Battle Engine Beta is here!
Now you can design your own spells and stats and completly customize it!
How to make your own mod:
1. Download the XML example: DOWNLOAD ME(right click save as)
2. Look at the .mod file which is an text XML file and change, add, remove or do whatever you want to it.
3. Derive this product and put in your battleenginemod.mod file in the product folder along with all your icons
4. That's it! It will be fully functional with your new skills and you can use it right away!
Overview of the mod definitions, Check the Example Mod for proper use:
Not Really using this yet, you can ignore it.
The name of the mod, will appear on the starting panel
The little text that is under the main title
The version of this mod. This prevents different version of mods from
interacting with eachother.
The creator of this mod. Used to give them the golden dragon frame.
The header text of the attributes panel.
How many attribute points a player is allowed to use.
The text that is on the bottom right of the attibute panel. you can use
"{players_myid_attributepoints}" to display the player's attribute points left
Same as above, but for the skills panel. can use "{players_myid_skillpoints}"
How many skill points the player is allowed to use.
The size of the ring in pixels.
How much it costs to move around the ring.
Which stat ID does the movement use.
The tip that is displayed when you hover your mouse over the player triangle.
0 = No, 1 = yes. How the movement cost when you hover over the ring?
Who can see your player's stats.
0 = No one. 1 = Team only. 2 = Share with everyone.
Leave as "false", since debug info will spam the hell out of the log and might
make it crash in client.
Which stat ID does the left bar on the player panel use?
Which stat ID does the right bar on the player panel use?
The name of the team.
Color in hex format: 0x000000
Used for the tooltip.
What icon to use jpg/png supported.
Name of the attribute
The minimum this attribute is allowed to be
The maximum this attribute is allowed to be
The tooltip text.
How much of this attribute you start with.
How many points this attribute costs.
Name of the stat
Formula for this stat. (See Formulas Below)
Max formula.
What symbol should be between the min max of the stat.
Regen Formula.
Regen Type. 1 = Regens when a player's turn. 2 = regens per round.
Round meaning it regens when the first player's turn comes up again.
Visible in player panel? 0 = no, 1 = yes.
Not really used anywhere yet.
Skill's name.
Used for toolip. Special "{DescGen}" will generate most of the tooltip for you.
icon image to use jpg/png
x position in the panel.
y position in the panel.
Type: 0 = Passive. 1 = Active. 2 = Active with passive bonus.
Do you start with this bought for you? 0 = no, 1 = yes.
How many skill points this costs.
Is this a hidden skills? 0 = no, 1 = yes.
Attribute requirments Example: 5,0,0,0
This will require 5 points to be put into the first attribute. ID 0.
What does this skill require before it can be chosen?
having multiple of tag will make it an OR(Check Example mod's Fortify).
IDs of skills this skill conflicts with. Example:
1,2,3 means that this skill conflicts with 1,2,3 and will
become unavailable if you have any of those skills.
0 = AoE, 1 = Enemy, 2 Friendly, 3 Enemy and Friendly.
Stat IDs that it costs to use this skill.
How much of those stats it costs.
The range of this skill.
The Area of Effect of this spell. (Only For AoE Spells)
0 = no, 1 = yes. Does the AoE effect the caster too?
List of effects that will be done in order when this skill is used.
Possibilies---
0 = no, 1 = yes. If this is 1, then other effects after this one will not fire.
If this one fires. HOWEVER if this one FAILS then it will continue to the other.
Chance for this effect to cast. Can be formula.
Buff Stuff---
Casts the buff IDs. I.E: 4,5
Multipliers for the buffs.
How many turns does this last?
Cast on whom? 0 = Enemy, 1 = caster, 2 = both.
The message that is displayed when this buff casts.
Effect Stuff---
Cast effect IDs.
Effect Multipliers.
The message that is displayed when this Effect casts.
Multiple messages? 0 = no, 1 = yes. If 1 and you have multiple effects,
each of them will get their own message in the log.
Group effects together so the result for all effects is the same as the first.
(Check Life Drain for example)
Buff's name
0 = Decreace, 1 = Increase