Mod-Modders Guide to Fall Further

Is there a way to create an invisible Promotion?

A promotion that can't be seen? Use the "bEffectProm" tag. It'll still show up in the WB's unit editor function.

(There is an "Invisible" tag if that isn't what you meant.)
 
<bEffectPromotion> means that NOBODY will see the promotion.

<bEffectPromotion> + <bEquipment> means that only the owner will see the promotion (shows up in the detail box when the unit is selected, but not in the mini-display when the unit is mouse-overed (so opposite of Combat II when the unit has Combat III already).
 
Is there any way to add a spell that targets a specific nearby tile, with definable damage and such?

I was going to copy Crush, but it seems that doesn't have any input parameters for damage, or damage limit.

Essentially, I'm wanting to create spells which damage enemies on a specific tile, and give a promotion to all affected ones.
 
well, you could copy the def spellCrush(caster): in pySpellinterface and then modify it for your spell
 
I don't think it's possible to use python in modules.
I need a solution thatcan be done purely in xml :(

I don't think the "specific tile" part is possible. You could combine promotions and damage via 2 promotions, one of which causes the unit damage next turn.
 
can it be done like Crush, then. Just targeting the stack with the most enemy troops on it?

Nope, not without python. Via the .dll "range" is accessible via the SpellInfos xml. But as you know ranged spells hit every tile in range. To be more selective you need to go beyond the XML.

What effect are you trying to create?
 
I'm just trying to make some new breath spells for dragons. The method of summoning a fireball has always bugged me.

Is that the only pure xml method to hit a specific tile?

Specifically, I'd like to fdo a Freeze Breath spell for drifa, that would be weaker than fire breath, but cause targets it hits to be slowed or immobilized.
And likewise, I wanted to do an Acid Spit spell, which would add the Rusted promo to those it affects

Is a radius spell going to be the only way I can accomplish this (sans python)?

Also, I really wish we could do python modules :(
That would make things so much easier
 
It may be wise to switch to non-modular. Less nice but more functional. I wished to do my mod in modular format too but many ideas I had weren't able to fit in, so I just gave up the modular.

Anyway, can anyone point me towards an XML way to add a promotion to a unit when it's on the same tile that another (specific) unit? I looked but didn't find anything relevant; if not the PrereqUnits but I'm not sure how they work. Instead, I thought creating a "blank" promotion that only one unit starts with; pyperturn check to see if the other unit is one the tile; if it is: the real promotion is applied; if it isn't: check to see if the real promotion was already applied; if it was: it's removed.

It would work (I think?) but an XML solution would be lighter :)
 
<PrereqUnitClassesNOTOnTile/>
<PrereqUnitClassesOnTile/>
<PrereqUnitTypesNOTOnTile/>
<PrereqUnitTypesOnTile/>

Any of those should work. :goodjob:

Is there a python function to check if a tile is visible to the player? All I can find is pPlot.isVisibleToWatchingHuman(), which doesn't do what I want at all. :p
 
<PrereqUnitClassesNOTOnTile/>
<PrereqUnitClassesOnTile/>
<PrereqUnitTypesNOTOnTile/>
<PrereqUnitTypesOnTile/>

Any of those should work. :goodjob:
Are those available in Orbis? I don't remember seeing those tags.
(Yeah, I ask help here and mod to Orbis, there just isn't a modders thread :lol:)
 
No, there isn't. Theoretically, all tags are in the Orbis editor. However, I will check the UnitSchema, just in case. I have little hope but I'll see. If the tags aren't there, would my workaround work or something useful given by the tags would make it clunky? (as most of my workarounds are... but they are workarounds, so... :p)
 
It seems I ran into a bugg :

Creating a promo with <bAutoAcquire>1</bAutoAcquire> to make it created automatically (copy/paste from existing iones), with one condition being a TECH, if the specified TECH is found during a turn thanks to beakers from a hut (instead of classically at the beginning of one through research), then the promotion appears instantaneously on the unit, but as available but not aquired. Only when moving the unit or waiting for the end of turn does the promo get autoaquired.

Would you reproduce the problem and think it should need a fix ?
 
Actually, Xienwolf knows about that... Said it's the only way to do it without drastically slowing turns.

I see. No big deal actually anyway, just strange the first time to see :)
 
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