The 3rd Age

Realms of the Elf-Lords

Realms of the Elf-Lords

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Ultimate beginner's guide. New hero, many topics

Avatar of malvack

malvack

Category: Code
Level: Beginner
Created: Saturday March 5, 2016 - 7:37
Updated: Tuesday October 11, 2016 - 8:19
Views: 5907
Summary: Guide to make new hero based on CaH and many other topics

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From now on, I will just play with what the game offers, it's kinda neat =)

So I will dedicate this page to the usage of attributemodifiers, I am going to create a kinda new Howl of Rage and give it to Malvack, however I am going to make some changes to it so it's cooler (eh? Eh? the same pun as before!)

Open your data>ini>attributemodifier.ini and have a glance at it, take your time, I'll wait.

...
...

Done? 0k. As you saw there are many playful things, like vision, production, damage, exp, and many many many others that let you have fun. Also you might have realized that, for the most part there are 5 kinds of: FORMATION, LEVEL, BUFF, LEADERSHIP, and SPELL. Here I won't talk about LEVEL, since it's only regards are in experiencelevels.ini and neither will I talk about formation ('cause duh), so let's talk about the other 3. Although it might sound similar, those 3 kinds of modifiers are very different.

In the lowest end of the spectrum there is BUFF, as you could imagine BUFF gives a temporarly buff to the target. One thing you must know is that BUFFs are NOT stackable, if you apply a BUFF over another BUFF the latter with always cancel the former. I said that this was the lowest end of the spectrum because LEADERSHIP cancels BUFF. So if you apply a BUFF and the comes f***ing Theoden your BUFF will dissappear.

Then there's LEADERSHIP, also NOT stackable. While nothing cancels LEADERSHIP per se, you can only have one LEADERSHIP at any time. The only way to lose the LEADERSHIP bonuses is through Freezing Rain or something like that. Finally there's SPELL which IS stackable and doesn't cancel anything nor is canceled by anything. So it is like this:

BUFF < LEADERSHIP < SPELL

That's the real difference between those 3 kinds of modifiers. Now that you know that, you can play with the rest of the attributes.


I want to give Malvack a Howl of Rage that instead of just giving armor and damage buff, also gives the targeted units the ability to gain resources per kill, and I also want this buff to affect heroes and that LEADERSHIP bonuses doesn't cancel it. So, to begin with I will copy the HowlofRage attribute modifier and paste it at the bottom of the file. Now I will change it from BUFF to SPELL and I'll go crazy with the modifiers. In the end, I'll have this:

              
Code

ModifierList MalvackOutLawLeadershipChant
    Category = SPELL
    Modifier = BOUNTY_PERCENTAGE 100%            
    Modifier = DAMAGE_MULT 125%
    Duration = 60000            // 1 min worth of modifiers
    ModelCondition = WAR_CHANT
    FX        = FX_GenericBuffPersistent60
    ReplaceInCategoryIfLongest    = Yes
End


Now I will copy the createaheropowers module of Howl of Rage and paste it in malvack.ini. Just to remember, that module looks like this:

              
Code

//--------------------------------------------------------------------------    
//    HOWL OF RAGE SPECIAL POWER Level 1
//--------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_CreateAHeroHowlOfRageEnabler_Level1
    SpecialPowerTemplate = SpecialAbilityCreateAHeroHowlOfRage_Level1
    TriggeredBy             = Upgrade_CreateAHeroHowlOfRage_Level1
End

Behavior = SpecialPowerModule ModuleTag_CreateAHeroHowlOfRageStarter_Level1
    SpecialPowerTemplate     = SpecialAbilityCreateAHeroHowlOfRage_Level1
    AttributeModifier         = GenericBuff20
    AttributeModifierRange     = CREATE_A_HERO_HOWL_OF_RAGE_RADIUS_L1
    AttributeModifierAffects = GENERIC_BUFF_RECIPIENT_OBJECT_FILTER
    TriggerFX                 = FX_HowlofRage1
    UpdateModuleStartsAttack = No
    StartsPaused             = Yes
    TargetEnemy                    = No
End


