Looking For An Explanation Of Some GameModifiers Tags

There is some wonky behavior happening with this code:

<GameModifier>
            <ModType>TacticalUnit</ModType>
            <Attribute>ChanceToLoseNextTurn</Attribute>
            <DisplayName>Slipped</DisplayName>
            <ApplyToTile>1</ApplyToTile>
            <DurationOnTile>1<DurationOnTile>
            <Duration>1</Duration>
            <UpdateDurationAtTurnStart>1</UpdateDurationAtTurnStart>
            <Value>.50</Value>
        </GameModifier>

What I'm trying to do is apply a an 'ice' effect to a tile which would have a 50% chance to cause a 'slip' effect (shown here) when moving into a new tile.  I have tried many hundreds of combinations of the above code to get this to work, but nothing is WAI.

Devs or fellow modders, can you shed any insight as to how these tags function together to work properly, and how I can use them to achieve the effect I described above?

 

4,487 views 6 replies
Reply #1 Top

No idea.

Reply #2 Top


what about a percentage chance to have a "bash affect" hit the unit when they walk onto the tile ? you just make the floating text say something like "OMG I slipped" or "Who put that banana peel pile on the battlefield?"

Reply #3 Top

I remember we tried to do something like this in the Grimoire in WoM.  Never could quite get it working.   We'll see what happens here.

Reply #4 Top

Well, I know they actually got ApplyToTile working (somewhat) in tactical for FE.  Apparently there are some major holes in the system.  I'm going to have to post a vid with what's actually happening with this spell.  It's making me laugh.

Reply #5 Top

Quoting Heavenfall, reply 1
No idea.
End of Heavenfall's quote

I win!  Stump the Heavenfall... \o/

Reply #6 Top

FWIW - after a bunch of testing and tweaking, it seems like the <ModType>TacticalUnit</ModType> effects (prone, lose turn, etc) don't play nice directly with ApplyToTile.   I've found a pretty cool solution for the ice spell I'm working on however }:)