Just throwing this out there....

So I have been playing Elemental for a few days now, and like many people I came to the realization that combat seems to be highly focused on the attack power/combat speed of your units. After a couple days of thinking about it, I put together some interesting alt weapons using the monster abilities as a frame work. Below are a cedar Longbow which now gives units the poison shot ability and a war hammer which can maul opponents. To use add the you MyGames\Items directory in an xml file. Enjoy.

 

Code: xml
  1. <?xml version="1.0" encoding="ISO-8859-1"?>
  2. <GameItemTypes>
  3.     <GameItemType InternalName="Weapon_NewLongbow">
  4.         <DisplayName>Upgraded Cedar Longbow</DisplayName>
  5.         <Description>A bow of rough cedarwood, strung with milkweed fiber.</Description>
  6.         <!-- Equipment Type -->
  7.         <Type>Weapon</Type>
  8.         <Type>Defense</Type>
  9.         <CanBeEquipped>1</CanBeEquipped>
  10.         <IsAvailableForSovereignCustomization>false</IsAvailableForSovereignCustomization>
  11.         <ShopValue>152</ShopValue>
  12.         <WeaponType>Bow</WeaponType>
  13.         <!-- Equipment Graphics -->
  14.         <IconFile>Archer_Bow_Icon.png</IconFile>
  15.         <TintR>0</TintR>
  16.         <TintG>0</TintG>
  17.         <TintB>0</TintB>
  18.         <GameItemTypeModel>
  19.             <Attachment>hand_Left_Lcf</Attachment>
  20.             <ModelFile>Gfx\HKB\Items\Archer_Bow.hkb</ModelFile>
  21.             <Texture_All>Gfx\HKB\Items\K_Female_Armor_Archer_Texture_01.png</Texture_All>
  22.         </GameItemTypeModel>
  23.         <!-- SFX -->
  24.         <EquipSFX>Equip_BowandArrow_01</EquipSFX>
  25.         <EquipSFX>Equip_BowandArrow_02</EquipSFX>
  26.         <EquipSFX>Equip_BowandArrow_03</EquipSFX>
  27.         <AttackSFX>Hit_Arrow1</AttackSFX>
  28.         <AttackSFX>Hit_Arrow2</AttackSFX>
  29.         <!-- Equipment Production Requirements -->
  30.         <AdditionalTrainingTurns>6</AdditionalTrainingTurns>
  31.         <ProductionRequirement>
  32.             <Type>Resource</Type>
  33.             <Attribute>Gold</Attribute>
  34.             <Value>40</Value>
  35.         </ProductionRequirement>
  36.         <ProductionRequirement>
  37.             <Type>Resource</Type>
  38.             <Attribute>Materials</Attribute>
  39.             <Value>2.0</Value>
  40.         </ProductionRequirement>
  41.         <!-- Equipment Prerequisites -->
  42.         <Prereq>
  43.             <Type>Tech</Type>
  44.             <Attribute>Advanced_Archery_Amarian</Attribute>
  45.             <Value>0</Value>
  46.         </Prereq>
  47.         <Prereq>
  48.             <Type>Tech</Type>
  49.             <Attribute>Weapons_Of_Piercing_Trogs</Attribute>
  50.             <Value>0</Value>
  51.         </Prereq>
  52.         <!-- Equipment Modifiers -->
  53.         <GameModifier>
  54.             <ModType>Unit</ModType>
  55.             <Attribute>AdjustUnitStat</Attribute>
  56.             <StrVal>UnitStat_Attack</StrVal>
  57.             <Value>6.0</Value>
  58.         </GameModifier>
  59.         <GameModifier>
  60.             <ModType>Unit</ModType>
  61.             <Attribute>UnlockRangedAction</Attribute>
  62.             <StrVal>BasicBowAttack</StrVal>
  63.         </GameModifier>
  64.         <GameModifier>
  65.             <ModType>Unit</ModType>
  66.             <Attribute>AdjustUnitStat</Attribute>
  67.             <StrVal>UnitStat_Essence</StrVal>
  68.             <Value>3.0</Value>
  69.         </GameModifier>
  70.         <GameModifier>
  71.             <ModType>Unit</ModType>
  72.             <Attribute>UnlockCombatAbility</Attribute>
  73.             <StrVal>PoisonShot</StrVal>
  74.         </GameModifier>
