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Thread: Editing abilities | This thread is pages long: 1 2 3 4 5 · «PREV / NEXT» |
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whiterider
Known Hero
death walks with me
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posted November 13, 2007 12:51 AM |
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Upgrading the conjure phoenix spell, adding new abilities every this and that level.
<?xml version="1.0" encoding="UTF-8"?>
<RPGCombatUniqueCreatureStats ObjectRecordID="1000000">
<PrototypeCreature>CREATURE_PHOENIX</PrototypeCreature>
<Health>300</Health>
<Health_PerPower>30</Health_PerPower>
<Health_PerLevel>0</Health_PerLevel>
<Health_PerKnowledge>0</Health_PerKnowledge>
<DamageMin>0</DamageMin>
<DamageMin_PerPower>10</DamageMin_PerPower>
<DamageMin_PerLevel>0</DamageMin_PerLevel>
<DamageMax>0</DamageMax>
<DamageMax_PerPower>15</DamageMax_PerPower>
<DamageMax_PerLevel>0</DamageMax_PerLevel>
<Offence>10</Offence>
<Offence_PerPower>0</Offence_PerPower>
<Offence_PerLevel>2</Offence_PerLevel>
<Defence>10</Defence>
<Defence_PerPower>0</Defence_PerPower>
<Defence_PerLevel>2</Defence_PerLevel>
<Initiative>15</Initiative>
<Initiative_PerPower>0</Initiative_PerPower>
<Initiative_PerLevel>0</Initiative_PerLevel>
<Speed>7</Speed>
<Speed_PerPower>0</Speed_PerPower>
<Speed_PerLevel>0</Speed_PerLevel>
<NameFileRef href="/Text/Game/Creatures/Neutrals/ConjuredPhoenix.txt"/>
<Abilities>
<Item>
<Level>1</Level>
<Abilities>
<Item>ABILITY_FIRE_SHIELD</Item>
<Item>ABILITY_IMMUNITY_TO_FIRE</Item>
</Abilities>
</Item>
<Item>
<Level>8</Level>
<Abilities>
<Item>ABILITY_SEARING_AURA</Item>
</Abilities>
</Item>
<Item>
<Level>11</Level>
<Abilities>
<Item>ABILITY_MARK_OF_FIRE</Item>
</Abilities>
</Item>
<Item>
<Level>14</Level>
<Abilities>
<Item>ABILITY_INCINERATE</Item>
</Abilities>
</Item>
<Item>
<Level>17</Level>
<Abilities>
<Item>ABILITY_FIRE_BREATH</Item>
</Abilities>
</Item>
<Item>
<Level>23</Level>
<Abilities>
<Item>ABILITY_REBIRTH</Item>
</Abilities>
</Item>
</Abilities>
</RPGCombatUniqueCreatureStats>
Phoenix becomes stronger when the caster gains levels (similar to Avatar of Death spell).
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GrandMoffDima
Hired Hero
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posted November 13, 2007 12:44 PM |
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Dos it able to create new abilities such as giving acid breath armour decrease ?
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sfidanza
Promising
Supreme Hero
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posted November 13, 2007 12:54 PM |
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Edited by sfidanza at 12:55, 13 Nov 2007.
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@WhiteRider: Indeed the two files have the same structure. Technically, it's a nice idea!
Balance-wise, the Phoenix is already powerful (for example with high-level Arantir, you might prefer to conjure a phoenix than the Avatar of Death), so I'm not so sure giving it more abilities is a good thing. Unless its cost can be indexed on hero level as well, maybe.
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Legendary_hero
Known Hero
Stronghold Warchief
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posted November 13, 2007 02:50 PM |
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Yeah i agree.And for the Searing Aura well the Phoenix is one so 10 damage is quite useless
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Don't look back because you will...die?
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whiterider
Known Hero
death walks with me
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posted November 13, 2007 03:49 PM |
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Of course searing aura is useless but I gave to the phoenix all fire abilities of the game I tried magma shield too but it doesnt upgrade fire shield, so combining both of them returns 60% of the damage which is insane
The Phoenix is strong enough but it is not interesting with only few abilities. Basicly rebirth doubles the hp, so in order to use it maybe the initial hp have to be reduced (and redusing hp and giving rebirth is something like counter tactic to the cold-death spells which kill the phoenix imidiatly or harm touch). Fire breath doubles the damage and incinirate makes it 150% with no retaliation. So again a little reducing of the damage is needed. The reason I made these changes on my game is because basicly the summoning spells are boring with lack of inovation from the perks (+4 spellpower is not bad but it doesnt give something new to the creatures except +120hp and 40-60 more damage, which is actualy one more hit from a medium sized stack against the phoenix or killing 1 or 2 more creatures from level 3-4.)
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Ilya_Rysenkov
Tavern Dweller
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posted October 14, 2015 11:11 PM |
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Hello. I tried to add ranged retaliation from Succubi to Archers and Marksmans in Heroes 5, put the files into h5u archive and into usermods folder. It doesn't work . Can anybody help?
Personally, I suppose that it's connected with the animation.
