[eINFO] Traits from spells and other sources

Just a small heads up,

one requested feature from before is that we be able to put traits on units through spells. In the last version of FE, some new tags were put in that does this.

        <GameModifier>
            <ModType>Unit</ModType>
            <Attribute>UnlockUnitAbility</Attribute>
            <StrVal>Water1</StrVal>
            <Provides>Grants the Water Apprentice ability</Provides>
        </GameModifier>

The modifier works as expected, ie, it "gives you the trait". And as any other trait, you can only have the trait once.

The trait can also be limited to this tactical combat only, in which case it disappears at end of combat.

                   <GameModifier>
            <ModType>Unit</ModType>
            <Attribute>UnlockUnitAbility</Attribute>
            <StrVal>Water1</StrVal>
            <Provides>Grants the Water Apprentice ability</Provides>
<Duration>-1</Duration>
        </GameModifier>

 

2,521 views 4 replies
Reply #1 Top

Cool thanks for the info Heavenfall.

Reply #3 Top

Yes, it is great news I think. I'll be using it to give some Reliquary items a chance to Hex their wearer, which is like a permanent curse.

Reply #4 Top

I noticed another thing, an "on use" (like books) item that unlocks a trait cannot be used if the unit already has that particular trait. You can circumvent this if you want to, by using a UseSpell modifier. Or you can keep it like it is, which has its own merits. For example, the Soul Contract in the Stormworld_Reliquary mod does this:

When Used, a Lower Death Demon is summoned, its level is half that of the caster's
When Used, user is Hexed. If the user has already been Hexed or Lifted a Hex, it may not read the Soul Contract