  75.         <TacticalRange>8</TacticalRange>
  76.     </GameItemType>
  77.     <GameItemType InternalName="Upgraded_WarHammer">
  78.         <AdditionalTrainingTurns>2</AdditionalTrainingTurns>
  79.         <!-- Equipment Display Name/Description -->
  80.         <DisplayName>Upgraded War Hammer</DisplayName>
  81.         <Description>The war hammer can crack the hardest skull.</Description>
  82.         <ShopValue>216</ShopValue>
  83.         <IsAvailableForSovereignCustomization>false</IsAvailableForSovereignCustomization>
  84.         <!-- Equipment Type -->
  85.         <Type>Weapon</Type>
  86.         <WeaponType>Blunt</WeaponType>
  87.         <CanBeEquipped>1</CanBeEquipped>
  88.         <CustomizationPointCost>15</CustomizationPointCost>
  89.         <EquipSFX>Equip_WoodenItem_01</EquipSFX>
  90.         <EquipSFX>Equip_WoodenItem_02</EquipSFX>
  91.         <EquipSFX>Equip_WoodenItem_03</EquipSFX>
  92.         <EquipSFX>Equip_WoodenItem_04</EquipSFX>
  93.         <AttackSFX>Hit_Hammer1</AttackSFX>
  94.         <AttackSFX>Hit_Hammer2</AttackSFX>
  95.         <AttackSFX>Hit_Hammer3</AttackSFX>
  96.         <!-- Equipment Graphics -->
  97.         <IconFile>Warhammer.png</IconFile>
  98.         <TintR>0</TintR>
  99.         <TintG>0</TintG>
  100.         <TintB>0</TintB>
  101.         <GameItemTypeModel>
  102.             <ModelFile>gfx/hkb/Weapons/K_Hammer_WarHammer_Basic_01.hkb</ModelFile>
  103.             <Attachment>hand_right_Lcf</Attachment>
  104.         </GameItemTypeModel>
  105.         <!-- Equipment Production Requirements -->
  106.         <ProductionRequirement>
  107.             <Type>Resource</Type>
  108.             <Attribute>Gold</Attribute>
  109.             <Value>24</Value>
  110.         </ProductionRequirement>
  111.         <ProductionRequirement>
  112.             <Type>Resource</Type>
  113.             <Attribute>Materials</Attribute>
  114.             <Value>1.0</Value>
  115.         </ProductionRequirement>
  116.         <ProductionRequirement>
  117.             <Type>Resource</Type>
  118.             <Attribute>Metal</Attribute>
  119.             <Value>2</Value>
  120.         </ProductionRequirement>
  121.         <!-- Equipment Prerequisites -->
  122.         <Prereq>
  123.             <Type>Tech</Type>
  124.             <Attribute>Blunt_Weapons_Amarian</Attribute>
  125.         </Prereq>
  126.         <Prereq>
  127.             <Type>Tech</Type>
  128.             <Attribute>Weapons_Of_Smiting_Trogs</Attribute>
  129.         </Prereq>
  130.         <!-- Equipment Modifiers -->
  131.         <GameModifier>
  132.             <ModType>Unit</ModType>
  133.             <Attribute>AdjustUnitStat</Attribute>
  134.             <StrVal>UnitStat_Attack</StrVal>
  135.             <Value>24.0</Value>
  136.         </GameModifier>
  137.         <GameModifier>
  138.             <ModType>Unit</ModType>
  139.             <Attribute>AdjustUnitStat</Attribute>
  140.             <StrVal>UnitStat_BluntDamage</StrVal>
  141.         </GameModifier>
  142.         <GameModifier>
  143.             <ModType>Unit</ModType>
  144.             <Attribute>AdjustUnitStat</Attribute>
  145.             <StrVal>UnitStat_CombatSpeed</StrVal>
  146.             <Value>-0.5</Value>
  147.         </GameModifier>
  148.         <GameModifier>
  149.             <ModType>Unit</ModType>
  150.             <Attribute>AdjustUnitStat</Attribute>
  151.             <StrVal>UnitStat_Essence</StrVal>
  152.             <Value>3.0</Value>
  153.         </GameModifier>
  154.         <GameModifier>
  155.             <ModType>Unit</ModType>
  156.             <Attribute>UnlockCombatAbility</Attribute>
  157.             <StrVal>Maul</StrVal>
  158.         </GameModifier>
  159.     </GameItemType>
  160. </GameItemTypes>
  161.    

