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Changelog for upcoming versions

... or Swordsmen with Chain Lightning ...  dancing
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(November 9th, 2021, 10:46)Suppanut Wrote: Is there any way to remove resistance check from spell?
I think if you set the spell's save to over -50, it'll overcome even magic immunity, so effectively removing a resistance check.
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How to set icon for new spell charge? I give Disrupt spell of engineer but there is no icon appear on unit browser. How could I assign them?

I see some of those uxXXX.png mentioned in help.txt, but not all of them (not healing spell (ux39.png), fire ball spell (ux40.png), and doom bolt spell(ux42.png)). Where I could properly assign those pictures?
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(November 9th, 2021, 23:45)Suppanut Wrote: How to set icon for new spell charge? ...

That would be in spells.ini or UNITS.INI, but it is not. The numbers of the ux icons do not match the spell ID´s. I am assuming that it is not possible atm to set icon for new spellcharge. But I am glad that spellcharges are possible after all. What you could do is write a little MOD Manual. popcorn

HELP.TXT is just about right-click helptexts, I think.


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Unfortunately spell-abilities are not displayed at the moment. I'll have to add that later, it'll probably use a generic icon for the time being, like hero spells.
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Currently there is no icon display at all, so I don't know how to make generic icon appear.
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Is it possible to mod precast combat enchantment or combat script yet?
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Is it possible to add new city enchantment at this point?
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Has upcoming version's change log ready to reveal?
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May I request these features to be moddable?
1) script effect of spell Blood Lust
2) script effect of spell Destiny
3) script effect of spell chaos channel
4) script for combat enchantment effect
5) script of how ai decide to use spell
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