StevenRLynchAbundanceThatIAM

StevenRLynchAbundanceThatIAM

Joined Member # 4149234
324 Posts 3,920 Replies 27,720 Reputation

Thanks very much for all your help Heavenfall! After lots of trial and error I've worked out how to give the bonus damage if the enemy is Undead and the attacker is not (by editing the Sov file to give him the Undead unitstat - I also had to delete the Blessed Hammer definition from your Library files). I would also assume now that when you just put a TargetUnit UnitStat you are actually either testing if the UnitStat is positive, or testing that the unit stat is equal t

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EDIT: Actually, I'll make it fire damage instead (the most resisted element) so it has a minimal effect on other non-undead attacks. Even though the fire skeletons are immune to it, they can still be hit by the regular damage. Banshees are not immune to Fire Damage though. Yes, that would be fine. There is lightning attack added to the base attack so that Banshees have a chance of getting hit (and then having CurrHealth decreased). Question 1: What does D

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Just how do you do a comparison between two Calc values and use the true/false to determine whether the amount used for the Value is 0 (previous statement false) or 1 (previous statement true) times the number?

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EDIT: Actually the first one doesn't work properly, as it does extra damage to non-undead units. Would this work for the MeleeAppliesSpell? Unit DefendableDamage UnitStat_Attack_Lightning <Expres

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The monsters like Ritualists or whatever have an incentive to use summons though (only cost casting time) - even if it's harder to program for the AI players.

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How do you edit an existing item? For example, if I wanted to add 3 maximum lightning damage to the Blessed Hammer, reduce Physical Attack by 1, and an OnHit effect of 8 Lightning Damage against units with an IsUndead unitstat, how would I change the code so that the +10 Physical Attack vs. Undead no longer applies? I know how to add elemental damage and defendable elemental damage OnHit to a weapon (because Heavenfall has already provided an example), but how do I remove the old

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Yeah, sometimes the workarounds are a bit messy, but still, there's a lot of fun things you can do with this modding system, and the modders have worked out a lot over the years (since WoM) through a bit of trial and error. ;-) =)

3 Replies 3,565 Views

Heavenfall, is it possible to use an "on hit" effect, and multiply it by a "IsUndead" unitstat, so there would be either 10 (if IsUndead is 1) or 0 added as an on hit effect? If you edited the item that does +10 attack against undead, it might work. Even if the +10 attack is not guaranteed in the usual vanilla process, it might be possible to add 10 damage as in the example I just mentioned which would be good enough I think. Not sure about spell effects, but is there anyt

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I don't have Steam run when my computer starts - it only runs when I start up Legendary Heroes and afterwards, till I remember to close it. =)

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There is a maximum number of starting points for defenders and attackers in a battle. There are more starting points for defenders in a city battle, but if you have a lot of militia defenders you can still exceed that if your city garrison is full or overfull (such as when you have nine defenders and then a hero gets defeated and goes to the nearest city - this can exceed the normal 9 unit maximum for garrison). So, when you are attacking or defending, if you have more units than

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Reply to Army stacks in LH Support

Sounds like a bug. Although newly created units will appear outside the city unless the option for "Units Stationed In City" or whatever its name is is on.

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It would make a fantastic difference to do this, allowing new possibilities and not requiring a resource be set up to check for. I don't know if there's currently a way of checking Allegiance for Quest Option Dialogs - some Races can be customised to be either Kingdom or Empire (such as Altarians, Krax and Wraiths I think. tags don't work for striking out Quest Options in a dialog.

0 Replies 4,130 Views