11,971 views 11 replies
Reply #1 Top

Is it possible to mod in a % chance to apply the special effect?

Reply #2 Top

Nice post, unfortunately, the [CODE] function of this forums is lacking. Copying and pasting the code will result in a bunch of numbers (the numbers to the left of it). Try editing and re-posting it as a [quote], should work better.

Anyways, nice start on adding a new weapon and adding abilities to it.

Reply #4 Top

Yes. Actually, this is just a taste of what I am working on. Right now, I want to give all the items special abilities, which make combat more about balancing abilities with raw combat power.

Reply #5 Top

Kenata: that's the same I want to accomplish :D I just need to figure out how to add non-spell abilities for Spears (first strike) and Daggers (no counterattack).

What I got:

<DisplayName>Precise Strike</DisplayName>
<Description>Target enemy is struck with a precise strike that cannot miss and is hit for 30% damage.</Description>

<DisplayName>Cutting Strike</DisplayName>
<Description>Damage done by target is reduced by 30%.</Description>

<DisplayName>Crippling Strike</DisplayName>
<Description>Defense from target is reduced by 30%.</Description>

<DisplayName>Bash</DisplayName>
<Description>Target enemy Unit is stunned and lose their next turn.</Description>

<DisplayName>Knock Back</DisplayName>
<Description>Target is knocked back one square.</Description>

<DisplayName>Poison Shot</DisplayName>
<Description>Target enemy takes 3 true damage every round for 5 rounds.</Description>

<DisplayName>Poison Shot</DisplayName>
<Description>Target enemy takes 6 true damage every round for 5 rounds.</Description>

The latter two for the short and longbow respectively

The Shield could get Bash as well I thought.

 

Each Weapon comes along with Essence (1 - 3) and the abilities all use one Essence. So in a fight the abilities can be used one to three times and the Eessence recharges only on the main map (to avoid ability spamming).

Here is a link for the files if you're interested: http://www.file-upload.net/download-2780433/Abilities-for-Weapons.zip.html

 

Reply #6 Top

I think this is the future of elemental. Right now, the game is all about attack rating which is pretty standard fair in a 4x game. However I think if abilities are added and balanced properly, then one weapon could have a high attack rating but still not be the best for all situations.

Reply #7 Top

That's some good work you guys have on implementing improved weapon abilities. Looking forward to seeing them release!

Reply #8 Top

Absolutely awesome, I was wondering if you could do this.

Just to add something, if you gave the weapon clarity you could control how often the ability could work during a battle.  Essence<3> Clarity<1> would allow a weapon to fire once every three rounds past the first, making it more than just a one hit wonder.

Reply #9 Top

Were you able to get this code to work.  I plugged it in but it doesn't do anything, just makes me an ordinary bow.

Reply #10 Top

Have you take that bow into battle? The weapons I have posted here are using one shot abilities, that is, no mana regen. I have an unfinished version of my weapon mod if you would like to see it. Please just shoot me a pm and I will get it to you.

Reply #11 Top

midnight:

regarding the clarity thing: as far as I can tell, you need Essence to be able to regenerate it with Clarity in the first place. The system as of right now also allows control of how often in a combat an ability can be used.

 

I haven't tried kenatas code but it looks good for me. Have you put it into the right folder (not the one where Elemental has been installed but your my documents folder)?

 

You could try downloading the file I linked, I can tell you at least that it runs on my computer without problems.