Suppose that I have already created the SpecialPowerTemplate required. If you check gamedata.ini you'll find that the GENERIC_BUFF_RECIPIENT_OBJECT_FILTER filter is as follows:

              
Code

ANY +INFANTRY +CAVALRY -MACHINE -IMMOBILE -DOZER -HERO -STRUCTURE -BASE_FOUNDATION -HORDE -DwarvenBattleWagon -RohanOathbreaker -MordorRamCrew +MordorWorker -IsengardRamCrew -IsengardBeserker -DwarvenZerker -DwarvenZerkerHorde -NoldorWarrior -NoldorWarriorHorde -GondorKnightsofDol -GondorKnightsofDolHorde -WildBabyDrake -WildBabyDrakeHorde -MordorBlackRider -MordorBlackRiderHorde -IsengardFanatic -IsengardBerserkerHorde


And while that is fine and dandy, I want the buff to affect heroes as well, and in that filter, heroes cannot recieve the buff. Also, and this is quite obvious, I will change the attribute modifier in the specialpowermodule of my new power, so now it looks like this:

              
Code

//--------------------------------------------------------------------------    
//    MALVACK HOWL OF RAGE SPECIAL POWER
//--------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_CreateAHeroHowlOfRageEnabler_Level1
    SpecialPowerTemplate = SpecialAbilityMalvackOutlawLeadership
    TriggeredBy             = Upgrade_ObjectLevel1
End

Behavior = SpecialPowerModule ModuleTag_CreateAHeroHowlOfRageStarter_Level1
    SpecialPowerTemplate     = SpecialAbilityMalvackOutlawLeadership
    AttributeModifier         = GenericBuff20
    AttributeModifierRange     = CREATE_A_HERO_HOWL_OF_RAGE_RADIUS_L1
    AttributeModifierAffects = ANY +INFANTRY +CAVALRY -MACHINE -IMMOBILE -DOZER -STRUCTURE -BASE_FOUNDATION -HORDE -DwarvenBattleWagon -RohanOathbreaker -MordorRamCrew +MordorWorker -IsengardRamCrew
    TriggerFX                 = FX_HowlofRage1
    UpdateModuleStartsAttack = No
    StartsPaused             = Yes
    TargetEnemy                    = No
End


And that's it, the "buff" will affect heroes and mini-heroes as well.

As you can see, the attribute modifiers can do very interesting things, like making a barrack produce 5x faster, or doubling the archers vision and range, or making a hero learn exp 3x faster than usual and many many many things more.

NOTE: In my experience, for some reason that I cannot understand, the HEALTH and HEALTH_MULT modifiers are everlasting, it doesn't matter that they have a timer (i.e. return to normal health after 1 minute), instead the targeted units will always have the modifier 'til the end of the game. Also SPEED doesn't seem to work, it just messes with the animations, but it doesn't really change the speed of the targeted units (maybe you have the locomotor speed? I don't know).

Links / Downloads

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WinXPSoundRecorder469March 6, 2016 - 7:03
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Comments

Display order: Newest first

Amonrath - Monday August 14, 2017 - 4:16

Hello! I'm trying to do the but in the bfme I. Is there any different steps? I created a folder with my own mod... I then just edit the values that I want and I save them... I have also added the -mod in the end of the "Path" as well as done the lotr.srt extraction. Could anyone help? Thanks =D

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Hello! I'm trying to do the but in the bfme I. Is there any different steps? I created a folder with my own mod... I then just edit the values that I want and I save them... I have also added the -mod in the end of the "Path" as well as done the lotr.srt extraction. Could anyone help? Thanks =D

BouncyKnight - Wednesday April 26, 2017 - 0:08

Amazing step-by-step, very detailed and explanatory tutorial on how to create your custom heroes! Thank you sir, you're great!

Gabriel Oak - Tuesday December 13, 2016 - 12:19

I created this account only to thank you, sir. This tutorial is really, really useful.

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