Figured we needed a thread for questions that didn't need to take up valuable room from talented mod'rs.
sjaminei,
You may be having Object sanity issues here. I'd suggest reading that thread, and comparing your modded files against the list Heavenfall has presented there. Some things can really only be changed in the core.xml files, and the mod folder is kinda useless in such situations...
https://forums.elementalgame.com/434780/page/1
A quote from that post:
TechDef - this type is straight up not overwriteable or even modifiable from /mods/. If I attempt to modify a TechDef from a mod file, the result is always that nothing happens at all.
This may also tie in to item prereqs, and getting them to appear on the tech tree. If you've added the tech prereq to the item, you may also need to add an ArtDef which assigns an icon to the item, so that the game knows which icon to use on the tech tree. At least that's what I think worked for me when I added Roadbuilding Gear to one of my mods. The little shovel icon now shows up on the tech tree using my mod (yay!), but it was a frustrating experience trying to figure out why it wasn't showing up initially.
My thoughts anyways. Hope they help!
The "set" of armor doesn't show up, basically you create the entire bit of armor and the breastpiece is not hidden from the heirgamenon while the other pieces are hid from this. thus, the only piece that will show in the research screen is the breastpiece and the others are hidden. Tjashen is correct that you need to have a pre-req of a tech for it to be associated with that particular tech, but there are other oddities that can happen here, especially if you have multiple tech pre-reqs. It is easier for us to help you if we see some code that you are trying and particular details of what exactly you want to see.
I created an unresistable spell that has the following properties.
<Description>Target enemy takes 2 damage + 4 per level of the caster + 2 damage per shard. Damage is unresistable</Description>
Currently, it is only doing the 4 damage per level of caster portion. Can anyone see where I messed up in my calc values?
<GameModifier> <ModType>Unit</ModType> <Attribute>CurHealth</Attribute> <IsForFormattedDescription>1</IsForFormattedDescription> <Calculate InternalName="Calc" ValueOwner="CastingUnit"> <Expression><![CDATA[[UnitOwner_GetNumLifeShards] + [UnitOwner_GetNumDeathShards] + [UnitOwner_GetNumFireShards] + [UnitOwner_GetNumAirShards] + [UnitOwner_GetNumWaterShards] + [UnitOwner_GetNumEarthShards]]]></Expression> </Calculate> <Calculate InternalName="Calc2" ValueOwner="CastingUnit"> <Expression><![CDATA[[Calc] * -2]]></Expression> </Calculate> <Calculate InternalName="Calc3" ValueOwner="CastingUnit"> <Expression><![CDATA[[Unit_GetLevel] * -4]]></Expression> </Calculate> <Calculate InternalName="Calc4" ValueOwner="CastingUnit"> <Expression><![CDATA[[Calc2] + [Calc3] - 2]]></Expression> </Calculate> <Calculate InternalName="Value"> <Expression><![CDATA[[Calc4]]]></Expression> </Calculate> <Calculate InternalName="ValueForFormattedDescription"> <Expression><![CDATA[[Calc4] * -1]]></Expression> </Calculate> </GameModifier>
In general when dealing with the calculate environment you should only compute 2 things at a time.
<GameModifier> <ModType>Unit</ModType> <Attribute>CurHealth</Attribute> <IsForFormattedDescription>1</IsForFormattedDescription> <Calculate InternalName="Calc" ValueOwner="CastingUnit"> <Expression><![CDATA[[UnitOwner_GetNumLifeShards] + [UnitOwner_GetNumDeathShards]]></Expression> </Calculate> <Calculate InternalName="Calc2" ValueOwner="CastingUnit"> <Expression><![CDATA[[Calc] + [UnitOwner_GetNumFireShards]]]></Expression> </Calculate> <Calculate InternalName="Calc3" ValueOwner="CastingUnit"> <Expression><![CDATA[[Calc2] + [UnitOwner_GetNumAirShards]]]></Expression> </Calculate> <Calculate InternalName="Calc4" ValueOwner="CastingUnit"> <Expression><![CDATA[[Calc3] + [UnitOwner_GetNumWaterShards]]]></Expression> </Calculate> <Calculate InternalName="Calc5" ValueOwner="CastingUnit"> <Expression><![CDATA[[Calc4] + [UnitOwner_GetNumEarthShards]]]></Expression> </Calculate> <Calculate InternalName="Calc6" ValueOwner="CastingUnit"> <Expression><![CDATA[[Calc5] * -2]]></Expression> </Calculate> <Calculate InternalName="Calc7" ValueOwner="CastingUnit"> <Expression><![CDATA[[Unit_GetLevel] * -4]]></Expression> </Calculate> <Calculate InternalName="Calc8"> <Expression><![CDATA[[Calc6] + [Calc7]]]></Expression> </Calculate>--> <Calculate InternalName="Value"> <Expression><![CDATA[[Calc8] - 2]]></Expression> </Calculate> <Calculate InternalName="ValueForFormattedDescription"> <Expression><![CDATA[[Calc8] - 2]]></Expression> </Calculate> </GameModifier>
I've tested this and it works the way you think it should.
