Modding discoveries
Hi,
let's start a listing of possibilities we discover within the ressource.pak
the ressource.pak in the ressource folder can be opened with winrar.
entity\buildings:
Adding moneyincome to smithy and tavern:
add {money xxx} in the upgrade section, only works with smithy
{"Upgrades"
{available
{;level 1
{health 150}
{money 125}
{building_value 0.2}
{cost
"money" 1000
}
}
{;level 2
{health 150}
{money 125}
{building_value 0.2}
{cost
"money" 2000
}
}
}
adding basic income money works with both
{"TreasuresGenerator"
{PerDay
"money" 250
}
}
Lords:
in the hall_of_lords_menu.xml i changed the check stateaction into HallOfLordsOpenLordListAction... now everytim i select the building, it opens the lord selection list. Sadly if i i chose a 4th lord, it doesnt spawn him!
<controlItem class="BUTTONWITHTEXT" action="HallOfLordsOpenLordListAction" stateAction="CheckHallOfLordsOpenLordListAction">
You can move the button around in the building menu:
<controlItem class="DUMMY"/>
<controlItem class="DUMMY"/>
<controlItem class="BUTTONWITHTEXT" action="HallOfLordsOpenLordListAction" stateAction="HallOfLordsOpenLordListAction">
if you add another class=dummy, it goes one further to the right ( where it is by default, my version with only two dummys moves the lordselect button one further to the left)
under entities\units you can change the creatures:
{"Unit"
{TaxCashCard
{CanGetFromCard}
{SatietyBarrier 2000.0} ; ìàêñèìàëüíàÿ ñóììà íàëîãîâ, ïðè êîòîðîé îí ïîéäåò â ãèëüäèþ è ñäàñò äåíüãè
{Classes
"hero_mage"
}
}
;original 250, oben auch
{PersonalCashCard
{CanGetFromCard}
{SatietyBarrier 2000.0}
{Classes
"hero_mage"
}
}
what does Satietybarrier do? The default for the characters is between 250 and 500, changing it to 2000 didnt change anything i could notice within the game.
{"Level"
{MaxLevel 100}
{CurrentLevel 1}
{CurrentExperiens 0.0}
}
seems to be possible to change the max and starting level! pretty cool
{AllureFactors
{cl_dist 8} ; ðåàêöèÿ íà ðàññòîÿíèå
{cl_danger 0.1} ; ðåàêöèÿ íà îïàñíîñòü
{cl_flag_attack 2.2} ; ðåàêöèÿ íà ôëàã àòàêè
{cl_flag_protect 0.8} ; ðåàêöèÿ íà ôëàã çàùèòû
{cl_flag_explore 0.6} ; ðåàêöèÿ íà ôëàã èññëåäîâàíèÿ
{cl_theft 0} ; ðåàêöèÿ íà âîðîâñòâî
{cl_building 1} ; ðåàêöèÿ íà çäàíèå
{cl_research 0} ; ðåàêöèÿ íà èññëåäîâàíèå òóìàíà âîéíû
}
there you can change some parts of the hero behavious, high value is good, low value is bad.
{"MotivationModifier"
{MotivationModifiers
{HealthReflex
{health_percent 20}
}
{SafetyReflex
}
}
i guess health reflex triggers potion and running! This needs to be increased for rangers, so they dont get killed as much..
{".sleep_in_guild"
{time 0.5}
}
0.5 and they almost dont sleep at all ^^
{ViewRadius 85}
{Visors
{AllyVisor}
{EnemyVisor}
viewradius to 85 is a really high value. the higher the value, the further they see
"m2inventory"
{allItems
{"Armour"
{type "hero_mage" 0}
}
{"Weapon"
{weapon_name "hero_mage_staff01"}
}
}
quite sure you can create a mage using fighter armor!
tomorrow i ll try to give the common mage more spells.
{"ActionManager"
{actions
{action
{name "mage_basic_attack"}
}
; {action
; {name "mage_fireball_attack"}
; }
; {action
; {name "mage_freeze_attack"}
; }
; {action
; {name "mage_firestorm_attack"}
; }
; {action
; {name "mage_guardian_wind"}
; }
{action
{name "mage_arcane_shield"}
}
}
}
what happens if you give them actions that usually used by the player or by bossmobs? Probably have to add the fitting animation as well..
no more weak mages? x)
some other things here:
http://209.85.129.132/search?q=cach...pak+majesty+2&cd=2&hl=de&ct=clnk&client=opera