was a base 2 per level. Im almost certain you are correct and i will tweak and confirm.
Thank you much.
Suppose i couldve looked up what Tough did
Is there anyway to remove spells from a champion?
Basically I'm wanting to remove the spell the champion cast after he casts it... (Single cast)
Currently i'm just setting the Cooldown to 4000.
If you look at tireless march, that is a spell that is a 'unique' cast. Namely you can only cast it once on your unit. So depending on what you are trying to do that is an option. Otherwise a very large cooldown is the only option.
I wanted to remove it from my spell book completely. As it can only be cast once per champion.
So once the spell was cast i would want to LockSpell. I was hoping i could Lock it as we can UnlockSpell.
But I dont think we can.
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