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Modding Discussion Thread

Is it possible to make defender side skip their first turn? I have tried make unit losing movement point in entercombat.cas either by set point value to 0 or placing movement restriction enchantment on such as stasis, Stasis only take effect on second turn.
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Is there a way to modify the predifined items in CoM windows ? I know we can add new ones through custom items option.
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(October 28th, 2024, 02:53)Naram_sin Wrote: Is there a way to modify the predifined items in CoM windows ? I know we can add new ones through custom items option.

Yes, you need to edit them from items.ini then delete items.dat to regenerate the file upon start the game for that item to update. But by delete items.dat, your custom item that not in items.ini would be lost.
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Is there any method to detect city in recruitment screen for disabil.cas? I want recruitment screen to display ability that unit might get from city enchantment or city building in recruitment screen. I am success in make recruitment screen show ability unit would get from global enchantment, but I still could not find way to detect city that recruitment screen show.
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Is it possible to modify the tohit vale of magic damage spells like fireball, lightning... ? I assume the default value is 30.
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(November 13th, 2024, 05:41)Naram_sin Wrote: Is it possible to modify the tohit vale of magic damage spells like fireball, lightning... ? I assume the default value is 30.

You could do that on each direct damage spells on spells.ini. The term is "HitChance=", you could use it in entry of direct attack spell.
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(November 13th, 2024, 06:31)Suppanut Wrote:
(November 13th, 2024, 05:41)Naram_sin Wrote: Is it possible to modify the tohit vale of magic damage spells like fireball, lightning... ? I assume the default value is 30.

You could do that on each direct damage spells on spells.ini. The term is "HitChance=", you could use it in entry of direct attack spell.

Many thanks.

Do you know if its currently possible to create a new unit ability that makes a unit's attacks deal guaranteed damage ? Similar to the Doom ability, but uses the units ToHit value instead of half the attack and wont ignore armor.
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(November 13th, 2024, 19:05)Naram_sin Wrote:
(November 13th, 2024, 06:31)Suppanut Wrote:
(November 13th, 2024, 05:41)Naram_sin Wrote: Is it possible to modify the tohit vale of magic damage spells like fireball, lightning... ? I assume the default value is 30.

You could do that on each direct damage spells on spells.ini. The term is "HitChance=", you could use it in entry of direct attack spell.

Many thanks.

Do you know if its currently possible to create a new unit ability that makes a unit's attacks deal guaranteed damage ? Similar to the Doom ability, but uses the units ToHit value instead of half the attack and wont ignore armor.

As far as I know? No.
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<p>What does the stat toRange do ?</p><p><br></p><p>&nbsp;I thought its the toHit for ranged attacks but modifying its value&nbsp;gives weird results, the values displayed in OL arent&nbsp; the values I set.</p><p><br></p><p>Is it bugged or does it serve a different purpose ?</p>
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(November 12th, 2024, 10:05)Suppanut Wrote: Is there any method to detect city in recruitment screen for disabil.cas? I want recruitment screen to display ability that unit might get from city enchantment or city building in recruitment screen. I am success in make recruitment screen show ability unit would get from global enchantment, but I still could not find way to detect city that recruitment screen show.

Those units do not have an assigned map position before you hire them. So they aren't in a city. In fact they don't even count as real, existing units, if you check the unit ID it'll be one higher than the last valid unit.
It shouldn't be too hard to add the location data in a future update though, if it's important.

Quote:Do modded units obey the checks for being from the right plane when offered as mercenaries before the towers are opened, or anyone has learnt Plane Shift? I recall that they didn't, but I want to be perfectly sure.

As far as I remember, they should check it now according to Races.INI data.

Quote:Is it possible to make defender side skip their first turn? I have tried make unit losing movement point in entercombat.cas either by set point value to 0 or placing movement restriction enchantment on such as stasis, Stasis only take effect on second turn.

I don't think so. This would require a new script command that changes the active player but honestly I have no idea if changing that from a script is safe or not, most likely not.

Quote:What does the stat toRange do
I think that was the additional hit chance for the ranged attacks, but when displayed ingame the base hit chance is already added to it. So a unit with 30% chance to hit and a 10% bonus to Range has a 40% chance to hit with a ranged attack.
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