A couple of questions about modding

I am starting the scratch work on my mod, and encountered a small problem:

In order to make sure the changes I make works, I have to restart FE and start a new game.

Is there a faster way to see if the changes I made to the code actually worked as planned?

Is there a way for a custom battle to test the new spells, or you got to engage a monster?

 

Also, back in the Elemental: WOM days, the devs said that most of the modding will be done via XML, and more, optional modding could be done via python. Is the use of python possible? If it is, how could it be used with the game?

5,800 views 4 replies
Reply #1 Top

You have to restart each time you change anything.

You have to fight monsters like normal afaik.

No python access has been implemented, we have XML and graphics only.

Reply #2 Top

Too bad.

Another question while at it:

The cloak of fear spell provides:

 <GameModifier>
            <ModType>Unit</ModType>
            <Attribute>CloakOfFear</Attribute>
            <Duration>-1</Duration>
            <Effect>E_CloakOfFear_Particle</Effect>
        </GameModifier>

I cannot find where it perform the if/then or anything.

 

Also, Noble Legacy do not have anything in the code that makes it be cast automatically (or is it in another part of the code outside corespells?)

Reply #3 Top

That Cloak of Fear thing is hardcoded, you'll stumble across those things every now and then.

Noble Legacy is called from the bloodline in CoreAbilities.xml.

A tip is to search for the names of things if you want to know what they do. For example you could take the Noble Legacy internalname and search for it in files and see where it comes from. Lots of things are connected like that.

Reply #4 Top

Too bad they got hardcoded stuff, makes the job for us modders so much harder...