This is a tutorial about "hero abilities"
(advice : download and install notepad++ ,it's a freeware alternative to windows notepad and will make your life EASY ,while reading/editing files)
...the second post is going to be about battle.sd(.xml) and battlepage_04and it's going to contain a resource ....
in order to help you customise all kinds of battle-ui round buttons
(not only hero abilities ones ,but also the normal ones that till now were loaded from battlepage_02 etc.. like skirmish ,fire at will ,shield wall etc..)
this way one will be able to customise the visual elements in a 100% way if he wants too...having to just overlap the ones in my battlepage_04...
kinna like placeholders ,since all positions are fixed and in only one file (battlepage_04)
*regarding hero_abilities ,even though they're perfect for fantasy mods ,they 're good for historical mods too...all that it takes is think a bit out of the box...if you continue reading you'll see how one can simulate a "sprint effect" or a "momentum hold" (as in temporary confusion) or other pseudo-realistic effects ,in order to achieve more strategically-fun gameplay...
keep in mind that the buttons-sprites /tooltips and eventual sfx are mood-setters and so you can carefully make everything more "realistic" and believable !
the whole thing involves 4 files and the battlepage(s) which is a tga (picture) file
-in descr_hero_abilities.xml for the effects
..... (data folder)
introduction to the "code" used
Spoiler Alert, click show to read:
Spoiler Alert, click show to read:normal ,refers to "action-availiable"
selected ,refers to "action-on"
disabled ,refers to "action-off" or "action-NOT-availiable"
you should also take a look at " descr_hero_abilities.xml " in data folder..to see how the whole file looks
right click and "open with" notepad (cause being an xml file ,if you just double click it it will open in internet)
here's an example..
it's just for making a point...and introducing you to the descr_hero_abilities.xml code
in red ,the editable parts
in green explaining comments
let's see how the actual file (descr_hero_abilities.xml) looks...
Spoiler Alert, click show to read:Code:<?xml version="1.0"?> <root> <hero_abilities> <hero_ability> <!-- Hero ability name, used when creating a character ,in descr_strat or campaign_script --> <name>Sample_Ability</name> <!-- Duration in seconds, 0 means instant --> <duration>30</duration> <!-- Number of times the ability can be used, defaults to 1 if not specified --> <activations>5</activations> <!-- Cooldown in seconds for abilities with more than 1 activation --> <cooldown>60</cooldown> <!-- Tooltip labels from expanded.txt --> <normal_tooltip_label>EMT_HERO_MY_ABILITY_DEFAULT_NORMAL</normal_tooltip_label> <selected_tooltip_label>EMT_HERO_MY_ABILITY_DEFAULT_SELECTED</selected_tooltip_label> <disabled_tooltip_label>EMT_HERO_MY_ABILITY_DEFAULT_DISABLED</disabled_tooltip_label> <!-- Sprites from battle.sd -->it can be anyone... <normal_sprite>SCHILTROM_BUTTON_IMAGE</normal_sprite> <selected_sprite>SCHILTROM_BUTTON_IMAGE_SELECTED</selected_sprite> <disabled_sprite>SCHILTROM_BUTTON_IMAGE_DISABLED</disabled_sprite> <!-- Sound effect played when ability begins --> <sound_effect>DEPLOY_STAKES</sound_effect> <!-- Effects used by this hero ability --> i've wrapped up this part as i'll extensively cover it again in the end of this post...Spoiler Alert, click show to read:<!-- Possible Values: lock_morale, rally_units, army_morale, army_fatigue, soldier_combat_effectiveness, unit_infighting --> <hero_ability_effects> <hero_ability_effect> <!-- lock_morale: target units' morale will not change (does not affect routing units, units with higher morale will lock at that level instead) --> <name>lock_morale</name> <!-- Armies that will be affected by the effect --> <!-- Possible Values: enemy_armies, own_army, allied_armies --> <target>own_army</target> <!