I would like to spawn two champions at the start of the game instead of spearmen.
I tried this code, and while it does spawn the units at the start of the game like spearmen, it however does not count as a champion, despite the fact that the unit data IS a champion.
I tried using vanilla champions and resulted the same. No inventory, no skill tree.
Secondly, I have a global resource called "Sanity", it essentially work like Mana.
What I want to do with it is this:
If (Specific_Champion has no wounds)
{
Then increase Sanity by 1 per turn
}
Else
Decrease sanity by 1 OR by the number of wounds per turn.
The only two ways I could think of this working is, every turn, add a passive ability that decreases Sanity by 1 per turn with a requirement of a specific Wound, then the same for every Wound individually.
Problem is, how do I remove the passive Abilities in every turn? Is there a way to have a passive ability that grants a stat ONLY when a requirement is met?
The other method is to have a passive ability that decreases Sanity by "Getting" the number of wounds as a variable on that champion. Again, I have not found any code that can do this.
Is there another way? Or is there a way to do the above?
Thanks in advance
N/A
Thanks a bunch!
My only concern now is this:
I want to have the sanity system only apply to One Champion in particular. All other champions when recruited, should they get injuries, should have no impact on the sanity resource.
I was thinking of having a duplicate set of injuries that require the unit type to match that of the champion, but as far as I know, there isn't a way to have an Override feature like in Java. So it mean that one champion could still get the vanilla injuries too.
Is there a way to do this? Maybe an antirequisite tag?
I love you! Thank you very much!!!
Hello all! I need in your help.
I have this code:
/*some code*/
<GameModifier><ModType>CityTrainingBonus</ModType><Attribute>TrainingBonus_ApplyAbilityBonus</Attribute><StrVal>MyAbility</StrVal><Provides>Test</Provides></GameModifier>
It work fine, when I have a building in city. But I want remove this ability when I have other building. How it may make?
Looks like at:
<GameModifier><ModType>CityTrainingBonus</ModType><Attribute>TrainingBonus_RemoveAbilityBonus</Attribute><StrVal>MyAbility</StrVal><Provides>Test</Provides></GameModifier>
I'll test it. Thank you!
There are many great features available to you once you register, including:
Sign in or Create Account