[eINFO] Can Take Over Enemy Units!

<SpellDef InternalName="Domination">
<DisplayName>Domination</DisplayName>
<Description>Take control of enemy unit.</Description>
<Image>S_Domination_Painting.png</Image>
<IconFG>S_Domination_Icon.png</IconFG>
<IconColor>210,110,210</IconColor>
<SpellType>Tactical</SpellType>
<SpellClass>Offensive</SpellClass>
<SpellSubClass>Other</SpellSubClass>
<SpellTargetType>EnemyUnit</SpellTargetType>
<GameModifier>
<ModType>Unit</ModType>
<Attribute>CharmTarget</Attribute>
<Value>100</Value>
</GameModifier>
<AIData AIPersonality="AI_General">
<AIPriority>80</AIPriority>
</AIData>
<HitSoundFX>Spell_Enchant_02</HitSoundFX>
<SpellCastEffectName>T_Erosion_Particle</SpellCastEffectName>
<SpellCastEffectScale>1</SpellCastEffectScale>
<SpellCastProjectile>1</SpellCastProjectile>
<SpellCastProjectileSpeed>700</SpellCastProjectileSpeed>
<SpellDefEffect>
<EffectName>T_ErosionImpact_Particle</EffectName>
<LocalPosition>0,0,0</LocalPosition>
<EffectScale>0.5</EffectScale>
<EffectDelay>0</EffectDelay>
<SnapToTerrain>1</SnapToTerrain>
</SpellDefEffect>
</SpellDef>

Gonna add this spell to an item and see if I can take over a Troll!

3,361 views 6 replies
Reply #1 Top

Nice! And it's a <Value> tag so we can change odds around with <Calculate> tags. Great news. How about a "beastmaster" trait that gives you 10% chance to charm any beast target?

Reply #2 Top

Did you get this one to work? I've done the quest where you get "Something" of Domination weapon, it would dominate the enemy, but it still would attack my army. In the end that unit would show up as loss on my side..

Reply #3 Top

It may be bugged, but at least it is a feature. I will test it later this week. I am planning to add some really powerful items to Ivory Towers. One will allow you to charm any target that is within a range of 1. I would then like to make it so that it only works once on any unit. Not sure if that's quite possible.

Reply #4 Top

Add a unit stat  Unitstat_IsFreeWill.  Default is 1.  Make this unit stat a multiplier in the CharmTarget game modifier. If the spell takes effect, permanently set IsFreeWill to 0 (not sure if this part is possible.)

Reply #5 Top

This was actually in WoM, too, believe it or not.

It worked then (although I'm not sure if it had a value tag or not), so I can't see any reason that it wouldn't work in FE.

Reply #6 Top

I see HF answered this in another thread.

Quoting mqpiffle, reply 4
Add a unit stat Unitstat_IsFreeWill. Default is 1. Make this unit stat a multiplier in the CharmTarget game modifier. If the spell takes effect, permanently set IsFreeWill to 0 (not sure if this part is possible.)