Modifying spell costs?

Onionsoilder

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Joined
Mar 19, 2007
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I'm working on a modmod for FFH, and several of my ideas revolve around scaling spell costs(the gold paid to cast particular spells, like Drown or Hire Mercenary). In the XML there is only a field which can take one value, so I doubt I will be able to get it work there. I'm hoping I might be able to get it to work in Python, but I've only done very minimal scripting and never worked with Python before. Basically, I'm looking to accomplish:

Owning building A reduces certain spell costs by X(either % or flat out)
Playing Civilization B reduces certain spell costs by an additional X.
Casting spell Y increases cost of Spell Y by Z, which resets next turn(So cast 1 costs 100, cast 2 150, cast 3 200, but next turn it's 100 again.)

I know I'll need a loop in the code somewhere to function as a counter, but that's about it. I;m not asking for someone to do this for me, but I don't want to learn everything about python from scratch to accomplish these couple things, so I'm hoping someone can point me in the right direction.
 
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