I think calculate only works with resource boosters if you are using global attributes. Don't think it works with unit attributes. Not 100% on that though, may just not work with resources at all.
Nimbyjester
As far as I am aware you can only rotate on one plane and that is perpendicular to the image. So while you can set the render option to ZX (so it is parallel to the ground) and rotate the image to appear diagonal, you can't then rotate it so the image is viewed vertically as well. Which looking at your structure might be ok, but not ideal. The reason the beam effect does not have the zx/xy plane options is that the beam effects are supposed to be made up of lots of particles traveling
Really? That's quite surprising. I mostly play around with tactical spells, but if what you say is correct then.. well.. [e digicons]:([/e]
Think you might be right that min/max only works for damage spells. 10hp + intelligence modifier should work if you output the result to Value rather than having a min/max. I'm pritty sure you can't increase your CurHealth above your Full Health value. So False Life would have to increase your full health as well as adding to CurHealth after. I don't think having a duration works for CurHealth either. I'll have a little play with it when I get home, if I remember.
The default shader/renderer (forget what the actual name it is called in the cauldron) is drawn always facing the screen. There are a number of different render types that can be set for the emitter, basic, additive, exclusive etc. Some of them will be basic ZX plane or something similar. These renderers will render the particle on that plane any rotation done will be perpendicular to the render plane. Or at least that is how I remember it being. Can't check from here unfortunately, will
Will have a play with it anyway. I think it is one of the few things that can effect the target and the caster at the same time. I think DefendableDamage is first defended by Accuracy vs Dodge then any damage done is reduced by Defense.
Great stuff, I didn't know "Lifesteal" existed and I was wanting to do just that the other week. Will have to have a play around with it and see if it does what I hope it does, and if it can work in reverse.
Yeah I get what you mean, it's a bit of a pity there aren't different damage types in the game then at least you could choose the correct damage spell for the target. Unless you actually modded in a damage multiplier to the unit stats for each magic school. Then used the multiplier to reduce damage to the unit (and other effects) from within the spell defs . But it's allot of extra work when it only adds a little to the game and the AI probably won't take advanta
[quote who="LightofAbraxas" reply="27" id="2859617"] Also, I'm still on the fence as to whether non-selected spellbooks should be available through research. [/quote] In my opinion non-selected spellbooks should be available via research but there should be something extra to do. Like some quest it unlocks with the end result being that you gain access to the spell book. Or perhaps a choice between the spell book and some other reward. A quest to re-discover old knowledge af
[quote who="Heavenfall" reply="1" id="2859598"]Doesn't seem like any other resources are read into the tactical engine at all, besides mana and shards. Maybe that's why spellresourcecost doesn't function in tactical combat when you use it for anything but mana. [/quote] I'm sure I got one of my own resources working with spellresourcecost in tactical combat. I had one spell that killed one of your own units and granted you 1 soul, which was a global resource. I had a s
In elemental Armour resists against damage so it is not quite the same as DnD where it goes towards not getting hit in the first place. So in elemental terms monsters who can only be damaged by +1, +2 etc would be monsters with high armour. You still might do a little damage with a normal weapon but you will be much more likely to do damage if the weapons damage has been increased in some way. For saves I don't think you could do individual saves (dex, fort, will) but there is suppose
Another nasty thought. Armour could then reduce casting level!
I'd probably not include the shards at all in the general spells and treat them as a main story point. These shards have appeared which seem to increase mana flow etc. Then have some abilities that are unlocked in some way, maybe sov only, or some sort of new spell research. Which uses the shards to impart power to people in some way. But basically a set of abilities/spells which power is solely derived from the number of a particular/all shard/s you have. They may increase casting levels or
Happy New year! I think wisdom was removed from the game, no reason why you can't just add it back in again though (ensuring the internal name isn't the same as the old one in case any old code tie ins remain). I think you would have to split Cure Light into multiple spells. I've found out that you can have multiple required stat tags and they all appear to be ANDed together. Which will effectively limit each spell to one class. However it isn't too great a leap in imagination
Adding a stat will (as far as I know) add the use of it to all unit types and goes a little like this: Create a new XML file called whatever you want. Add the following to the XML file: [code="xml"] DisplayName,DisplayNameShort,Description,Icon DisplayName,DisplayNameShor
A bit more info: [code="xml"] [/code] This should work, even though it looks a little like there are two calculations going on, it does realise that you are explicitly s
Annoyingly you can't do more than one calculation at a time in Calculate. I've noticed you have the following: [code="xml"] [/code] Which I assume is to give a result of half your intelligence minus five. This would have to be split into two calculations as follows: [code="xml"]&l
It would actually be fairly easy to do different caster types. You'd still have to research all spells together however you can easily prevent spells or abilities being cast based on attributes. So you make a few new attributes, IsDruid, IsCleric etc etc then make the spell only cast able if the e.g. IsDruid attribute is 1 or greater, could even use it as druid levels as you level up and manually increase it unlocking more spells. So the choices at level up would be either attributes or class
Maybe it is all down to using the correct target owner for each mod type. So Resource and ResourceMultiplier may only work for "TargetCity" and "PlayerSovereign" among others. Where as unit mod types require it to be the casting unit or the target unit etc. Definitely see some strategic spell options for this. Thanks for the heads up [e digicons]:thumbsup:[/e]
[quote who="Murteas" reply="30" id="2855678"]Leap - This spell correctly increases your maximum immediately after you cast it, but it doesn't increase your available movement so you get something like this "2/5" movement after casting... Not very useful. Until I can figure out how to increase both maximum and available movement. I made the duration 2 turns, so the first turn you cast it, the 2nd turn you get to benefit from it. [/quote] Does strate
Some aspects may be a little tricky currently. Like acquiring feats as you level up. Well in fact the whole leveling process. But that just depends on how close to DnD you want to get. Personally I'd be interested to see if it is possible to have the NPC factions treat you as an individual rather than a country, i.e. not going to war with you as if you were a country to over throw. Are you wanting it to be where you are a ruler in a D&D setting, or where you are just an adven
Don't know if this has been requested before but: The ability to prevent items from being equiped based on stats and current item types equiped. So we can get the usual can't use item X without Y Strength. However, you can then also make it so that you can't equip item Z when you have item W already equiped. The latter is mostly so that we no longer have to add weapon abilities to weapons directly. Instead you can then make an item which is for example training in sword techni
Just wondering, for the maintenance cost of spells have you tried fractions of mana per turn? I've been playing around with my own resources and I can consume fractions of the resource. It might be viable for things like summoned weapons early on to cost 0.1 mana per season etc?
Just to throw my lot in with something that might help find the problem. I've noticed that if the game cannot find a resource file it will spend ages doing nothing before continuing on. It may be that with the floating monsters there is something it is trying to find but can't?
Thanks. Well that makes things... interesting. I guess I could make a world resource and use that as mid point in some convoluted way, but then it would effect all casters of the spell not just the current caster. This was for the "Very low attack damage. With a special ability that kills one of your own units for a massive damage increase for a couple of rounds." idea. Actually might be able to change it so it is similar to one of the spell design contest spell