[eINFO] Elemental Modding Tutorials
I am not the best modder or tutorial maker, but I get the job done. Here is what I made so far:
Elemental Modding Tutorial: Making a Weapon
Elemental Modding Tutorial: Installing Mods
I am not the best modder or tutorial maker, but I get the job done. Here is what I made so far:
Elemental Modding Tutorial: Making a Weapon
Elemental Modding Tutorial: Installing Mods
Seanw3, you're a baroque-o-phile?
My selection was largely wiped when I upgraded my PC. I have to find my collection of CD's and add them to this computer.
Let me help you...
Nice tutorial!
I can't post on the video's page for some reason, so here are my comments:
You can and (according to Heavenfall) should delete the <GameItemTypeArtDef> tags and everything inbetween, since the <ArtDef> tag references the already defined model in the basic game directory.
Also IIRC the shop value is the value for what to buy an item and the sell value is that divided by 5.
Added to the information sticky, nice job.
New one is up about installing mods. I made six videos yesterday, but YouTube has only managed to upload 2...
[Edit] Nope, the second video got canceled last night when I was asleep. Gonna try again.
New prereq tutorial up. It turns out that my videos needed to be converted to a smaller format before uploading. Should be pretty quick now.
Hi,
thanks for the tutorial, it explains a lot and I am able to get the staff into the game, but only when creating a new soveriegn. I am unable to see the staff in the shop. I see the original one I copied in the shop but not the one I created. any idea what I am missing. Posted my xml below. Ive tried adding to mods and items folders. Thanks again.
<Container>
</GameItemType>
<GameItemType InternalName="Staff_Sheldons">
<DisplayName>Sheldon's Staff</DisplayName>
<Description>Masterful staves as this on existed in legend or so it was thought.No they are quite common, and deadly.</Description>
<Type>Weapon</Type>
<Type>Defense</Type>
<WeaponType>Spear</WeaponType>
<CanBeEquipped>1</CanBeEquipped>
<AdditionalTrainingTurns>0</AdditionalTrainingTurns>
<ShopValue>20</ShopValue>
<GameModifier>
<ModType>Unit</ModType>
<Attribute>AdjustUnitStat</Attribute>
<StrVal>UnitStat_Attack_Blunt</StrVal>
<Value>3</Value>
</GameModifier>
<GameModifier>
<ModType>Unit</ModType>
<Attribute>AdjustUnitStat</Attribute>
<StrVal>UnitStat_ChanceToCrit</StrVal>
<Value>1</Value>
</GameModifier>
<GameModifier>
<ModType>Unit</ModType>
<Attribute>AdjustUnitStat</Attribute>
<StrVal>UnitStat_CurrentWeight</StrVal>
<Value>10</Value>
</GameModifier>
<IsAvailableForSovereignCustomization>0</IsAvailableForSovereignCustomization>
<RarityDisplay>Common</RarityDisplay>
<AIData AIPersonality="AI_General">
<AIPrefType>AIPrefType_BLUNT</AIPrefType>
<AIPriority>79</AIPriority>
</AIData>
<ArtDef>Staff_ArtDef</ArtDef>
<GameItemTypeArtDef InternalName="Staff_ArtDef">
<GameItemTypeModelPack InternalName="Staff_Default">
<IconFile>W_Staff_Icon_01.png</IconFile>
<TintR>0</TintR>
<TintG>0</TintG>
<TintB>0</TintB>
<AttackSFX>Hit_WoodSpear1</AttackSFX>
<EquipSFX>Equip_WoodenItem_01</EquipSFX>
<EquipSFX>Equip_WoodenItem_02</EquipSFX>
<EquipSFX>Equip_WoodenItem_03</EquipSFX>
<OnHitParticleName>Staff_Attack</OnHitParticleName>
<GameItemTypeModel>
<ModelFile>gfx/hkb/weapons/w_basic_staff_mesh_01.hkb</ModelFile>
<Texture_All>W_Club_Texture_01.png</Texture_All>
<Attachment>hand_right_Lcf</Attachment>
<Color_Metal>112, 112, 112</Color_Metal>
</GameItemTypeModel>
</GameItemTypeModelPack>
</GameItemTypeArtDef>
</GameItemType>
</Container>
The first gameitemtype should not have a / in the tag.
Thanks, I corrected that but it still does not show.Is there a seperate xml file for the shop or a ceratain line of code in the file that dictates whether it shows or not?
here is asample of one of my items that does show up in the shop (there is just a couple of header lines above the item in my items file
<GameItemType InternalName="necklaceOfFlames">
<DisplayName>Necklace of Flames</DisplayName>
<Description>When it is worn even the wearer's caress burns those he or she touches. Although some see this as a weapon, the Quendar are known to use it for pleasure.</Description>
<Type>Accessory</Type>
<CanBeEquipped>1</CanBeEquipped>
<AdditionalTrainingTurns>8</AdditionalTrainingTurns>
<ShopValue>180</ShopValue>
<ProductionRequirement>
<Type>Resource</Type>
<Attribute>RefinedCrystal</Attribute>
<Value>4</Value>
</ProductionRequirement>
<GameModifier>
<ModType>Unit</ModType>
<Attribute>AdjustUnitStat</Attribute>
<StrVal>UnitStat_Attack_Fire</StrVal>
<Value>13</Value>
</GameModifier>
<IsAvailableForSovereignCustomization>0</IsAvailableForSovereignCustomization>
<Likelihood>200</Likelihood>
<RarityDisplay>Uncommon</RarityDisplay>
<IsUsable>0</IsUsable>
<Prereq>
<Type>Tech</Type>
<Attribute>Glyph_Stones</Attribute>
</Prereq>
<ArtDef>AmuletOfFlames_ArtDef</ArtDef>
<GameItemTypeArtDef InternalName="AmuletOfFlames_ArtDef">
<GameItemTypeModelPack InternalName="AmuletOfFlames_Default">
<IconFile>AmuletofFlame_Item.png</IconFile>
<TintR>240</TintR>
<TintG>10</TintG>
<TintB>10</TintB>
<GameItemTypeModel>
</GameItemTypeModel>
</GameItemTypeModelPack>
</GameItemTypeArtDef>
</GameItemType>
and my header for my items file
<DataChecksum NoParse="1">
<Ignore>DispName</Ignore>
<Translate>DisplayName,Description</Translate>
</DataChecksum>
and literally without ANY lines between the sctions
and looking at your code the <container line and the </gameitemtype> seem to be un-needed.
and I have half a dozen items in the one file and all can be seen in the shop when they are supposed to be there and not when they are not.
I had copy/pasted from a coreitems.xml item and edited the new one with a different internal name description and values
harpo
Items only shows up in the shop normally if it was researched (the prereq tech part), if you want non-researched items to show up, you have to mod the CityHubs or a building to activate the sale of those items.
Alright, color me interested in these puzzles. Send me the actual xml and I will test it. I will then make a vid of me fixing it and post it. Full service modding. That's right. Bet you wish everyone was as communist as me.
Kalin is correct. The item unlocks are in the coreimprovements. take the alchemist... the potions are unlocked only because you have the building. I had to do that when I added salted meat in the game.
Thanks for the info guys,I willgive it atry over the weekend.
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