![]() ![]() ![]() For example, If the value here is 5, that means 5 melee attack. The most common scopes you'll use are character_to_force_own for army buffs, (same as general to force own but also works for heroes), faction to X for factionwide buffs or unit cap stuff, or region/province to X for local effects.Įffects also have a value, also usually in the X_to_effects_junctions table, which is where you tell the game HOW MUCH of your desired bonus value to give to the unit(s). ![]() For example, when a character skill says that it gives +5 melee attack to Chaos Warriors, it doesn't ACTUALLY do anything by itself - it is attached to an effect called wh_dlc08_effect_battle_melee_attack_increase_chaos_warriors, which is in turn linked to the melee_attack_mod bonus value ID in the effect_bonus_value_ids_unit_sets table.Įffects are always attached to a scope, usually in a X_to_effects_junctions table, which tells the game who to apply it to - scopes vary wildly, but in general this is where you tell the game "ok, apply this buff to my entire army" or just to the lord or to the entire faction. to the bonus value ID that they claim to give, and tell the game what to do with that value and where to put it. Effects are many things in many contexts, but the simplest way to put them is that they connect a skill, ancillary, building, technology, effect bundle, etc. ![]()
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