-- Level that the morale will be locked at --> <!-- Possible Values: impetuous, high, firm, shaken, wavering --> <morale_level>high</morale_level> </hero_ability_effect> <hero_ability_effect> <!-- rally_units: rallies all routing units at the specified level of morale --> <name>rally_units</name> <target>own_army</target> <!-- Level to which the morale will be set after rallying --> <!-- Possible Values: impetuous, high, firm, shaken, wavering --> <morale_level>firm</morale_level> <!-- Minimum time before the unit will rout again --> <min_time_before_rout>20</min_time_before_rout> </hero_ability_effect> <hero_ability_effect> <!-- army_morale: increases/decreases the morale of target units --> <name>army_morale</name> <target>enemy_armies</target> <!-- positive values increase morale --> <morale_modifier>-5</morale_modifier> </hero_ability_effect> <hero_ability_effect> <!-- army_fatigue: increases/decreases the fatigue of target units --> <name>army_fatigue</name> <target>own_army</target> <!-- negative values decrease fatigue --> <fatigue_modifier>-2000</fatigue_modifier> <!-- Whether the fatigue boost is permanent, or will revert to what it was once the effect finishes --> <!-- Possible Values: true, false --> <permanent>false</permanent> </hero_ability_effect> <hero_ability_effect> <!-- soldier_combat_effectiveness: increases/decreases the combat effectiveness of target units --> <name>soldier_combat_effectiveness</name> <target>own_army</target> <!-- 0 = no chance to kill, < 1 = decreased chance, 1 = normal chance, > 1 = increased chance --> <kill_chance_modifier>2</kill_chance_modifier> </hero_ability_effect> <hero_ability_effect> <!-- unit_infighting: has a percentage chance to cause the target units to become inactive for a time --> <name>unit_infighting</name> <target>enemy_armies</target> <!-- Percentage chance per unit --> <percentage_chance>50</percentage_chance> <!-- Minimum time effected units will remain inactive for --> <min_effect_time>10</min_effect_time> <!-- Maximum time effected units will remain inactive for --> <max_effect_time>20</max_effect_time> </hero_ability_effect> </hero_ability_effects> </hero_ability> .....BLAH.........BLAH.............BLAH............... </hero_abilities> </root>
let's see an actual hero_ability, used in the TA mod..(without all the colored annoying explanations ..i've only colored the start/stop parts of the code )
Spoiler Alert, click show to read:Code:<hero_ability> <name>Terror_of_the_Witch_King</name> <duration>30</duration> <activations>2</activations> <cooldown>60</cooldown> <normal_tooltip_label>EMT_TERROR_OF_THE_WITCH_KING_NORMAL</normal_tooltip_label> <selected_tooltip_label>EMT_TERROR_OF_THE_WITCH_KING_SELECTED</selected_tooltip_label> <disabled_tooltip_label>EMT_TERROR_OF_THE_WITCH_KING_DISABLED</disabled_tooltip_label> <normal_sprite>HERO_ABILITY_BYZANTINE_POLITICS_BUTTON_IMAGE_DISABLED</normal_sprite> <selected_sprite>HERO_ABILITY_BYZANTINE_POLITICS_BUTTON_IMAGE</selected_sprite> <disabled_sprite>HERO_ABILITY_BYZANTINE_POLITICS_BUTTON_IMAGE_DISABLED</disabled_sprite> <sound_effect>terfura</sound_effect> <hero_ability_effects> <hero_ability_effect> <name>army_morale</name> <target>enemy_armies</target> <morale_modifier>-8</morale_modifier> </hero_ability_effect> <hero_ability_effect> <name>soldier_combat_effectiveness</name> <target>enemy_armies</target> <kill_chance_modifier>0.5</kill_chance_modifier> </hero_ability_effect> </hero_ability_effects> </hero_ability>
-in expanded.txt the entries for the tooltips (meaning the text that appears when you hover your cursor on a button in the battle-control panel)
...(data>text folder)
Spoiler Alert, click show to read:
in order to make the new tooltips appear you'll have to delete the expanded.strings.bin file,right underneath the expanded.txt file
...if your installation is correct it should regenerate on its own upon starting the game...
