Im' just throwing a wide ball, but you did remember to define the unitstat like in CoreUnitstats.xml right?
Heavenfall
Aesome bug? or Awesome FEATURE?
One of the first abilities you get in Skyrim as a dragonborn is the Fus Ro Dah shout, which applies "force" of indistinct variety to all things in front of you. Essentially, it allows you to scream so people fly away.
My favourite: [video]http://www.youtube.com/watch?v=DoMyBnRtNUw[/video]
Yeah, that's how I did it.
[quote who="Capn Darwin" reply="7" id="3084269"] For creatures how about IsOversizedTarget. Allow us to tack on more damage from AOE spells or hit easier with thrown/projected weapons. [/quote] I'm adding this one in as well. [quote]UnitStat_BG_IsOversized^ - It is 1 for units that are substantially larger than a single human-sized mounted man. Note that this indicates that a singular unit of this sort is oversized - a unit does not become oversized if it g
Changed accordingly. Also added [quote]UnitStat_BG_IsImmortal^ - 1 for certain units that cannot die from old age. In the core game, these include: Titans, Dragons and Butchermen, Elemental gods (NOT all elementals!). 0 for all others. Keep in mind constructs are not immortal and may die from old age (they basically turn to dust after a few thousand years), but they are also UnitStat_BG_IsNotAlive^ 1.[/quote]
When you put that prereq in, it checks to see if your faction is that racetype. It is not a check against the individual's racetype. In other words, an Altarian faction may recruit a Mancer hero who would still gain the trait.
I believe that to be the case, but you can TECHNICALLY add excluding prereqs using the method I described. UnitStat UnitStat_BG_HasInjuries &nbs
As an example, this works as expected for me [quote] UnitStat &nb
Are you sure you're doing the right modifier? UnitStat UnitStat_DS_IsMod 1 &
Race Race_Type_Wraiths for race-types. In order for a trait to appe
Unfortunately, items can't hold any prereq tag except level requirements. It was actually my first request for improvements to the engine here: https://forums.elementalgame.com/417022/get;3071746
Hmm... IsSpellcaster is tricky. I don't think it's possible to include any monster that can use a spell in that definition (the XML would be very, very messy). I'll have to think about how to do that in a way that is apparent to the player. added [quote]UnitStat_BG_IsRanged - 1 for any weapon that turns the main attack of a unit into a ranged attack. 0 for others UnitStat_BG_IsMelee - 1 for any melee weapon, and any unarmed monster. 0 for others[/quote]
From what I understand, in beta 2 all champions will be able to cast spells. So unless I'm mistaken, you can check for champion or sovereign instead to see if they are spellcasters. isRanged and isMelee also good ideas. Currently, the only ranged weaponry available are bows. But there has been hints that that will change in beta 2. If there is any main ranged attacks other than bows, I will add isRanged and isMelee. Otherwise, currently, if you are using bow you are ranged, otherw
This value [quote] UnitStat_Bg_MagicalNature - this unitstat, which can be found on items, will also be found on some units, and is again something similar to its earlier function - to point out particularly mystical or magical units. The value is 0 for those considered non-magical, such as a spider or an ogre. It will be 100 for most units considered magical, and up to 300 for those units that are completely magical in nature such as a Fire Elemental.[/quote]
Whenever people talk about quantum computers my attention span just goes to zero. It's not that I don't care about great achievements like that, it's just that I feel like I need a degree in molecular physics just to understand what the hell is going on. I wonder if that's the way of the future, a few tens of thousands of people in the world who understands how things work. Me? I'm just along for the ride.
When replacing a Spelldef, not all tags are wiped. Normally, when I mod a gameitemtype for example, all the tags in it are wiped the moment I mod it. Similarly, most tags are wiped when I mod a spelldef - except .
You know, the funny thing is, when this sort of thing becomes standard on the market, I don't think the amount of water-damaged phones will go down. And here's my reasoning: people see something like this and think they can drop it into a glass of water without causing damage. The phone will still be vulnerable, just less so. And people will be less careful, because they think they're protected.
Is BitDefender any good? I'm using AVG Anti-virus on my home computer.
Added [quote]UnitStat_BG_IsUsingStaff - 1 for units with a staff equipped, 0 for others[/quote] and removed [quote]UnitStat_BG_IsUsingAnyShield - 1 for all units using any shield, 0 for others[/quote] (it is just a repeat of UsingSmallShield and UsingTowerShield) I'm also unsure about keeping these two: [quote]UnitStat_BG_MetalCost - This value represents the total metal required to produce this unit. <br
Could be either. It is certainly a mistake I could have made if I scanned a certain folder like \Mods\ for .xml files. But then again, they are professionals.
An example of how I will be using this information: Imagine that I release a library mod called Lib_Example (in a folder called Lib_Example that has a single Lib_example.xml file). It contains information that is only relevant to version 0.77 of Fallen Enchantress. When 0.78 is released, I want to update the library. So, I update the files in the folder Lib_Example and release it. Now a problem occurs. The user installs two mods that both contain the library mod. Mod A contain
One thing that was noticed in E:wom, and still holds true in the FE mod folder is the following details 1) If two files have the same filename, then only one gets read by the game. The other one is completely ignored (it is not read into the engine at all). This is both a danger and an opportunity for us modders. It is a danger because we must ensure that our filenames aren't the same by mistake. It is an opportunity because it allows us to release mods that purposefully have a hi
There have been strong hints that 1.4 is the last patch for E:wom. Check out this mod https://forums.elementalgame.com/412225 if you are looking for an updated version.