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As you guys can see I'm new here. I just came to ask a question about modding. I've been trying to make sure the chainmail armory always appears in your home province but I can't figure out how to do that.
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jackelgull: As you guys can see I'm new here. I just came to ask a question about modding. I've been trying to make sure the chainmail armory always appears in your home province but I can't figure out how to do that.
In what game? For Genesis you can use this https://www.gog.com/forum/eador_series/moddingindexes for reference and make an event which would happen with big weight at turn 1 in home province and spawn that shop site.
avatar
jackelgull: As you guys can see I'm new here. I just came to ask a question about modding. I've been trying to make sure the chainmail armory always appears in your home province but I can't figure out how to do that.
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Gremlion: In what game? For Genesis you can use this https://www.gog.com/forum/eador_series/moddingindexes for reference and make an event which would happen with big weight at turn 1 in home province and spawn that shop site.
I've been trying to use the indexes, but I have no idea what they mean. I'm comparing them to the structure of the file and they don't match.

For example, this is how the event VAR file is set up:

/1 Голод
Type: -1
Possibility: 20
Dialog: 66
DlgParam1: 1
DlgParam2: 0
Attacker: 0
EventWin: 0
EventLose: 0
EventDraw: 0
ProvType: 0
Karma: 0

*Answers*:
Answer1: 2
Answer2: 1021
Answer3: 4;

*Effects*:
Condition: 4
Power: 1
Param1: 1
Param2: 100

Index: 8
Power: 1
Param1: 5
Param2: 0;

and this is what the indexes tells me:

Event.var
DialogParam means that there are %s and/or %d in dialogue and game will need to replace them.
%s - province name, %d - number from first effect
Indexes
1 Get Power+Random(Param1) gold.
If Param2=
___1, multiply by province level
___2, change total gold by Power+Random(Param1)%
2 Changes mood by Power
3 Changes population by Power+Random(Param1)%
4 Answer №Power will be available if Param1=
___1. Gold >= Param2
___2. Crystals >= Param2
___3. There are defender or hero in province[
5 Changes income by Power+Random(Param1)
6 Get Power+Random(Param1) crystals
If Param2=
___1, multiply by population level
___2 - change total crystals by Power+Random(Param1)%
7 Karma + Power+Random(Param1)
8 Prerequisites of happening in province
Power
___1 - population level >=Param1
___2 - explored=Param1
___3 - player's gold >=Param1
___4 - there is place for hidden site
___5 - mood <=Param1
___6 - mood >=Param1
___7 - population level <=Param1
___8 - there are at least Param1 free slots in treasure
___9 - player karma <=Param1
___10 - player karma >=Param1
___11 - only not in demesne
___12 - coastal only
___13 - only in province with title race Param1
___14 - There is hero in province (or defender, if Param1>0)
___15 - only in demesne
___16 - If province don't have resource
___17 - if province have place for site Param1 -1 open / Param1 1 hidden
___18 - if province don't have defender (Param1=0), If param1<>0, if province have defender Param1
___19 - if province have outer building Param1
___20 - if province have free building slot (demesne protected against this)
___21 - if province don't have outer building Param1
___22 - if corruption >= Param1 %
___23 - if player's crystals >=Param1
___24 - if player have access to resource Param1
___25 - if player don't have access to resource Param1
___26 - !campaign only! If Param1 in campaign=true, current turn >= Param2 (possibility=0 - always in demesne)
___27 - if province don't have hero
___28 - if province don't' have site Param1
___29 - if you have item Param1 in treasury
9 Generates new site Power. Param1>0 - hidden, Param1<0 - open. Param2=-1 no guards, 0-default, 1-protect.
10 changes total unrest by Power+Random(Param1)
11 calls event Power (If Param1>0 calls event Param1 if Random(100)>Param2 (Param1<0 - don't call))
12 Get Param1 schematics of outer building Power
13 Get Param1 scrolls of spell with index Power
14 Get random item with level Power, rarity >= Param1
15 Set attacker strength to Power.
16 Get Param1 items Power with Param2% durability
17 Set flag for event Power to Param1 + Random(Param2). (-1 enabled, 0 - disabled, Х>0 will happen in Х turn and will be disabled)
18 Set flag for event Power to Param1=
___0 random province(default),
___1 current province,
___2 demesne
19 Set defender Power, if Power=0 - dismiss guard
20 Destroy outer building Power
21 Build outer building Power
22 Change corruption by Power+Random(Param1)
23 change crystal income by Power+Random(Param1)
24 Destroy site Power in province
25 Destroy Power outer buildings in province
26 Change attitude to player in all provinces with title race Power by Param1.
27 Change cost for resource Power by Param1+Random(Param2)
28 will happen for each player, doesn't work currently.
29 Change health of hero and defenders in province by Power, if negative - will be decreased by resistance. Param1=0 - absolute, 1 - %, Param2=1 - only alive units
30 Change morale of hero and defenders by Power+Random(Power1). Param2>0 + to good units, - to evil, If Param2<0 -to good, + to evil, doesn't work on neutrals
31 Initiate rebellion
32 Repair/damage fortification by Power+Random(Param1)
33 set campaign flag Power to Param1
34 Add to player in campaign Power+Random(Param1) astral energy
35 grants access to building in campaign
36 add in garrison Param1(amount) units Power(type) with exp level from 0 to Param2
37 go to campaign event Power
38 gold loss can be decreased by special buildings
39 set province to neutral
40 get random item Power of level Param1, rarity >= Param2.
(1, 2, 9 melee weapons and shields, 3 bows, crossbows and arrows, 4 wands and spheres 5 Flags 6 light armor and belts 7 medium armor 8 heavy armor 10 spell scrolls 11 defender 12 schematic 13 ritual -1 cloth -2 jewellery )
41 Remove item Power from treasury
42 Get Param1 contracts with defender Power


I have no idea how what the index says gets me to that event
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jackelgull: I have no idea how what the index says gets me to that event
I've thought about that a little - easier version for you would be to add to blacksmith crystal's ability to create site.
I used russian var, you probably have different Name string,

/2
Name: Кузница;
GoldCost: 50
GemCost: 0
Group: 0
Slot: 37
Upgrade: 0
Hidden: 0
Level: 0

Buildings: (0)
Resource: (1)

*Ability*:
Ability: 1
Param1: 0
Param2: 0

Ability: 50
Param1: 36
Param2: 0; <- probably would need something in range 5-12