I thought of an easier way to handle thrown weapons. You'd purchase 'Thrown Dagger' in the shop. This would be an accessory (or whatever to get it to show up where the Tomes, Potions, etc. do now at the bottom of the screen). Then write up a spell effect 'thrown attack' for the item. Then you'd click on the item, target your enemy and voila! Dagger disappears from inventory and said target may have a dagger stuck in him... Not sure if you could equip
tjashen
[quote who="Tsuyashu" reply="19" id="2843757"]How do you go about downloading these betas? I am still stuck with 1.09e?[/quote] You need to set your Impulse Control Panel to 'Show Pre-Release Versions'. This is found in one of the tabs at the upper left of the Impulse window. Then refresh and you should see 'new update available'.
OK, so I've been looking at the current (1.09u) weapon and armor stats... Cut & Paste here... (tab alignment is messed up of course, but I'm not fixing it). Weapon ATT Modifier G/M/I/C Shop
OK, I've been testing out a balancing factor (under 1.09t), and adjusted the monster stats accordingly. Unfortunately, I'll need to redo this under 1.09u... Plus, I've missed a few early game monsters somewhere, so I have to figure out where their stats are. So far, I'm liking the combat a little better, but it's too early to tell. Since Werewindlefr is looking at magic, I'll continue to look at armor/weapon/monster values. A 'global' stat modifier would be
In one of my last games, I captured a minor empire's city (Marklinn?). The city window showed 20/40 population, and said "This City will level up when it reaches 0 population".
A quick note: If you are designing an accessory that doesn't have a prerequisite, it might not appear in the shop until you have added it to the K_CityHubs.xml or F_CityHubs.xml. These files are in the Elemental/Data/English/Core Improvements folder. YourItemHere You'll need to add this for each city level in said file. Note that this allows you to limit
Regarding the ValueOwner tag: I've seen CastingUnit and TargetUnit as variables. What would be nice is if there was an EquippedUnit variable as well, for items.
Essentially, making multiple items, each with higher bonuses, with minimum Intelligence requirements to purchase. Assuming you could do a Intelligence check... Another way is to make a spell effect, but that'd take action points to 'activate' the bonus to defense. I was hoping for an easier solution.
Just tried [[UnitStat_Intelligence]*1.33] No dice. Value is 0. I'm trying to increase Defense by 1/3 of Intelligence. There's a more cluttered way to do this, but I'd rather not have to make multiple items...
So, I'm guessing something like this won't work either: Unit AdjustUnitStat UnitStat_Defense [[UnitStat_Intelligence]*.33] Ed
OK, so Kenata has been able to get the game models to show a character wielding two weapons. [quote]Now Ajay here looks like he is dual wielding swords, and as far as the player is concerned he is. The truth is that his off hand dagger is really a cleverly disguised shield. By doing it this way, he gets one attack and the animation is passable. Now, because this of
OK, so I'm trying to make an item (let's call it a Mage's Robe for now), that adds 1/3 of the Wearer's INT to his defense/armor stat. I've seen this (copied from a spell): &
1.09t is live and installed on my laptop!
At this rate, we are going to run out of letters... I guess there is always 1.09za, 1.09zb... Any chance we'll see this before you guys go home for the weekend?
That gives me an idea. The short form is that I'd be making multiple quest files (one for each race), with the last quest(s) appearing after the other quest was complete. Is there a way to do a search for a quest to become active? This would likely be tied to an item, as well as a high level of questing tech... Also, how would I ensure that the quest readily appears ingame, i.e. can I bump the frequency variable or something so tha
The way I see implementing this for now would be that the combo shows up as a single 2h weapon, with a single attack value. The '2h' weapon would be tagged with a few abilities to reflect having the second weapon (dual attack, attack/parry, and dual parries for example). These would be similar to how 'crushing blow', etc. are implemented now, including taking 2 action points to do. 'Passive' abilities of the combo would be included in the stats - i.e. a bonus to dodge, a
Hey kenata! I have two fun ideas for you for one of your next updates. 1) Dual Wield! Essentially, you'd buy a 'Sword/Dagger Combo' or similar in the shop. The greater attack value is the default value the game uses, and then you'd create a 'dual attack' ability similar to the flurry ability you have now. Probably with a -1 to the attack strength of each or something similar? Plus you could have other options (dual parry, parry + attack, etc.).<
I can see where the system prevents multiple weapons, etc. but I'm not seeing a check for accessories, i.e. as long as the accessory doesn't have the EXACT same name, you can wear them, hence the multitude of rings for example. This is why you can wear multiple packs (Ranger's Pack, Pioneer's Pack, etc.). I thought of a workaround for my implementation. It'll actually work OK, it'll just be a little more cluttered in the inventory. Not necessarily a bad thing I gue
Thought it might be something like that. Thanks for the upcoming fix!
I'm playing around with a new quest for Elemental. The quest would involve 7 chapters or so, with items acquired earlier being needed in later chapters (similar to the Maggie's Key/Chest quest). I'll need some coding advice when the time comes, but in the meantime, any suggestions for a newbie? I was planning on examining the code for the Maggie quest and the 'Sisters/compass' quest to see how they handle the 'waypoints', but any other insights would be helpful. Also
I have a simpler problem. I was planning on examining the .xml files in detail, but you guys might be able to save me some time. I'd like to implement an item category that is 'new', i.e. doesn't apply to any 'in game' items, but that can only have one item in the slot at a time. This item doesn't need any in-game modeling necessarily (and I can do the artwork for the inventory screen), but would need to be available in both the unit creation screen and the shop for purcha
I'm on it, as is Wer ewindlefr. I was waiting unitil I played 1.09s before I 'implemented' the balance factor I have in mind. I saw one problem come to a head last night. I had some 6att/8def Golems fighting some 8att/6def spiders. A LOT of blocked and 1 point damage results resulted, so it took a few turns, and some maneuvering/ganging up, to beat the spider
What Lantros said. I like to re-orient the camera/zoom on the strategic map to a more overhead view, so I don't have any issues trying to click squares behind mountains. Every time I reload, I have to reset the view.
I've tried twice now to complete this quest. It's never been an issue before, but this time, after I fight and win against the spiders, the armor does not appear in the inventory, and the 'you've acquired the armor' message is also not appearing (combat just ends and I'm on the world map). Anyone else seeing this?
Hey y'all! I'm planning a mod at the moment, and am wondering if a piece of gear could be made... Specifically, belts. A 'sash' style belt in particular, although a buckle belt would also be nice. Can the models in Elemental accomodate belts? If so, are there any modders out there who might be able to make belt models? I don't have 3d modeling skills or software, hence the request. Help would be much appreciated!