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Leri_weill's coding thread

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Leri_weill:
So, I found the line in the science.ini file :


--- Code: ---Science SCIENCE_Citadel
  PrerequisiteSciences = SCIENCE_GOOD OR SCIENCE_DWARVES SCIENCE_Durinstag OR SCIENCE_DWARVES SCIENCE_Todestrotz
  SciencePurchasePointCost = GOOD_RANK_4_COST
  SciencePurchasePointCostMP = 13
  IsGrantable = Yes
End

--- Ende Code ---

But of course it doesn't change anything because of the beginning :

--- Code: ---#define GOOD_RANK_1_COST    1
#define GOOD_RANK_2_COST    3
#define GOOD_RANK_3_COST    6
#define GOOD_RANK_4_COST    10
--- Ende Code ---

Can't I define another rank or will it destroy everything ? :D

Leri_weill:
Alright, one little question : what's the code that makes a building heal allied units ? Or is this harder to implement than just copy/pasting some code lines ?  :o

Ealendril der Dunkle:
Just edit the following code and everything will be fine:

--- Code: ---SciencePurchasePointCostMP = 13 ;<- change the number
--- Ende Code ---
.

Thats the code for heal and banner respawn:

--- Code: ---    Behavior = PassiveAreaEffectBehavior ModuleTag_SplashOfHealingWater_Ahh
        EffectRadius          = GONDOR_WELL_AOE_RADIUS
        PingDelay             = 3000
        HealPercentPerSecond  = WELL_HEAL_PERCENT
        AllowFilter           = ANY +INFANTRY +CAVALRY -MACHINE -IMMOBILE +DOZER
        NonStackable          = Yes
        HealFX                = FX_SpellHealUnitHealBuff
    End


    ;/////////////////////////////////////////////////////////
    ;// BannerCarrierUpdate module for Well Object
    ;/////////////////////////////////////////////////////////
    Behavior = BannerCarrierUpdate BannerCarrierUpdateModuleTag
        IdleSpawnRate            = WELL_SPAWN_RATE   
        UnitSpawnFX              = FX_BannerCarrierSpawnUnit        ; name of particle FX to use when the BannerCarrier spawns a new unit       
        ReplenishNearbyHorde     = Yes
        ReplenishAllNearbyHordes = No
        ScanHordeDistance        = GONDOR_WELL_AOE_RADIUS
    End
--- Ende Code ---

Leri_weill:
So my code is now :

--- Code: ---Science SCIENCE_Citadel
  PrerequisiteSciences = SCIENCE_GOOD OR SCIENCE_DWARVES SCIENCE_Durinstag OR SCIENCE_DWARVES SCIENCE_Todestrotz
  SciencePurchasePointCost = 13
  SciencePurchasePointCostMP = 13
  IsGrantable = Yes
End

--- Ende Code ---

I did save the __edain_data.big file in the RotWK folder but it seems that the changes won't apply anyway. My career as a modder isn't about to start yet  [uglybunti]

Prinz von Dol Amroth:
If you modify Bigs directly in the RotWK folder, there could occur complications.

Open your User\AppData\Local\VirtualStore\...\RotWk folder and delete all .big files.

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