Hi All,

First off- huge thank you to Amplitude for releasing the modding tutorial, it has been a great help so far.



I would like to give other factions to use spells WITHOUT pillars, or add new spells. In order to do this I have been searching through XMLs for any mentions of Spells and ArdentRageMageWizards and I think I have it figured out, but I would like to get some confirmation. I am using the Spell1 as an example (the one with Defense added).



Could you please let me know whether I am understanding the following properly?



Step 1





In FactionTraits[Major].xml









!FactionTraitRageWizardsArcanaUse















  • What is the significance of the SubTrait tag?
  • Would the code below also unlock the other starting Arcana?











!FactionTraitRageWizardsArcanaUse

















Step 2



Now in SimulationDescriptiors[Technology].xml I found the TechnologyRageWizards7 which has the Target properties Pillar1Level and Spell1Level.























Is there any way I can remove the Pillar1Level for the Custom faction but not anyone else, or would I need to create custom Technology with TargetProperty="Spell1Level"?



Step 3



Now to add new spells I am guessing that SpellDefinition.xml is responsible for that.







TechnologyRageWizards7





$Property(Spell1Level) eq 1





FX_Spell_MagicShield_Center

FX_Spell_MagicShield_Effect









  • What is the Inverted property?
  • What is the significance of Flags="Prerequisite,Discard,Technology"?
  • I understand that this checks the level, but what do these flags mean in the context? Flags="Prerequisite,Discard">$Property(Spell1Level) eq 1
  • is $Property(Spell1Level) defined somewhere else, or is that similar to calling this.Level?
  • Is there any way we can get a list of FXs? Is that list stored anywhere?





Step 4



Next is BattleActionDefinition in BattleActions[User].xml.

































  • What are possible TargetsFilter Types, other than Circle?
  • What is Parameter1?
  • Where is the Spell1Level1Effect defined?





Step 5



I believe the final step then is to add the UnitAction definition referenced in the above code as Spell1Level1Effect. This is done in SimulationDescriptors[UnitAction].xml



















No questions for this bit.



Step 6







%Spell1Title

%Spell1Description















I understand the above code adds the icons for the spells, but how does the game now where to put them? And if I add new spells, will the game know to add icons for them? Where is that specified?



I believe that is all for now. Please let me know if you have any questions regarding what I wrote.



Thank you to anyone who will read this.