Badday2

Badday2

Joined Member # 4532117
6 Posts 4 Replies 448 Reputation

Hi folks :) I've been away for awhile, and am using my current vacation as a chance to make some real headway on my mod, when I've noticed those two commands almost never work. I have the cheats argument turned on, and other commands like the reveal map, teleport, kill, auto-turn, etc all work. Anyone else have this issue?

2 Replies 16,977 Views

I'm thinking of a "circle-casting" style trait for trained mages that would amplify the effect of their cast spells (not staff blasts, as that's inherintly boosted by larger formations, of course) based on the current size of their formation. So a 6-mage group could cast stronger spells than a 5-mage group, and so on. I can't think of any existing examples of such functionality... Anyone already invented this wheel, by chance? Or at least ruled it out given current tech?</

4 Replies 5,529 Views

I'm clearly having one of those days; i can't find the file that contains the trained unit templates. I've edited the base units so that when i go into the editor to create a new unit, i see my changes, but my changes are not reflected in the base templates that come with the game (the ones that you can hide but can't delete, and the AI will still use). Where do i find these templates?

2 Replies 3,061 Views

In my experience so far, it reads the mod file version of the object in *addition* to the core version. So, you can insert additional modifiers, or overwrite settings that can't 'stack', but for settings that DO 'stack', you cannot remove them via mod files. Which is why i'm having this specific problem. So, for example, if i don't want a given champion to show up as selectable in-game, i can overwrite their Allegiance to 'null' (something invalid)

3 Replies 3,770 Views

So, replacing traits/spells/heroes while still using the mod system (as opposed to overwriting core files) has been doable so far, but i've run into a problem. I want to add slightly more granular size category traits (5 levels, Small to Colossal) that also scale very differently than existing traits (to up monster difficulty across the board) and when it comes to mobs that do not already HAVE a size trait (Large, Monstrous) then this is perfectly fine, as they can

3 Replies 3,770 Views

From what i can tell, the Master Archer trait gives +25 crit regardless of the weapon equipped (should just give teh bonus when a bow is equipped). Possible it's just a display error with the stats, i didn't thoroughly test to see if the bonus was actually applied in combat. Tested this first when trying to make custom traits using the same logic, then by using Listrid and her Master Archer trait (which i have not modified).

0 Replies 7,169 Views

I am SUPER-pumped for this! :D *throws money at the screen* Take it! Take it all! This is easily one of my favorite, most-played games. Lately I've been getting back into modding it, and my head is *swimming* with the possibilities this change will allow. I can't WAIT to start messing with it! Hey, while I'm here: How 'bout a RangedAppliedSpell? :D I was looking for that earlier today, and couldn't find something to fit that bi

24 Replies 151,484 Views

Thanks a lot, abob101. That's exactly what i needed. Reading that thread, it seems there's a bit of a morass for modders to have to navigate. I've bookmarked it so i can refer to that list again in the future. :)

3 Replies 3,547 Views

Hey guys, Brand-new to FE/LH modding. I'm looking to change the prerequisite trait for a bunch of spells (like, say, Gift of Iron from Geomancy to Earth4, that kind of thing). Can this be done, and if so, where do i need to look? I saw this section in CoreSpells that i thought was it: [code="xml"] AbilityBonusOption &nbs

3 Replies 3,547 Views