Level Attribute

Has anyone stumbled across the Unit Attribute for Level?  That would be really helpful to give higher level heroes the appropriate amount of power.

3,417 views 6 replies
Reply #1 Top

Sucht nach: levelup
G:\Game\Elemental\data\English\CoreFlavorText.xml(308): <Topic>CityLevelUpText</Topic>
G:\Game\Elemental\data\English\CoreUnitStats.xml(14): <AffectPerLevelUpPoint>3.0</AffectPerLevelUpPoint>
G:\Game\Elemental\data\English\CoreUnitStats.xml(23): <AffectPerLevelUpPoint>1.0</AffectPerLevelUpPoint>

G:\Game\Elemental\data\English\ElementalDefs.xml(68): <StatPointsPerLevelUp>1</StatPointsPerLevelUp>
G:\Game\Elemental\data\English\Effects\LevelUp1.xml(7): <EffectSequencer InternalName="PEffect_LevelUp1">
G:\Game\Elemental\data\English\Effects\LevelUp1.xml(8): <DisplayName>PEffect_LevelUp1</DisplayName>
G:\Game\Elemental\data\English\Effects\LevelUp1.xml(10): <EmitterBlueprint InternalName="LevelUp1Blueprint1">
G:\Game\Elemental\data\English\Effects\LevelUp1.xml(11): <DisplayName>LevelUp1Blueprint1</DisplayName>
G:\Game\Elemental\data\English\Effects\LevelUp1.xml(109): <SequenceFrame>LevelUp1Blueprint1,0.000000</SequenceFrame>
G:\Game\Elemental\data\English\Effects\Slow.xml(10): <EmitterBlueprint InternalName="LevelUp1Blueprint1">
G:\Game\Elemental\data\English\Effects\Slow.xml(11): <DisplayName>LevelUp1Blueprint1</DisplayName>
G:\Game\Elemental\data\English\Effects\Slow.xml(175): <SequenceFrame>LevelUp1Blueprint1,0.650000</SequenceFrame>
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That's an indirect approach but so what? If a champ gets more "bang" out of the few level up points, it would probably have the desired result.

Reply #2 Top

What exactly are you trying to mod Aerion?

First, you can mod how much benefit you get from 1 "levelup point" when you put it in a stat. I THINK you can also mod how many of those points you get, but I'm not sure.

Secondly, you can mod how much a character automatically improves as he levels up. It should be noted that this is set to 0 for all sovereigns.

Reply #3 Top

Quoting Heavenfall, reply 2
What exactly are you trying to mod Aerion?

First, you can mod how much benefit you get from 1 "levelup point" when you put it in a stat. I THINK you can also mod how many of those points you get, but I'm not sure.

Secondly, you can mod how much a character automatically improves as he levels up. It should be noted that this is set to 0 for all sovereigns.
End of Heavenfall's quote

 

You can change the points you get:

<?xml version="1.0" encoding="ISO-8859-1"?>
<ElementalDefinitions>
    <DataChecksum NoParse="1">
        <Ignore>DisplayName</Ignore>
        <Translate>DisplayName</Translate>
    </DataChecksum>
    <ElementalDefs>
    
        <StatPointsPerLevelUp>3</StatPointsPerLevelUp>    
        
  </ElementalDefs>
</ElementalDefinitions>       

 

Paste that into a new XML and you will get 3 stat points, of course it is changable.

 

@Heavenfall:

An interesting thing is that if you change it in the core file, the change wont take place, at least for me. Could be the reason why calling internalnames wont do anything? xD

Reply #4 Top

It's pretty simple.  All you need to do is change a single value in the ElementalDefs related to levelups. 

This one.

<StatPointsPerLevelUp>1</StatPointsPerLevelUp>

Reply #5 Top

What I was hoping to do was to have spell damage inflicted increased or decreased based on the level of the attacker and/or the defender.  Stat Points per level isn't really what I'm looking for although that might be an interesting thing to play around with.  The game displays the level on the EXP bar so the stat has to be there somewhere.  The only other thing I can think of is that the level is derived somehow.

The basic problem I want to solve is that because a sovereign has to spend essence to make casters, they end up spending level up points building back essence.  Therefore, they don't always get the opportunity to advance Int.  In my games, my children and even my Imbued Champions have higher Int and or essence than my sovereign.

Reply #6 Top

How about Shards add 0.1 essence per turn or something. That way controlling shards would make sense and would cure your problem, since you would not only regain, but also gain more essence, given you controlling enough shards for enough rounds.