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Old 12-26-2010, 01:04 AM
UnLucky UnLucky is offline
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Join Date: Dec 2010
Posts: 3
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I don't think there really are any unit abilities/features outside of the text hints.

"Soars" for example, is just "movetype=1" in the unit's .atom file.

If you add "features_hints=soars_header/soars_hint" to the unit without changing the movetype, the unit will not pass over obstacles.

Any morale changing 'traits' are in "morale.txt"

Special effects on attacks, like Charm, Weakness, burn/poison/etc are listed after the damage as "custom_params {poison=30}" in the unit's .atom file.

Resistances also have to be entered in manually for every unit, you can't just put in "plant_header/plant_hint" and expect your unit to have 50 poison resist and -100 fire resist.

Likewise, if you don't change the actual text hints for your units in "eng_units_features.lng" then you won't see them in their portraits. You can freely make up your own attributes, and it's up to you how you want them to be displayed, if at all Remember that this is completely separate from the unit's definitions in its .atom file, so you don't even need to show any text hints for the effects to work in game.

invincible_header=^def_hint_t0^Invincible.
invincible_hint=^def_hint_t1^Immune to all forms of damage.


You could add that to a unit, and it would certainly display it in their profile. Will it be overpowered in battle? Not quite.

resistances {
physical=100
poison=100
magic=100
fire=100
}


Now if you added just that to a unit? Yeah, no one will suspect a thing. Although I don't think any unit officially has anything higher than 80 resistance (which is claimed as poison/magic/fire immunity).
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