i've had problems with this when my installation was divided between main installation path and visual store folder (i'm using win 7 and hadn't disabled UserAcountControl at the time...if you haven't too here's a link http://www.twcenter.net/forums/showt...59#post8287059 try fix #3)
-in battlepage_04.tga the sprites for the buttons and then an entry in battle.sd.xml (in data>ui folder) for the buttons-sprites assignment
,battlepage(s)_04 is(are) a bit more in deep,in every one of the cultures subfolders in ui ,like
southern european ,northern european ,eastern european ,middle eastern ,greek and so on..)
make sure you replace it in every interface folder ..with your new -culture specific- or all culture-generic one..
-in (data > worlds > maps > campaign >imperial campaign ) one can "distribute" the abilities assigning them according to his liking through
- descr_strat.txt (for starting generals) and/or
- campaign_script.txt ( for scripted to spawn ,like aragorn in gondor..)
Spoiler Alert, click show to read:by just adding
",spacehero_abilityspacethe_Namespace" in the first line of the general's entry *
the ability's name must be exactly the same as the one used in descr_hero_abilties.xml and put as others are put...just see an other general's entry, with a hero_ability ....example (scroll to the right >>>>)
(so attention to spaces " " ,underscores "_" and commas ","Code:character Gandalf, named character, male, age 22, x 117, y 248, battle_model gandalf, portrait Gandalf, hero_ability Light_of_the_Faith traits Gandalf 1 , LoyaltyStarter 1 , GoodCommander 2 , ReligionStarter 1 , GoodAttacker 1 , Loyal 1 , Just 2 , StrategyChivalry 1
also small-capital letters matter too... keep it in mind....so just copy paste the name-title from descr_hero_abilities.xml into descr_strat )
*if you're going to make your own-new abilities... personaly,i suggest for simplicity and in order to avoid silly mistakes ,to use ONLY capital letters ,for the abilities names in both descr_hero_abilties.xml and descr_strat ,since all other entries about your abilties are gonna be in capital letters too...
(i've done that in my files, except for the "terror of the nazgul" and "terror of the witch king" cause they are already included in the campaign_script of various submods as such and it would mean unecessary/stressful searching-editing..)
you should use small letters only in the edited tooltips for the ingame titles and descriptions...
..i hope you get a better understanding of what i'm talking about...
let's see an example on how not to mesh up...watching the entries in the files to edit
an entry's start in descr_hero_abilties.xml...
(scroll to the right >>>)Spoiler Alert, click show to read:
the ability's entry in expanded.txt...Code:<name>Light_of_the_Faith</name> see how the original title is ? that's how you should <duration>60</duration> put it in descr_strat...BUT...see how most of the <activations>2</activations> other entries are...all capital letters... <cooldown>10</cooldown> <normal_tooltip_label>EMT_LIGHT_OF_THE_FAITH_NORMAL</normal_tooltip_label> ability's name entry in capital letters <selected_tooltip_label>EMT_LIGHT_OF_THE_FAITH_SELECTED</selected_tooltip_label> it points to what tooltip entry the game <disabled_tooltip_label>EMT_LIGHT_OF_THE_FAITH_DISABLED</disabled_tooltip_label> should look in expanded.txt <normal_sprite>HERO_ABILITY_LIGHT_OF_THE_FAITH_BUTTON_IMAGE</normal_sprite> ability's name in capital letters <selected_sprite>HERO_ABILITY_LIGHT_OF_THE_FAITH_BUTTON_IMAGE_SELECTED</selected_sprite> pointing to what sprite the game <disabled_sprite>HERO_ABILITY_LIGHT_OF_THE_FAITH_BUTTON_IMAGE_DISABLED</disabled_sprite> should look in battle.sd.xml <sound_effect>guglor_starlia</sound_effect>
(scroll to the right >>>)
usually, the abilities tooltip entries are located at the bottom of expanded.txt...if not then just insert your new entries right underneath the last existing ability's one...Code:{EMT_LIGHT_OF_THE_FAITH_NORMAL} editable part Here I Can write whatever i want in anyway i want... {EMT_LIGHT_OF_THE_FAITH_SELECTED} editable part cause as long as i don't mess with the part in the curly brackets...that HAS to be in all capital letters and have the "hardware" name-defined by the name used in descr_hero_abilties.xml...it's all fine {EMT_LIGHT_OF_THE_FAITH_DISABLED} editable part so..this is the part that's gonna appear in game...
