Greeting, So, a situation here - I was working on my mod for few weeks. It was quite a while ago, and I did not backed up latest changes to a separate folder (I edited basic game files). I put it away for a week, but a week become over six month. And then, my game client updated without a warning. So All I have left, apart from tons of new icons and graphics, are two savegames done with this mod. Now, I know, I should b
Holdstar
Thanks to Primal_Savage, here is how it works: IF StrVal2 (UnitStat_IsBow: 0 or 1) is higher (vsHigher=1) than BonusValue (0.5), then (BoolVal1=1, true) StrVal (UnitStat_ChanceToCrit) gets +25% (Value). BonusValue is just a number you compare your UnitStat w/. I usually input 0.99 instead of 0.5. Those skills will use PerLevel tag for scaling, as well as Multiplier tag.
[quote who="Primal_Savage" reply="2079" id="3690917"] I probably spent too much time looking at XML files. I worry about brain injury because of it. [/quote] Well, of few hundreds hours at FE, only half of this was spent actually playing, not play testing. Maybe it's time to take a break. [quote] XML issue, use Metal or RefinedCrystal [/quote] Heh. Next time I will be paying attention. Tha
Okay, one final question. Does this increase actually show on unit card when the bow is equipped/removed? Because I was also trying to do this for hero skill and I can't see the change for Lady Irane :(
[quote who="Primal_Savage" reply="2074" id="3690901"] Make sure your ability is using the exact XML syntax. Yours is missing the 1 tags. Also, I'm not sure 1 tag is activated for these. If it's not, then you need to use a BattleAutoCastSpell to make this work, see Archer Hands/Heart of the Target in Black Market Bazaar Mod. [/quote] Heh. You make it sound so simple :) How on Elemental did you figu
Hey! Well, I could have expected that advanced modder have already figured it out :) Speaking of advanced modding, do you perhaps have any idea how to properly use abilities that are based on weapon a unit is using? I'm trying to make a copy of Master Archer ability, to have it add perlevel values, but so far it doesn't seem to be working right.
[quote who="Primal_Savage" reply="13" id="3433882"] Modifying improvement priorities (and other AIPriorities) is already done in XtraDeconstruct on a much larger scale than in any other Mod, but that's hardly sufficient to help the AI be really competitive. AI will hit a wall around 20-25 cities and will be incapable of overcoming the problem. At any rate, you can only find out about the complexity of XtraDeconstruct if you play it. [/quote] I know this
Hello, I'm trying to make some skills based on the weapon unit is using. There are supposed to be some, for example Master Archer skill: &nbs