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Thread: [WIP] Area of effect abilities for the runesmith and lord

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  1. #1

    Default [WIP] Area of effect abilities for the runesmith and lord

    Hello everyone,

    I am trying to make a mod which makes the runes of striking, might, parrying and fury have an area of effect.
    These character skill enable ancillaries which have the effects which changes the stat of the runesmith. I changed added new effects to these ancillaries which are supposed to give the desired AOE.

    However I do not know how to add a passive AOE to an effect. I tried to simply copy the skill from the Gorebulls but nowhere an area or something similar is specified.

    So does anyone know which tables I need for this because I can't seem to get it to work.

    Greetings

    This is the mod:
    _Runesmith.7z

  2. #2

    Default Re: [WIP] Area of effect abilities for the runesmith and lord

    Since I do not seem able to update the open post, I will just put an update here.

    I just the global search in DAVE to get the required tables. So I think that I now have everything I need.
    For these four runes I just copied how the master rune of groth one eye works, however the effect does not show up ingame.

    Does anyone know how to solve this problem?

    New file:_Runesmith.rar

  3. #3

    Default Re: [WIP] Area of effect abilities for the runesmith and lord

    Quote Originally Posted by A_RandomDude View Post
    Since I do not seem able to update the open post, I will just put an update here.

    I just the global search in DAVE to get the required tables. So I think that I now have everything I need.
    For these four runes I just copied how the master rune of groth one eye works, however the effect does not show up ingame.

    Does anyone know how to solve this problem?

    New file:_Runesmith.rar
    First job is to create 4 completely new abilities, with entries in unit_abilites, unit_special_abilites, unit_phase_tables and unit_phase_to ability. Once you have functional abilities you then need to crease new effects for the existing rune ancillaries, which are enabling effects. Once these have been created you then give this effect to the rune ancillaries, which mean any hero with this item, then get the original abilities (passive) that you created. Creating new abilities will also mean new text entries and new graphics icons. All in all, its not an easy job (but it gets easier after you have done a few , but learning them can be tough.
    Last edited by Frunk; November 05, 2016 at 05:32 AM. Reason: Formatting fixed (reply was within quote).

  4. #4
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    Default Re: [WIP] Area of effect abilities for the runesmith and lord

    Thread moved from WIPs, Ideas and Proposals. You're more likely to get more help here in the Workshop.
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