Fallen enchantress legendary heroes how to download mods






















Refine results Found 8 results. Refine by category Clear selection. Search parameters. Attributes Clear selection. Refine with tags separate with spaces. Make Mods. Filter by:. File size. Apply Filters Clear Filters Shareable link. Between Life And Death Miscellaneous. Uploader: davrovana. Author: davrovana. Path Of The Paladin Paths. Path Of The Sorcerer Paths. Kingdom of Vaynar Miscellaneous. Uploader: Ellderon. Author: Ellderon. Uploader: mqpiffle. Author: mqpiffle.

Uploader: Cookie If you're trying to create a balanced mod, keep that in mind and look at other weapons to get a sense of what this should be. ShopValue has a similar purpose: For items that your champions find lying around, this is the value that a shop will sell it for.

GameModifier is the tag where the magic happens! Sometimes literally. GameModifier tags tell exactly what this item does. An item can have multiple GameModifier tags and each has a number of nested tags. The ModType tag defines what gets modified.

For Weapons, Armor and Items this is almost always Unit — it means that whatever Unit it is equipped to is the thing that gets these modifiers.

Attribute defines kind of modifier it is. Which stat gets adjusted is defined by the StrVal tag, and how much it gets adjusted by is defined by Value.

It adds the bash passive ability. Value there is related to the chance of it occurring — I believe it is the percentage of damage that applies to the bash chance. The Provides tag in that particular GameModifier is a text string that summarizes the ability for the player. The string itself doesn't have a gameplay effect, but you should let the player know what it does. This StrVal is actually the InternalName of an Ability defined elsewhere, so if you desire, you can make a new Ability and apply it to a new weapon!

More on Abilities later! Once again, Provides is just a text string. IsAvailableForSovereignCustomization is another boolean value. Set it to 1 to let it be available for selection when creating a sovereign. RarityDisplay has absolutely nothing to do with ponies.

Valid values are Common, Uncommon, Rare and Unique, though it appears to just be a string. The Prereq tag has a series of nested tags. It lists a prerequisite condition that needs to be met before the item can be equipped.

The example for the club shows that the Player needs to have GreatHammers. As you can see, it's similar to GameModifier. AIData helps control the AI's decisions when choosing weapons. ArtDef defines which model the item uses. If you're going to reuse one already in, it's unneeded.

Creating new models is also beyond the scope of this guide. As well as my abilities. There are a number of other tags that can appear, such as Likelihood, which governs actual item rarity; and the boolean HeroOnly, which means it can't be selected for normal units. Looking through the files and experimenting is a good way to figure out what they all do.

Now that we've looked at the basic layout of a weapon, let's look at my custom staff! Here you can see my custom staff — the Felisian Staff. It has a new and important tag: ProductionRequirement. This can be added to make the item cost resources, in this case 5 refined crystal. You can also see some different GameModifier tags adjusting weight, dodge, and max counter attacks. You also see an example of using a researched technology in the Prereq tag.

Wanted to mess with it for a bit. Sadly, no, there isn't a Steam workshop for it. Yes, that's correct! It's really just a mod I made for myself, since I wanted to have an option for a later-game staff that granted dodge. But it also made a good example. Share to your Steam activity feed. You need to sign in or create an account to do that. Sign In Create an Account Cancel. All rights reserved. All trademarks are property of their respective owners in the US and other countries. Some geospatial data on this website is provided by geonames.

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