I am making some changes on the starting weapon and i have a small problem. I changed the Battle hammer and the Leht staff to be available in sovereign design but also kept the required specific ability for each (Great Hammers, Enchanters) point is they appear on all sovereigns having the ability or not. Is something else i should change? The only change i made was
<IsAvailableForSovereignCustomization>1</IsAvailableForSovereignCustomization> from 0 to 1 to make it available and the cost of Leht staff to 1 point in order to take it.
OK, I have an interesting one for the collective...
I have a quest that is working pretty well. However, I'm trying to create an 'if-then-else' situation with the choice options for an objective.
I have a check to see if there is a certain item in possession. If said item exists, Dialogue option 1 appears. If said item does not exist, I'm wanting to force Dialogue option #2, or at least force the next objective to be determined automatically by the #2 option.
This is fairly early in my dialogue tree, and there is only one quest location. I don't want to clear goodie huts and such just yet, as the players get to choose a 'I'll return later' option later in the dialogue tree, once they have a better idea what they are facing...
As it stands right now, option two shows up, but if option 1 is flagged/shows up, you get to pick between two options, which is NOT my intent.
I've seen the 'You don't have the item, come back later when you have it' option, of course, but that's not what I'm trying to do here.
I'd be happy with skipping the dialogue options completely, and have the game automatically assign option 2, UNLESS the item is in your possession, in which case option 1 is automatically assigned. A reverse item check would be fine too, but I have no idea how to code such a thing (i.e. if item total is 1 or greater, option 1 appears, if item total is 0 or less, option 2 appears).
Has anyone here attempted anything similar?
Soooo, if you intent is not to move the quest forward you can always do something along the lines of cannot complete text, similar to the arctic wolf cloak quest.
This is not possible at sovereign customization. It will allow one to ignore prerequisites of the items that are available at sovereign customization.
Hey Parrotmath!
The intent IS to move the quest forward, along two different paths.
Option 1 - Have item, get dialogue options, battles, loot, etc. based on having item.
Option 2 - Do not have item, get different dialogue options, battles, loot, etc. May still complete quest without said item.
Said item is NOT required for success, but changes the 'demeanor' of the quest.
AND, as I said before, I have no interest in clearing the goodie hut at this dialogue junction, as it needs to stick around for a bit.
The problem I see in the wolf pelt quest and others is that it automatically kicks you out if you don't have the wolf pelts, etc. yet. So you have to show up with wolf pelts to continue/finish the quest.
I'm an idiot. I forgot to remove the prereq for masterwork chainmail thingie when converting it. (i remembered the real items of course....) The icon was white until I added the .png file, so you were right on spot Thanks ^^
Thank you Parrot, you are a pro at this. Another question, is there any way to get goodie huts to spawn friendly units?
For the treasure yes. For the encounter no. Look at mercenary or ogre resource for some unit spawning. You can also look at the Air Altar for some other spawning.
I think I figured out something for what I wanted to do. I'm pretty excited about it. I have been messing around with the professions, and one of them was the Summoner profession. I created a spell that creates a Summoning rift that spawns creatures based on camp improvement design. Best part is the camp can be upgraded depending on magic techs. The only thing I wish I could change is the spawn rate of the camps themselves, but it's pretty much doing what I want.
Ivon,
If you are trying to spawn friendly units onto the map, I have no idea. Parrotmath, etc. have a lot more experience here.
If you are trying to add a unit to the player when he visits the goodie hut, entirely possible of course. You just put the 'UnitJoinArmy' earlier in the Objective tree (make it a separate objective), and the unit should show up at that juncture.
If you are looking for allies to fight alongside for a single battle or whatever, you might be able add the 'KillUnit' Condition after the encounter, so they don't stick around. This gets a little tricky with the 'ClearGoodieHut' timing, though. Still struggling with that one...
Note to the peanut gallery. When modifying/building quests, change save names often, so you have a fallback if you 'break' something in your quest. I had things working so well... and then I broke it! Now I'm in reconstructive mode...
The question I have is, if you add a unit after you've 'entered' the goodie hut, what does this do to stacking requirements? Can you exceed stacking, as long as you don't 'leave' the goodie hut between adding the unit and fighting the encounter?
Just curious, really... I might play with this at some point to find out. So much else to do!
If you're code is solid my editor will allow you to edit and test your quest without running the game It is fully functional, might have some errors in it, but it works and if you know how to edit the quest xml code then you can make quests quickly and not worry about all the extra coding involved. It will at this point create ALMOST every type of quest you can conceive.
I noticed there is a SummonUnitByClass in the coding. I tried to use that to summon troops of whatever race the player is using. Unfortunately, this doesn't seem to work.
<GameModifier> <ModType>Unit</ModType> <Attribute>SummonUnitByClass</Attribute> <Value>1</Value> <Multiplier>3</Multiplier> <UnitClass>Spearman</UnitClass> </GameModifier>
Is this possible?
That code is mostly for city defenders. Not sure how to use it outside of that situation, and it may not be allowed outside that situation.
