ENDLESS™ Legend is a turn-based 4X fantasy-strategy game, where you control every aspect of your civilization as you struggle to save your homeworld Auriga. Create your own Legend!
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.
VaulterWhite
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VaulterWhite
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