mqpiffle

mqpiffle

Joined Member # 4257179
1 Posts 143 Replies 4,170 Reputation

Also, I would like to be able see what effects are currently active on a unit or tile (if they are not an enchantment, or even if they are, in tactical combat) and also have (a) GameModifier(s) which removes or otherwise affect enchantments and other spell effects, ie counterspells, dispells, disenchants, etc.

127 Replies 54,727 Views

Not sure if any of these have been mentioned yet, but I post mainly to get this thread going again: Ability to use in Tactical layer. Also fix so if a unit stays in an affected tile, they are still affected by the intended effect(s) at the beginning of the next turn. EDIT: Actually Apply To Tile doesn't really work unless you want it to last forever (can't use it with Duration.) Ability to use

127 Replies 54,727 Views

Tactical Mode Testing After a couple of days of trial-and-error testing, I have come to the conclusion that does not work in Tactical mode, hence why the spell Wall of Fire is commented out in the fire-tactical spell xml. Some have noted that there is a in the CoreTile TD_Groundfire which might help it work, but this GM does nothing (as far as I can tell) on either the Tactical or Strategic layers. Strateg

5 Replies 8,367 Views

[quote who="Murteas" reply="234" id="2883791"]Okay, I posted a beta version here: http://dl.dropbox.com/u/12727985/MG_Beta.zip I am still testing and will upload new versions there as they are available. Only sheltering hands in this version. edit: No matter what I try I can't get the lose turn to apply to the caster of the spell. And the modifier lose next turn does exactly that it causes the unit

305 Replies 758,703 Views

Is there any way to set an offensive spell so it can also affect friendly units if they happen to be caught in the area of effect? I happen to think fireballs and earthquakes should also affect those hapless allies who don't fully realize the explosive powers of their magically inclined companions and wander too deep into enemy lines too quickly. EDIT: Specifically thinking about tactical spell right now, but insight on strategic spells works too. Thanks.<

1 Replies 5,824 Views

This isn't specifically a modding question and I'm sure it's been asked before or is even in the manual, but can a spell be cast on a target that has already been the target of the same spell with the original spell still being active? If yes, what is the effect of this: Effects stack for their appropriate duration(s). Effect 'starts over' at the time of the casting. Effect continues when current i

4 Replies 3,194 Views

So, just to clarify: 1)Create UnitStat_LightningWeakness in example_coreunitstats.xml, set to 1. 2)Add GameModifier to each 'metal' item which adjusts UnitStat_LightningWeakness by 10%: Unit AdjustUnitStat UnitStat_LightningWeakness 10&lt

4 Replies 7,619 Views

Does anyone know if it's possible to access ProductionRequirement -> Resource -> Metal within GameItemType in a spell or effects GameModifier? I'm trying to cause extra damage to units carry metal items with electricity based attacks, for instance.

4 Replies 7,619 Views

So you can adjust the tactical movement cost without upsetting combat speed? What would the GameModifier be for that? EDIT: NM after re-reading I understand your point. Thanks for the insight.

6 Replies 8,106 Views

Does anyone know of a way to hold / root a unit (with a spell or effect,) without them losing their turn completely so they could still attack or cast a spell, with the XML? As far as I can tell minimum combat speed = 1. I know about ChanceToLoseNextTurn; it's not what I'm looking for. Thanks.

6 Replies 8,106 Views

Not this. Include dungeon crawls all the way. Quests should be able to be run by onlu sovs / champion units,[quote who="Alstein" reply="14" id="2850505"]I'm assuming there won't be a ton of dungeons, and there would be a decent risk involved. Also you only get a level 1 adventurer, who would have to be protected. Honestly, I don't think dungeon exploring should exist, except in the sense of how it was handled in AoW. I can see it bein

25 Replies 31,411 Views