Modding FAQ

I have few questions about modding possibilities :

  1. Is it possible to make a creature summon a single creature at the start of a battle ? It should be automatic and shouldn’t require using the unit’s turn to cast summon.
  • The ability “summon guardians” will summon more than just one.
  • The enchanter spell-caster seems buggy as it won’t allow another unit with enchanter spell-caster ability to cast its spell.
  • The bonus type “Opening Battle spell” doesn’t seem to work if added to a creature.
  1. I want a special building on my town to works the same way as “Refugee camp”. Meaning it should grant a 8th dwelling (same as Dungeon’s portal) and should allow a random creature to be recruited each week. Does VCMI modding allows this to be done ?

It wasn’t possible as of VCMI v0.99 but we’re now v1.3.2 so I don’t know if the answer is the same.

  1. I would like a spell to summon a random creature. It could be a random from the game, or a random unit among a defined list. Is this something possible ?

For example, instead of writing something like this :

> "battleEffects":{	"summon":{
> 					"exclusive":		true,
> 					"id":				"fireElemental",
> 					"permanent":		true,
> 					"type":				"core:summon",
> 					"summonByHealth":	false}}},

What if I write something like this ? :

"battleEffects":{	"summon":{
					"exclusive":		true,
					"id":				["fireElemental", "waterElemental"],
					"permanent":		true,
					"type":				"core:summon",
					"summonByHealth":	false}}},

I don’t know. Is there a feature that could return a random creatureID value ? Something like this :

> RANDOM_CREATURE
> "subtype"			= 0 (Random from all creatures, as refugee camp), 1 (random among predefined list)
> "val"				= Number value. Cooldown in days to refresh the random creature (ex: refugee camp would be 7.). 0 could always refresh.
> "additional info" = ["X", "Y", "etc."] 	// list of predefined creatures you can add if subtype=1. (Optional). Could be even better if you could add %chance value for each entry.