Global enchantments, rolling questions

Does FE support a global enchantment system? If it does, does the system also support the dispell and ability for other players to know about it?

I guess this all can be done by trigger events, but can they be castable as spells? If yes, how?

 

 

Another question regarding spells, is it possible to make the game roll the dices, and tell it what to do with the result?

For example, I want the game to reduce the damage a unit receive by -100% to 100%, randomly. In most cases I'd roll do a Rnd*200-100, but I'm not sure how to trigger the Rnd.

 

 

One last question, as I'm not sure- I've encountered the CorePlayerAbilities.xml files, with list of tags and effects. Most of them are from Elemental. Can they still be used?

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Reply #1 Top

I actually haven't tried doing any of this, but I imagine you could place a curse on an enemy city and have it affect the entire enemy faction. You can also make spells that affect your entire faction (ex: +10% gildar while running).

If you place a curse on an enemy city it can be dispelled, just as you can dispel them if they are placed on your cities. There doesn't seem to be any notification system for this in place. Effectively, there's no way to know if the enemy has cast a spell unless you observe its effects (look at cities for that +10% gildar for example).

When events trigger they only trigger for the one player that triggered it, so that won't help you here. The exception is when it spawns a bunch of monsters which obviously starts attacking everyone.

 

Defensive randomness is not possible, except at the start of combat (in which case it would be set to 1 number for the duration of the battle). Edit: You could also have a number that gets rerolled every time the unit is struck in combat, using MeleeDefenseAppliesSpell.

You can however make offensive randomness using MaxValue and MinValue calculations in Spelldef (see CoreSpells.xml).

 

There are some deprecated values in CorePlayerAbilities.xml. If the value is used in FE it works. If it isn't, you'll have to test it to see if it works.

Reply #2 Top

Quoting Heavenfall, reply 1
Effectively, there's no way to know if the enemy has cast a spell unless you observe its effects

 

^This is something that should be addressed in the UI; especially with Broken Loyalties.

Reply #3 Top

Quoting Heavenfall, reply 1
When events trigger they only trigger for the one player that triggered it, so that won't help you here. The exception is when it spawns a bunch of monsters which obviously starts attacking everyone.

There are some more things you can do here. Any ability found in core abilities can be modified for all players. So events can affect everyone I think. Also you can change certain world rules for all players from an event. This is certain rules found in the ElementalDefs file. More Hp, Moves, mana, growth, wages, etc can be changed. One thing I thought would be cool is to give all players slaves or some new unit type from an event. It seems odd, but watching each faction use it with their unique ways of playing would be an interesting game.

Reply #4 Top

Quoting seanw3, reply 3
Any ability found in core abilities can be modified for all players.

This is what I thought, but events only affect whoever they triggered for. On the plus side, Ai factions get a chance to experience events just like we do. At least this is what I found using TotalPopulation as trigger.

Reply #5 Top

But would a "Map" mod type not give it to all?

Reply #6 Top

Do you have an example of such a modifier that works?