So where are we now? We've created a spell that's basically a copy of any one of a dozen spells in the core game files. Exiciting? Not really. I mean, what's really "Fiery" about what we've done? Really, it's the same as if I'd just given the unit some better armor. So let's make it more exciting: We're going to give the unit the ability to breathe fire on his enemies while he's enchanted! The first part of this exercise involves creating a new ability (a 0-mana sp
Gnilbert
This tutorial will show you how to create a new spell. It will only use effects and graphics that you already have; the focus in this tutorial is on the XML files, though I’m not actually going to really cover how XML works – you’d be better off asking Google for some tutorials on that instead. We’ll create the spell in two stages. I’ve given descriptions for each version below. Breath of Fire (v0.5) : Enchanted unit
The basic idea is that I've cast "Enchant city for SOMETHING." After the initial casting effect, I want some effect to linger that tells the user "Hey, this city is enchanted!" When they cancel the enchantment, I want the effect to stop. The bonuses and whatnot aren't the issue - it's the visual effects. (In the SpellDef , GameModifer s only last while the enchanment is maintained when you set the GameModifier.Duration to -1). <p
I've been digging through the XML files in preparation for some modding. I apologize in advance if I've sounded the "BUG" cry in error. Here's a snippet from CoreWeapons.xml to frame my question (bugs are in CoreArmor.xml , next section): Part of the "Axe" GameItem, with my comments. [code="xml"]