I'm trying to create a Strategic spell that (1) randomly transforms a friendly shard into either a Fire Shard or a Death Shard AND (2) cannot be used more than once on the same shard.
I've gotten (1) to work as an independent spell, by using <AppliesRandomModifier> to choose between two separate <GameModifier> tags.
I've gotten (2) to work as an independent spell, thanks to Heavenfall's really clever solution, bless his heart: Make the spell also change the terrain type beneath the shard, and restrict the spell from being cast on that terrain type. This, too, works perfectly---the spell can change the terrain type while changing the shard, and doing so prevents the spell from working again on the same shard.
Problem: Getting (1) and (2) to work together in the same spell.
If I simply add the terrain-changing effect from (2) into (1) as a third <GameModifier>, it becomes affected by <AppliesRandomModifier> along with the two Shard-change options. (So, instead of a 50/50 chance to create a Fire/Death shard, with a 100% chance to change the terrain, I get a 33/33/33 split between creating a fire shard, creating a death shard, or changing the terrain.)
So, I'm looking for a way to restrict the scope of <AppliesRandomModifier> to the two shard-changing effects, and ensure the spell always applies the terrain-change effect.
Right now, I'm trying to solve this by breaking (1) and (2) into two independent "Sub-Spells", then having the main spell cast both of them via the UseSpell attribute. Unfortunately, this doesn't work: When I cast the spell, nothing happens but for the particle effect.
Here are the three spells:
Main Spell:
"Sub-Spell" (1), Changing the Shard:
"Sub-Spell" (2), Changing the Terrain:
I suspect this has something to do with "UseSpell" not being intended for use in this manner (it only appeared on consumable items). But I couldn't find any other attributes that could call another spell outside of tactical combat.
Anyone know how I could pull this off? It's the final piece of the puzzle!
N/A
Thank you! I just discovered this forum today, after wandering around the FE Modding forum and wondering why it was so quiet in there
Your solution works far better than anything I've tried, but it introduces a new hiccup: The goodie hut it places needs to be walked over before it becomes the Death/Fire shard. Is there any way to make a Goodie Hut automatically "pop" on generation?
(And it's gotta be said, your solution---as have many of the solutions to my various problems presented by the fine folk 'round these parts---blew my mind a bit, not gonna lie. Goodie Huts! Never would have thought of that )
Thanks again, and if you've got an idea for auto-popping that goodie hut, you'll be my hero of the week!
Works PERFECTLY! Even better than I'd hoped---the <TileDesign> tag for the Goodie Hut lasts a turn or so, which is just enough time to create a nifty temporary effect to represent the shard waffling between light and shadow before "choosing" when the Goodie Hut auto-pops.
As promised, you are my !!!HERO OF THE WEEK!!!
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