(and remember to delete expanded.tx.strings.bin file ,right underneath expanded.txt in the text folder)
and the ability's buttons entries in battle.sd.xml
(scroll to the right >>>)
and finaly the ability put in descr_strat or campaign_script (scroll to the right>>>)Code:<sprite index="157" name="HERO_ABILITY_LIGHT_OF_THE_FAITH_BUTTON_IMAGE" page="4" left="35" right="70" top="72" bottom="107" x_offset="0" y_offset="0" alpha="1" cursor="0"/> <sprite index="158" name="HERO_ABILITY_LIGHT_OF_THE_FAITH_BUTTON_IMAGE_SELECTED" page="4" left="70" right="104" top="72" bottom="107" x_offset="0" y_offset="0" alpha="1" cursor="0"/> <sprite index="159" name="HERO_ABILITY_LIGHT_OF_THE_FAITH_BUTTON_IMAGE_DISABLED" page="4" left="105" right="139" top="72" bottom="107" x_offset="0" y_offset="0" alpha="1" cursor="0"/>
so why bother and possibly make a mistake ? just use capital letters all the way (easy for just copy-pasting too) ..and do something like this..Code:character Gandalf, named character, male, age 22, x 117, y 248, battle_model gandalf, portrait Gandalf, hero_ability Light_of_the_Faith traits Gandalf 1 , LoyaltyStarter 1 , GoodCommander 2 , ReligionStarter 1 , GoodAttacker 1 , Loyal 1 , Just 2 , StrategyChivalry 1
in descr_hero_abilities.xml
...blah blah...<name>LIGHT_OF_THE_FAITH</name>....blah blah... ,
and in descr_strat or campaign_script
..........blah......... battle_model gandalf, portrait Gandalf, hero_ability LIGHT_OF_THE_FAITH ...(blah)....
got it ? maybe i'm insisting on something obvious ..maybe i'm saving you from unecessary trouble...
one other handy thing to do would be using short names for your abilities, preferably one word only.. (let's say "LIGHT" or "GANDALF" for the previous example)
this way you will never screw up cause of a missing underscore "_" or space..afteral the ingame ,ability's name (the one you actually get to see) is the full customizable one in expanded.txt (on the right of the curly brackets {} as in the previous example-spoiler)
and a last advice...personaly i look to use as much as possible the same short name for every ability entry and its sprites in battle.sd.xml (makes all the copy-pasting easier)
unfortunately changes in
- descr_strat and campaign_script..aren't save-game compatible as also in
-expanded.txt since ,given the fact that the game reads only the expanded.strings.bin file ,generated every time you start a game..so as i said before,
every time you include a new tootlip in expanded.txt ,in order to see the change ingame ,you'll have to delete the strings.bin file right underneath it and start a new campaign (cause the game will still load the old strings.bin data ,form the old saved games)
..fortunately
- co-ordinates entries in battle.sd.xml are ....as also whatever change of the battlepages.tga files
so instead of breaking your @@ with coordinates in battle.sd.xml ,i suggest you just moved/edited a bit the spirtes in the battlepage_04
(i'll be providing a perfectly edited "couple" of battle.sd and battlepage_04 ,to use as "canvas"...coordinates are spot on and there is enough space between
sprites in the tga ,for you to move em and achieve the perfect smooth-fit)
- as also effects in descr_hero_abilties.xml (so you can edit the abilities after having started a new campaign)
(abilties can possibly have even sound fx ,which seems to be the most "complicated" issue about it..but also one of the coolest...i never made it :/ )
IMPORTANT !!!![]()
(a view on how abilties work..)
