XML Questions

What does "Operator" and "BonusValue" do?

They are used as a percent chance modifier for buildings that have a chance to give XP. Does Operator mean there is a 25% chance the value will happen? They are used to do the same thing in the code, which makes me suspect they don't work or are just old code that needs to be deleted. Anyhow, those buildings are doing a 100% chance to give the XP. I am hoping there is a tag for a percent chance to have something apply so that we can use it in other areas. Would be nice to have a percent chance to apply poison for example. 

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Reply #1 Top

Operator is specifically used where <Multiplier> doesn't make any sense. It is programmed into each function where it can be used, there is therefore no "general usage" of it.

I believe the intent is to make it a 25% chance to get 1 point of exp each turn, but it is clearly not functioning.

Afaik bonusvalue is the same, only works in specific cases.

 

 

Reply #2 Top

New question. How would I go about making some XML that negates or disables unit_level type traits?

 

Could I mod the likelihood to be -1?

Reply #3 Top

Just don't give it unit_level? 

Or make a prereq that needs tobe filled. That's how I did my event traits for 25th hour and Avalon calling.

Reply #4 Top

I am trying to take vanilla traits out of the game, without modding the core files.

Reply #5 Top

*edit* it's re-broken :(

Reply #6 Top

add an automatic second trait that negates it, but i think you mean you don't want the trait to show up in the menu.

i've glanced through the xml, i don't have the whole thing mapped out - was waiting for release to do that since i don't have time to constantly redo work every beta update.

 

perhaps if you added a line, say "sean's personal filter string=keep", in the core file that you could use to filter out the traits you dont want.  This should be something that wouldn't affect the core game, and you could use a seperate file to actually do the filteriing.

that way every trait has an line of code that declares a variable, which the core game will promptly ignore.

Reply #7 Top

It's a delicate thing. I am breaking up my balance mod into content mods. I want to be able to have the file in the mods directory prevent all vanilla unit traits from showing up in the leveling popup. It needs to work on Stormworld too.

Reply #8 Top

Quoting seanw3, reply 5
I am trying to take vanilla traits out of the game, without modding the core files.

Give it a prereq that can't be filled.

Reply #9 Top


it's the line"without modding the core file" that has me stumped. I'm kinda scratching my head at that one.

Reply #10 Top


you know, when it comes to tah trandom xp thing, i'd like to see little fireworks or something go off to tell me the unit got the xp - mind you it also need a toglle to turn this effect off too lol

 

Reply #11 Top

Thanks Hf, that should work. Now the only problem is getting the vanilla heroes to use my paths. Maybe I could alter the spawn ratings for all the vanilla heroes, so they won't spawn from the goodiehuts? Then I could add in the custom copies that use my path mod.

Reply #12 Top


so what do you consider to be the core files you don't want to touch ?

(i'm getting up to speed on the modding side of the game :P )

Reply #13 Top

Any mod that alters the code in the game directory is said to be modding the core files. All mods belong in the user directory. But since there are some major mod bugs, we have been forced to mod the core files to get things to work. Now that the game is going to be released, the devs will fix those bugs and we can rely on the mod folder for everything.

Reply #14 Top

I wonder if the devs are going to have a good enough release to actually get to fixing all the mod bugs? 

Last release things went to shit so fast we didn't get anything after release IIRC. I hope the user file bugs are taken down quickly. The sooner Stormworld is completely a user file affair, the sooner I can start corrupting it with my content.

Reply #15 Top

I don't expect any miracles overnight.

Reply #16 Top

Can I revert trained monsters back to being trained in a city? I like them better as taking up time in build queues. 

Reply #17 Top

Yeah, but you'll need to limit them using your own mechanics. The LimitedUnitType stuff won't help you.

Reply #18 Top

Will it work the same as your unique units in StormWorld? What code would revert it?

Reply #19 Top

It will work in the manner you build it to work. The unique units are simply unittypes that unlock with techs for factions. I don't know of a way to revert the use of LimitedUnitType or its predecessors.

Reply #21 Top

What does "spelltypedrain" do for a lifesteal spell?

Reply #22 Top

I believe it is a marker to play the effect in reverse (not shooting away from caster but sucked towards it).

Reply #24 Top

Is there a bug with adding 2 restricted ability bonus option tags to one unit design trait?

I tried to restrict an Iron Golem trait from combining with Charge. The result was that all unit designs would not show up, regardless of whether or not they had either trait. Why is that?

Reply #25 Top

I haven't tried putting restricts in unit design traits.