WB Coding How to edit effect of skills?

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Sieg Choys

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I want to edit effects of some skills in module system and will add new skills.
Such as wound chance of surgery skill & increase the effect of inventory management to hold more items.

But I am not sure where to find them and change.
 
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I want to edit effects of some skills in module system and will add new skills.
You can add skills via using reserved skills. Just change their name. If you remove 'sf_inactive' flag from a skill it will appear on the character screen in the list of skills. About their effects, it depends on whatever you want to do. You need to create new stuff (scripts, triggers, simple triggers etc.) to make them work.
Such as wound chance of surgery skill & increase the effect of inventory management to hold more items.
As far as i know, both skills are hardcoded.You can't change their effects. You can only disable their effect via the 'sf_inactive' flag. It also makes them disappear from the skill list.
I said surgery skill is...
I updated today the Modding Guide for Warband and I have added a subchapter at module_skins about this topic. You can find it here:

If I can improve some description give me a note please :smile:
 
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I want to edit effects of some skills in module system and will add new skills.
You can add skills via using reserved skills. Just change their name. If you remove 'sf_inactive' flag from a skill it will appear on the character screen in the list of skills. About their effects, it depends on whatever you want to do. You need to create new stuff (scripts, triggers, simple triggers etc.) to make them work.
Such as wound chance of surgery skill & increase the effect of inventory management to hold more items.
As far as i know, both skills are hardcoded.You can't change their effects. You can only disable their effect via the 'sf_inactive' flag. It also makes them disappear from the skill list.
I said surgery skill is hardcoded, but it's effect can be overriden via a mission template trigger. (taken from Viking Conquest 2.054 module system)
ti_on_agent_killed_or_wounded = -26.0 #can only be used in module_mission_templates triggers
# Trigger Param 1: dead agent_id
# Trigger Param 2: damage dealer agent_id
# Trigger Param 3: is wounded
# Trigger result: 0 = do not alter the result, 1 = force kill, 2 = force wound
If you do some calculations in these triggers in the mission templates, you can override the state of the unit after finishing blow is landed. Just do the math and alter the result if necessary.

I don't know anything about your level of modding skills, but i think moderate levels of understanding of the module system and modding knowledge should be enough to do those stuff.
 
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