WHATEVER SPOILER YOU OPEN ...SCROLL IT ALL THE WAY TO THE RIGHT AS I'VE INCLUDED INSTRUCTIONS/INFO RIGHT NEXT TO THE CODE PARTS
Spoiler Alert, click show to read:
in general i can tell you that
-every starting or scripted playable, General can have a hero_ability..with its specific buttons-sfx and effects
without interfering with his BG units ,special formation one (like deployment-stakes or ,in battle-sciltrom / shield wall etc..) even though there is "an order of command" in which all kinds of special uses buttons overide,in terms of availiability each other...
Spoiler Alert, click show to read:
general's hero ability >
(and when all of its uses are done you get the eventual others..)
rally horn >
(if more than one generals are on the battlefield then the highest in command gets that one and he will never be able to use his units special formation,if the unit had one..example would be saruman with orthanc guard..he will never use the sciltrom as he will always get the horn..
on the other hand, after just editing the first army unit >bg unit< in descr_strat ,let's say for denethor ,giving him a fountain guard i got to keep the spear wall...so i'm not really sure how this works.. )
units' special formations >
(like sciltrom ,spearwall ,shieldwall ,fire arrows)
units' special abilties
(like druid chant and warcry)
a...every ability (as in activation button) can contain several default effects that can "target"
.........own_army.........allied_armies..........enemy_armies
and can be comibined in various ways
Spoiler Alert, click show to read:
-rally (routing) troops
(at a locked morale level and min. time in seconds, before rerout)
morale values can be :wavering / shaken / firm / high / impetuous(may charge without orders)
Spoiler Alert, click show to read:Code:<hero_ability_effect> <name>rally_units</name> <target>own_army</target> <morale_level>firm</morale_level> <min_time_before_rout>120</min_time_before_rout> </hero_ability_effect>
-lock_morale (overrides morale effects.."locking" the morale ,for the ability's duration...so you either use this or the next one for morale tweaks)
(doesn't affect routing units..if pre-ability morale is higher it will lock to the effect's-established one...
possible values are :
..impetuous (may charge without orders)
..high
..firm
..shaken
..wavering
Spoiler Alert, click show to read:Code:<hero_ability_effect> <name>lock_morale</name> <target>enemy_armies</target> <morale_level>shaken</morale_level> </hero_ability_effect>
-army_morale
(with regulated +/- values...relates to various entries in EDU like mental value or disciplined/trained/untrained etc..)
(also ,units lacking the "can_withdraw" EDU attribute seem to be immune to - morale effects)
Spoiler Alert, click show to read:Code:<hero_ability_effect> <name>army_morale</name> in this example..i 've put <target>own_army</target> three entries, one for every <morale_modifier>15</morale_modifier> type of possible target... </hero_ability_effect> just for helping you understand <hero_ability_effect> ............................................ <name>lock_morale</name> you could combinate them in <target>allied_armies</target> whatever way...one army <morale_level>firm</morale_level> could have lock_morale ,instead.. </hero_ability_effect> <hero_ability_effect> <name>army_morale</name> <target>enemy_armies</target> <morale_modifier>-10</morale_modifier> </hero_ability_effect>
-soldier_combat_effectiveness
(as in kill chance modifier..it can be set to 0 kill chance, reduced (-kill) ,or increased (+kill)....)
...0 kill is of course the lowest...
...0 to 1 is decreased ...
...1 is normal...
...larger than 1 is increased..don't really know what the max. is..if there is any)
Spoiler Alert, click show to read:Code:<hero_ability_effect> <name>soldier_combat_effectiveness</name> in this example ,your kill chance rises <target>own_army</target> while your enemy's falls.. <kill_chance_modifier>2.5</kill_chance_modifier> </hero_ability_effect> <hero_ability_effect> <name>soldier_combat_effectiveness</name> <target>enemy_armies</target> <kill_chance_modifier>0.5</kill_chance_modifier> </hero_ability_effect>
-fatigue
(true or false, meaning persistent after ability or not...)
values between evident stamina levels ,like from fresh to warmed up are +/- 1000...so if a unit is exhausted it would need a -6000 fatigue in order to become fresh instantly ,whereas if on its own ,it depends on its EDU entry attribute hardy/very_hardy that translate ingame as good stamina/very good stamina.. and i guess also on the climate effects..
