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Some More Modding Questions

Some More Modding Questions

As seen below we have a ManaFromKills UnitStat. Is it possible to add a new UnitStat that gives another resource from kills instead of Mana? I don't understand how modding UnitStats works since they don't appear to contain active code of any type. If it is not possible can you get a resources from kills or victories another way?

    <UnitStatType InternalName="UnitStat_ManaFromKills">
        <DisplayName>Mana From Kills</DisplayName>
        <DisplayNameShort>MFK</DisplayNameShort>
        <Description>Amount of mana this unit melee recovers when killing an enemy unit.</Description>
        <Icon>Piercing_Stat_Icon.png</Icon>
        <Hidden>1</Hidden>
        <DefaultValue>0.0</DefaultValue>
        <UnitStatGrouping>CombatStat</UnitStatGrouping>
    </UnitStatType>

 

I also have tried modding the Heroic trait xml to give research instead of prestige, but it leads to the CorePlayerAbilities file which once again does not appear to have active code.

If anyone has any ideas on how to help I would be very appreciative.

24,022 views 32 replies
Reply #26 Top

Perhaps I just didn't hit the right combination to get it to work though it wasn't from lack of trying!  Hopefully, you will figure it out.

 

Reply #27 Top

Does anyone know if the Looting PlayerAbility works and what exactly it does?

Reply #28 Top

Have you tried modding the population loot function? It may let you get any resource in loot for each unit killed. 

Reply #29 Top

But doesn't this include 1 for every group member?  Maybe he wants it per army unit rather than per group member (unless the population loot function can be set to do one for each army unit rather than each group member).

Reply #30 Top

Regarding bows, any spell marked as israngedattack essentially performs a ranged melee roll. It is different from a normal spell cast and a normal melee attack. That's why you're not getting your modifiers to work.

I have sent a PM to Derek Paxton in the past explaining why we need a way to properly do "spells" from groups where each attacker does his own spell including hits and misses. This isn't just about bows, it's also about having groups with special abilities which is currently more or less offlimits. Think of how poorly the THrowing Knives work for groups for example. Hopefully Derek Paxton will pick up on it.

Reply #31 Top

In CorePlayerAbilities it says Looting increases the chance of getting a magical item. However no ability actually uses looting. I was wondering if this tag still actually works and how exactly it works. Also it seems like something that would be very hard to test for.

Reply #32 Top

I seem to recall A_Looting as a percentage of increased gildar after battles. But that was back in E:wom when gildar actually dropped from battles.