Also the modtype for yours spell should be Map for summon units
Actually, Parrotmath, I'm using your Quest Editor for idiot checking, but it's letting stuff by that I don't see until I'm ingame. It is very helpful, and I appreciate having it available, but for the intricacies I have going on in the dialogue options and such, well it doesn't catch everything is all I'm sayin... some things you won't notice until you are ingame. Thankfully, setting a trigger to turn 2 or 3 will bring up a quest quickly enough for playtesting purposes.
Also, it takes out my comments when I save. I like putting <!-- Headers --> in to call attention to the objectives while I'm editing. I just pared a quest down from 10 to 8 objectives, but that's still a lot of stuff to track.
Also, I'm a fan of piggybacking code when possible. Why have 8 files when 2 can accomplish the same thing? This makes editing easier/less files to open. So eventually I end up re-adding stuff to the .xml anyways...
Another thing that happens is that the pictures in your quest tester default to the first pic called out the next time you load it, so looking at the .xml directly can be very assuring (i.e. yes, this other pic is actually the one the game will use).
It's a free tool though, and you've done a great job with it. I'm sure everyone else appreciates it too!
I had a thought last night and wondered if it was feasible. One of the minor Mods I used to play in FE was the Heroes mod (4 Champions w/ unique personalities). Was wondering if it would be possible to pre-assign an ability that shows up on the character sheet but the ability wouldn't be available for use until hitting a level?
Example: Let's say I have a Ogre Hero that wants Crushing Blow. Can the skill be pre-assigned but unusable until he hits Level 4? The level of the character being a pre-req of the skill? Crushing Blow would show as a skill, but greyed out until use conditions have been met, like items with level reqs currently work.
If this is possible it seems like it might be a nice work around for some custom Champions without having to muck around with the Trait Trees
Is there any way to completely block abilitybonusoptions? I know you are supposed to use restrictedabilitybonusoption tag, but I would like to know what attribute I could use to completely block out some professions?
Just do
<Prereq> <Type>UnitStat</Type> <Attribute>UnitStat_Level</Attribute> <Value>8</Value> </Prereq> <Prereq> <Type>AbilityBonusOption</Type> <Attribute>youroption</Attribute> </Prereq>
in the spelldef. The spell will be hidden until unlocked.
Quick question for you modder types.
I've had this issue since the E:WOM days. I have a mouse which doesn't have a scroll wheel. I do have third and fourth buttons, and use the third button regularly ingame to change camera angles and such.
Anyways, I've never been able to zoom when making/modifying tiles using the builder that comes with the game. I do make my best guess when placing things, but unless you can zoom in, sometimes you end up with stuff floating in the air and stuff, which I can't really see until I'm ingame.
The plus and minus keys don't help with this.
So, my question is, are there any keyboard commands for zoom in/out using the editor? Besides mouse assignments? Also, is it possible to assign said the zoom function in the editor manually by editing some file somewhere?
I have not found any commands for the zoom in/out using the editor besides using the mouse. You can edit the xml if you need to lower the prop to look better if necessary.
That's not very sensible to map something to a mouse button/mouse wheel not every mouse has...
Thanks HF, I tinkered around with the code a bit using what you suggested and got it to work. Just curious, do we have a Wiki up somewhere that has a link to common code modules?I recall the devs putting out a few videos, but nothing really beyond that.
Okay, I've hit a bit of a wall and figured it's better to ask here than to waste more time
On the Tactical Screen; The Intention is to Charge/Teleport to an enemy unit, in a straight line from the acting caster, then apply Damage & other effects.
Everything works fine except for the Teleport part. Ideally this would not work as a pass-through, so there can't be other units (friendly/enemy) in the way. What is working now is a spell cast effect to the target unit, but doesn't Teleport the caster to an adjacent square.
This is the relevant section of code
<SpellBookSortCategory>Unit</SpellBookSortCategory> <SpellBookSortSubCategory>UnitDamage</SpellBookSortSubCategory> <SpellType>Tactical</SpellType> <SpellClass>Offensive</SpellClass> <SpellSubClass>Debuff</SpellSubClass> <SpellTargetType>EnemyUnit</SpellTargetType> <SpellTargetTileOccupied>EnemyUnit</SpellTargetTileOccupied> <HideInHiergamenon>1</HideInHiergamenon> <AllowFriendlyFireInRadius>0</AllowFriendlyFireInRadius> <IgnoreInvalidTargetsInRadius>0</IgnoreInvalidTargetsInRadius> <IsCastable>0</IsCastable> <CanBeDodged>1</CanBeDodged> <IsSpecialAbility>1</IsSpecialAbility> <Radius>0</Radius> <RadiusType>LINE_FORWARD</RadiusType> <Range>3</Range> <GameModifier> <ModType>Map</ModType> <Attribute>TransportUnit</Attribute> <ApplyToSpellRadiusCenterOnly>1</ApplyToSpellRadiusCenterOnly> </GameModifier>
I see plenty of examples of Teleport / AoE, but this was intended to be a directional Teleport / Single Target Attack restricted by Line of Sight (LoS)
One thought I had would be to give up on Single Target if the mechanics are wonky, thinking it might be easier to do a Teleport/Adjacent attack. Really don't want it to apply to a 360 Radius.
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