* "sprint effect" -not default- an "effect" i came up with ,in order to add realism
by combining two contrary fatigue effetcs...
stamina will rise during the ability BUT will fall under the pre-ability stamina lvl after ,leaving the troops more tired than before...
example..
unit is tired..you press the ability and unit is fresh..ability's over ? unit will not be tired but very tired or exhausted..
important : in order to get this to work ,you'll have to put the "true fatigue" effect first and then the "false fatigue" effect
here's the code
Spoiler Alert, click show to read:by perfectly balancing the difference between true loss and false gain ,you can regulate the extent of the 'srpint effect'...it also has to do with the startingCode:<hero_ability_effect> <name>army_fatigue</name> <target>own_army</target> <fatigue_modifier>1000</fatigue_modifier> <permanent>true</permanent> </hero_ability_effect> <hero_ability_effect> <name>army_fatigue</name> <target>own_army</target> <fatigue_modifier>-2000</fatigue_modifier> <permanent>false</permanent> </hero_ability_effect>
point..meaning ,that activating such an ability while all units are warmed up they will better tolerate it than while already very tired...BUT also on the other hand, when army is already exhausted what do you got to loose ? either way ,some units that have an "innate" good or very good stamina and/or are maybe stationary, won't get that much affected
-unit_infighting
(no damage ,they just go inactive, "arguing" among themselves..BUT..if you attack them they "wake up"..) works with :
.. a % set-chance ,for each separate unit
(efficiency seems to relate to the mental and discipline EDU values..some units are anyway immune ,like generals BG for example)
..and its own timer...that is independent from the abilty's duration
* "momentum-hold" -not default- an "effect" i came up with ,in order to add realism
by setting a high infighting% but really low time interval...
acts as a "spam-break" as it kinna ruins the momentum for some ,overpowered or most likely to be spammed ,abilties..
Spoiler Alert, click show to read:Code:<hero_ability_effect> <name>unit_infighting</name> <target>own_army</target> <percentage_chance>100</percentage_chance> <min_effect_time>1</min_effect_time> <max_effect_time>1</max_effect_time> </hero_ability_effect>
this way one can simulate ,some stunning effect...kinna like adding a "momentum hold" to
a stamina gain ( water drinking or as in a short inactivity or loss of discipline for own army) ,as in searching in their backpacks for water or booze or food,medicine etc
since the time interval is really short (just a few secs) one will just experience the momentum stun / break formations effect..and won't even realise they're supposed to be infighting (well sort of...but it's still acceptable)
by targeting an enemy army (and possibly combining it with an enemy morale penalty too) one could simulate a short "shock value" of his charge..
* "swiftness"...... another pseudo effect i came up with ,by combining the default ones..it could be used to disengage,here's it's code...