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Ilya Rysenkov
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Hayven
Famous Hero
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posted October 15, 2015 04:58 PM |
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Try to replace the original file with the Succubi one, which would be modified to that the only difference from the Marksman's is the ability. It worked for me when I was trying to add an ability to a creature, while standard edition didn't
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Ilya_Rysenkov
Tavern Dweller
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posted October 15, 2015 07:41 PM |
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Hayven said: Try to replace the original file with the Succubi one, which would be modified to that the only difference from the Marksman's is the ability. It worked for me when I was trying to add an ability to a creature, while standard edition didn't
Thanks, Hayven, but I found the problem - I should have put all the modified files into correct folders.
Anyway, thanks!
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bigjocker
Responsible
Supreme Hero
Forgotten but not Forsaken
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posted October 20, 2015 07:50 AM |
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I didn't want to create new topic for one question and since it'a about creature abilities - I'll ask here:
What is the formula for creature abilities to proc?
I know there's a proc factor which you can change, but what role does it play in formula? How to calculate the actual chance in %?
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HoMM3Lite
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted October 20, 2015 08:55 AM |
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Bigjocker
Responsible
Supreme Hero
Forgotten but not Forsaken
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posted October 21, 2015 06:04 AM |
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dredknight said: Hello BIGJOCKER,
Check in the Manual 3.0. Under the section creature abilities on page 315.
I knew I saw it somewhere, thank you.
But now I have the other question - is it possible to change that chance to be more than 75%?
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HoMM3Lite
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted October 21, 2015 10:14 AM |
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bigjocker
Responsible
Supreme Hero
Forgotten but not Forsaken
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posted October 21, 2015 05:22 PM |
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dredknight said: I didnt find anything related to this in DefaultStats.xdb so I think it is hardcoded in the EXE file.
I think so too. Thank's anyway.
AND the LAST question:
Is it possible to change the pattern of the effect of area of spells and abilities (like fireball, stone spikes and so on...) ?
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HoMM3Lite
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted October 21, 2015 07:59 PM |
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bigjocker
Responsible
Supreme Hero
Forgotten but not Forsaken
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posted October 24, 2015 03:35 PM |
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Now can someone tell me what's wrong with this file. It's Brutality.xdb. Just changed name, discription file names and locations. Also changed the effect itself (all files are in the same folder). BUT ingame Nothing changed at all. Here "copy-paste" of file text:
Quote:
<?xml version="1.0" encoding="UTF-8"?>
<Spell>
<NameFileRef href="BrutalityN.txt"/>
<LongDescriptionFileRef href="BrutalityD.txt"/>
<Texture/>
<EffectTexture/>
<SpellBookPredictions/>
<CombatLogTexts>
<Item href="Brutality.txt"/>
</CombatLogTexts>
<Level>0</Level>
<MagicSchool>MAGIC_SCHOOL_SPECIAL</MagicSchool>
<RequiredHeroLevel>0</RequiredHeroLevel>
<IsAimed>true</IsAimed>
<TrainedCost>0</TrainedCost>
<damage>
<Item>
<Base>1</Base>
<PerPower>1</PerPower>
</Item>
<Item>
<Base>1</Base>
<PerPower>1</PerPower>
</Item>
<Item>
<Base>1</Base>
<PerPower>1</PerPower>
</Item>
<Item>
<Base>1</Base>
<PerPower>1</PerPower>
</Item>
</damage>
<duration>
<Item>
<Base>1</Base>
<PerPower>1</PerPower>
</Item>
<Item>
<Base>1</Base>
<PerPower>1</PerPower>
</Item>
<Item>
<Base>1</Base>
<PerPower>1</PerPower>
</Item>
<Item>
<Base>1</Base>
<PerPower>1</PerPower>
</Item>
</duration>
<sSpellCost>
<Wood>0</Wood>
<Ore>0</Ore>
<Mercury>0</Mercury>
<Crystal>0</Crystal>
<Sulfur>0</Sulfur>
<Gem>0</Gem>
<Gold>0</Gold>
</sSpellCost>
<IsAreaAttack>false</IsAreaAttack>
<CanSelectDead>false</CanSelectDead>
<Target>TARGET_HOSTILE</Target>
<Element>ELEMENT_NONE</Element>
<visuals>
<Item href="BrutalityEffect.xdb#xpointer(/SpellVisual)"/>
</visuals>
</Spell>
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HoMM3Lite
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted October 24, 2015 03:54 PM |
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Should not be activation command as in Civ5?:
<Gamedata>
...your code
</Gamedata>
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bigjocker
Responsible
Supreme Hero
Forgotten but not Forsaken
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posted October 24, 2015 04:18 PM |
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Salamandre said: Should not be activation command as in Civ5?:
<Gamedata>
...your code
</Gamedata>
I dont think so.
To be more clear, here are some screenshots:
LEFT=My file; RIGHT=Original file
Here are all files in same folder:
I wanted it to be more organised so I put all files in same place , changed names of txt files and changed directories in brutality.xdb. What did I do wrong? Tried to change the effect but there's no change in game, I reverted it back, but still no change.
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HoMM3Lite
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted October 24, 2015 04:23 PM |
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Ah ok, I don't know the structure of files, but usually when you make changes and none is shown in game, it means an activation command is missing. Maybe such command is elsewhere.
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted October 24, 2015 04:33 PM |
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted October 24, 2015 04:36 PM |
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From what I see, arent there data missing? You set:
<Texture /> then you close the tag without specifying value.
Usually there should be something like:
<Texture="25" />
or
<Texture="TEXTURE_NAME" />
or
<Texture="false" />
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Era II mods and utilities
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