I got next one. Hero specialty this time. Trying to make specialty, that doubles Fire Wall damage.
First i go:
“type”: “SPECIFIC_SPELL_DAMAGE”,
“subtype”: “spell.fireWall”,
“val”: 100,
It shows double damage in spellbook, but when triggered does only base dmg. So i tried:
“type”: “SPECIFIC_SPELL_DAMAGE”,
“subtype”: “spell.fireWall”,
“val”: 100
"valueType": "PERCENT_TO_BASE"
And it does nothing at all
Next tried same with just “Spell_Damage” with same subtype, val and effects were just opposite XD it does nothing without valuetype and only shows double damage in spellbook with it.
So my question is how to make it right?
PS. My guess is: whole fire wall spell is bugged, even sorcery doesnt work right =(
Last question I hope (or two questions :P).
I successfully added my town and put in game with Cove without crash, but all my town’s icons have been replaced by Cove’s, like here: img820.imageshack.us/img820/6931/beztytuubrc.png
I tried to find some changeable town’s ID or something like that, but in vain. Am I blind or You were not rly prepared for more than one town at once?
And You get one question extra: Is there any way to put heroes in order other than A-Z in game menu?
By looking at Cove I guess not, but want to be sure.
EDIT: PS. (before You start to hate me) - I ask only about matters, that I can’t find in bugtracker, believe me XD
Have you changed “buildingsIcons” entry in config to path with your icons?
Why? All ID’s are assinged dynamically on startup - you shouldn’t rely on them.
Right now - no. And right now I don’t see any nice way to add this. Perhaps I’ll add sorting by hero class so might heroes will go before magic heroes but that’s all.
I need consultation.
I want to make creature, will can cast resurrection. And one creature can resurrect 25 hit points per cast.
I write its abilities like in Mod Wiki:
I saw an example mod “conflux-tweaks.zip” wich shows how to modify standard creatures and towns.
But this means that they will be modified.
Is there a possibility to “clone” standard castles (for example take “castle” faction, make a copy as “castlex” faction), and then modify it same way?
I didn’t looked for this part.
So it’s harder, that to load external mod?
OK, I already have standard towns externationalized as json files. Just proceed old way to clone castles…
Mods can access ONLY mods mentioned in mod dependencies (“depends” entry)
In current version this will cause warning and may work correctly. In next version this will be considered as error meaning that game won’t even start.
So accessing (for example) WoG creature possible only if