AGAIN..scroll all the way to the right and to the bottom ,to read info-comments
Spoiler Alert, click show to read:the whole multi-effect is supposed to have a really short duration...lets say 30 secs x 4 ,with 5 secs cooldown...so one can/should use it only for safe disengaging maybe after having pushed the withdraw button for the units he cares to disengage...since attacking the "momentarily-infighting- stunned" enemies or shooting them with archers will awake em....(so after having halted or changed target for missile units too)you can either try to rout your units or reform the lineCode:<hero_ability_effect> a short (5secs) <name>unit_infighting</name> unit_infighting for <target>enemy_armies</target> enemies <percentage_chance>100</percentage_chance> <min_effect_time>5</min_effect_time> <max_effect_time>5</max_effect_time> </hero_ability_effect> <hero_ability_effect> added to a full fatigue <name>army_fatigue</name> loss (-6000) for own <target>own_army</target> army <fatigue_modifier>-6000</fatigue_modifier> <permanent>false</permanent> AND </hero_ability_effect> full stamina loss (+6000 fatigue) for enemies <hero_ability_effect> creating the illusion <name>army_fatigue</name> of a temporary "swiftness" for <target>enemy_armies</target> only my army (bullet time :)) <fatigue_modifier>6000</fatigue_modifier> <permanent>false</permanent> </hero_ability_effect> <hero_ability_effect> <name>soldier_combat_effectiveness</name> BUT with a 0 kill chance for me and allies <target>own_army</target> so that i got to use it for <kill_chance_modifier>0</kill_chance_modifier> manouvring only and not </hero_ability_effect> for cheating <hero_ability_effect> <name>soldier_combat_effectiveness</name> <target>allied_armies</target> <kill_chance_modifier>0</kill_chance_modifier> </hero_ability_effect> <hero_ability_effect> <name>soldier_combat_effectiveness</name> also ,by reducing just a bit the <target>enemy_armies</target> enemy's kill chance i "make up" <kill_chance_modifier>0.8</kill_chance_modifier> for my advantage ,while still </hero_ability_effect> having a break
another "multi-effect" could be "whiping"...Spoiler Alert, click show to read:
multiple activations of short duration with brief cooldown ,let's say 4 x 30 secs ,with 10 secs cooldown that could have
a sprint effect combined to a +++kill but lock own morale to wavering...
so even though it may give you a temporarily edge it could also threaten you with routing of own units
...a cool sound fx and according tooltip/buttons to set the mood could make this really believable and fitting to any type of mod (historical or fantasy)
just think out of the box and try variating/combinations
other example...one could combine to the grape shot , a lock enemy morale to shaken and terrify for example the natives in an americas campaign...
or just use the "mood-setting" effect of buttons/sfx/tooltips and call it a deafening loud horn or warcry or whatever...
..KEEP IN MIND THAT..all effects are default and their values have pre-established ranges-limits ,into which one can variate them..
it's combinations of effects that do the abilities and not the other way round
so there can't be any "let's make archers fire longer or more accurate" or "breaking down gates" or "firebolts" etc..
b...all the effects
-kick in simultaneously..
-there is no area effect..they apply to the whole "targeted" army or armies (own - allied - enemy)
(even though morale effects get influenced by ingame hard-coded area-morale-effects...
example
units near a general or some other unit with a + morale-local area-effect will be less sensitive to morale attacks...
units far from a general etc will be more sensitive to morale "attacks"
-abilities (containing the effects) can be instant or have a certain duration...
....if you want to make em instant just leave the duration as 0
....if you skip the activation and cooldown parts it's gonna be 1 use only...but why skip em?
don't be lazy and include em yourself...later on it may come handy for whoever tries to further mod
your files! it may even "save" you from occasional bugs...
-if with duration,it's gonna be the same for all effects
(infinghting has it's own timer of sorts though..haven't really tried if it can exceed the ability's duration..but i know for sure that it can be shorter...so i guess it works the other way too..)
-could be activated more than one times (and cooldown between activations can also be
regulated)
-values of all these effects are anyway related to values in EDU as they modify them
(one example would be the army_morale effect ,that depends on the mental value in edu)
Spoiler Alert, click show to read:BY THE WAY..I STRONGLY SUGGEST YOU TAKE A LOOK HERE...OPENING POST contains an add-on for med2TW files !
IT'S AN AWESOME TOOL FOR EDITING FILES
http://www.twcenter.net/forums/showt...50#post9732550
conclusion: you just right-click/open with notepad (as i said ,using notepad++ will greatly help you in reading/editing files), descr_hero_abilties.xml and by copy pasting and editing the editable parts you form your own abilities
attention to include every "start" and "stop" part of the code ,meaning the <hero_abilities> and </hero_abilities> at the top and bottom of the file...
and the <hero_ability> and </hero_ability> at the top and bottom of every ability
when you open it and take a look at it you'll just get it...i'm just stating this cause ,some times ,while copy-pasting you may f-up cause of leaving these parts
out ...so just leave the "Super_Banana_Bomb" ability you'll find in the bottom of the file as it is,even though you may not use it (it's a grape shot projectile for cannons) in order to not accidentaly mess up the end of the file's code...





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