In CoreSpells has this comma instead of a dot Unit AdjustUnitStat  
Warsoullord
9) How would one go about to summon items with spells and traits? Is it possible? 10) Does some UnitStats only work with traits and not spells and the other way around? Unit AdjustUnitStat &
6) Adding new types of attack does open up a few new options, I'll look into that. And I like the idea of charge-up abilities, have you gotten that to function carry over between combats? Because from what I can see in your mod they all expire at the end of combat. 8) Ok, thanks for letting me know where you got it from. I will look into it once I get further in my development. And thanks for all the good advice!
8) Also since I got your attention HF I wanted to ask you where you got that wonderful skeleton model (undead) that you use in your stormworld mod, and if I could get permision to use it for Necromancer summons.
4) Doesn't work as of now, what I can figure out. 5) Doesn't work either I think, like you said, put the value to 100 but still only got 3 gold after combat with butcher. 6) What type of new unitstats is it possible to add? Only things that defines units such as demon and so on or other things that makes for more interesting abilities? 7) I see thanks, I'll have to think about something to do with that then. Since I also wanted to add some sort of bear trap
Thanks HF works perfectly and mqpiffle for cleaning my code a bit, I thought was for the combat text that appears but I realized it is not needed now. The monk is not supposed to attack it has a built in counter-attack no matter what weapon it is using (will be using staff only once i get question 1 done.) The Styles are there to boost the co
Hi, I've gotten a bit into modding lately and I'm trying to redo the Champion system into something with a bit more choices. Archer, Knight, Barbarian, Guardian, Berserker Wizard, Battlemage, Warlock, Necromancer, Enchanter Ranger, Rogue, Druid, Bard, Shadow Prophet, Paladin, Ritualist, Priest, Monk Seeker, General, Alchemist, Sage, Bounty Hunter Something like that. I've run into a few questions that I was hopening that I co
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I found this guide that I though was very helpful,only that it doesn't work. How do I need to modify it? forums.elementalgame.com/392476
Regarding blocking with cities, isn't there a manual placement mode for city development?
To clearify Target has 40 HP, Maul first hit hits for 39 HP, Poison applied to target for 1HP, Target dies, Maul second hit in empty air, Character stands inactive doing nothing, responding to no actions (can't pass), autofinish combat to get out of the lockdown.
When using the maul ability (obtained from berserker's axe) together win a poison on melee hit (vial of poison) if the enemy in tactical combat is killed by the poison the attacker swings one more time in empty air and then becomes blocked. Unlockable by choosing to automaticaly finish the battle.
Just killed Abeix with a lvl 2 hero that had a magic staff. No dmg taken, because Abeix just passed all turns.
Auto path does not seem to account for roads that i built with administrator. Oh and stunned units can counter-attack? Only "Kidnappers" quest from quest maps, and no pioneers when completing that quest. But think that has been reported before, just confirming. And an AI issue in tactical combat, not a bug, but still a problem. The problem is kiting the AI's units where they always seem to move just within move-to-attack reach of my closest unit. So then i move tha