Hey there, Yeh I've been gone for quite a bit. Started playing again and just got davrovana's message. Abob I'll be honest i may have deleted yours without reading it thinking it was a recruiters name in the subject lol. I will need to peruse through the conversation in here. I also wonder if things went into spam as i never got any of these notifications and didnt realize there was interest in this path.  
brich1212
When customizing things (in this case a path) 5 Am i correct to assume the higher the better? So that the AI will more likely choose a particular trait when it is available? Do these work like %'s or index values?
Updates: 6-14-2013: Updated Path artwork, thanks to fsemprini .
[quote who="Heavenfall" reply="52" id="3371002"] A very round-about way is to require a unitstat to cast it. You get +1 unitstat from a trait (or whatever), then -1 unitstat once you cast the item (permanently). Now the spell should not appear any more (if you are using 1 ) That's how I did some items that had spells I needed to unlock without using a modifier like <GameModifier&g
I wanted to remove it from my spell book completely. As it can only be cast once per champion. So once the spell was cast i would want to LockSpell. I was hoping i could Lock it as we can UnlockSpell. But I dont think we can.
I thought my attempt to use GiveItem on a spell didnt work either. Maybe i was using the wrong tags inside a spell. Ill give it a whirl. Thanks
Heavenfall: I tried... I couldn't figure out how... GiveItem didn't work. I just assumed that thetrait tree couldn't give items... I also assumed after hours of trying different ways, someone would see the post and point it out ;) This was my fourth choice on how to do it. Alstein @200 Accuracy is only 14 attack / Crit chance @level 17 my Ranger (with 0 armor and a +8 Heartwoodbow) has 165 Accuracy
I do have Jagged Arrow I-IV traits. Those are just the Assassin equivalent to Lethal Strike. I also have Novice Fletcher +1 Initiative 15% ignore Armor Expert Fletcher +1 Ranged Attack +2 Initiative 25% ignore Armor Masterwork Fletcher +2 Ranged Attack +4 Initiative 35% ignore Armor I like that elemental Arrow
Updates: 6-14-2013: Updated Path artwork, thanks to fsemprini . Rumblings: I'm debating getting rid of chain mail abili
This is my first release of this Path. https://dl.dropboxusercontent.com/u/21479947/Path%20of%20the%20Ranger.zip Instructions: drop folder into Mods folder Overview: I'm a fan of bows and rangers/hunters in general and felt champions who used bows were kinda weak from
Is there anyway to remove spells from a champion? Basically I'm wanting to remove the spell the champion cast after he casts it... (Single cast) Currently i'm just setting the Cooldown to 4000.
Nice, that is probably accurate. The unit in question is a summoned Tactical creature and i could not see the calculation. I did notice that Tough was missing and I was not sure what that did lol. I also did not know it was a base 2 per level. Im almost certain you are correct and i will tweak and confirm. Thank you much. Suppose i couldve looked up what Tough did :p
Question: Im summoning a creature with a new spell i made. yada yada Unit SummonUnit Black Widow CustomBattleCompanion_BlackWidow -1 <![CDATA[[UnitStat_BonusSummon
The AutoBattleCast is assigned upon picking the "Ranger" path.
Yeh i figured out what i needed to do. I used the AutoBattleCastThing... basically ive wired up a "Ranger" champion path that utilizes a new UnitStat of US_Attack_Ranged and i needed the values to only be added to attack if you are using a bow. AutoBattleCast now adds a spell that adds US_Attack_Ranged * US_IsBow Thanks for the reply.
Also, what is the easiest way to test leveling up a champion? Experience increases or is there a leveling up spell i can cast repetitively?
Nevermind, i figured out what i needed. Using an AutoBattleCast which is calling a spell which calculates my new attack type * IsBow.
For compatibility concerns is there a way to say add a prereq to an existing weapon from a separate file? For example: can we add blah blah blah in a CustomWeapon.xml file and have it append to the full definition of "Shortbow_Tarth"?
Is there a way to add a Spell Enchantment when equipping a weapon? For Example: [code="xml"] blah blah blah... Unit CastSpellDef ' this part is what would be missing. Courage Courage Spell </GameModifier&g
So i just started modding, with the help of everyone's posts, and was tweaking some traits in the trait tree and wanted to know if theres a way to separate daggers out as their own type of damage bonus? Like +1 Attack with Daggers. I've gotten the point of getting it to add it to my trait and see it listed in the Attack calculations. But I'd like it removed when I take the dagger off. Is there a way to do this on t