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:
<mod> <key> Not Really using this yet, you can ignore it.
<Setup> <name> The name of the mod, will appear on the starting panel <subtext> The little text that is under the main title <version> The version of this mod. This prevents different version of mods from interacting with eachother. <creator> The creator of this mod. Used to give them the golden dragon frame. <attributespanelheader> The header text of the attributes panel. <attributepoints> How many attribute points a player is allowed to use. <attpointsleft> 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 <skillpointsleft> Same as above, but for the skills panel. can use "{players_myid_skillpoints}" <skillpoints> How many skill points the player is allowed to use. <ringsize> The size of the ring in pixels. <ringzoom> <!-- Buggy, leave at 1 don't change this value or the world might explode --> <movecost> How much it costs to move around the ring. <movecoststat> Which stat ID does the movement use. <overplayertip> The tip that is displayed when you hover your mouse over the player triangle. <showmovementcost> 0 = No, 1 = yes. How the movement cost when you hover over the ring? <sharestatuscard> Who can see your player's stats. 0 = No one. 1 = Team only. 2 = Share with everyone. <debug> Leave as "false", since debug info will spam the hell out of the log and might make it crash in client. <leftbarstat> Which stat ID does the left bar on the player panel use? <rightbarstat> Which stat ID does the right bar on the player panel use?
<teams> <name> The name of the team. <color> Color in hex format: 0x000000 <description> Used for the tooltip. <icon> What icon to use jpg/png supported.
<attributes> <name> Name of the attribute <min> The minimum this attribute is allowed to be <cap> The maximum this attribute is allowed to be <description> The tooltip text. <start> How much of this attribute you start with. <cost> How many points this attribute costs.
<stats> <name> Name of the stat <formula> Formula for this stat. (See Formulas Below) <maxformula> Max formula. <separator> What symbol should be between the min max of the stat. <regenformula> Regen Formula. <regentype> 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> Visible in player panel? 0 = no, 1 = yes. <description/> Not really used anywhere yet.
<skill> <name> Skill's name. <description> Used for toolip. Special "{DescGen}" will generate most of the tooltip for you. <icon> icon image to use jpg/png <x> x position in the panel. <y> y position in the panel. <type> Type: 0 = Passive. 1 = Active. 2 = Active with passive bonus. <free> Do you start with this bought for you? 0 = no, 1 = yes. <cost> How many skill points this costs. <hidden> Is this a hidden skills? 0 = no, 1 = yes. <attrequirments> Attribute requirments Example: <attrequirments>5,0,0,0 This will require 5 points to be put into the first attribute. ID 0. <requirments> What does this skill require before it can be chosen? having multiple of tag will make it an OR(Check Example mod's Fortify). <conflict> IDs of skills this skill conflicts with. Example: <conflict>1,2,3</conflict> means that this skill conflicts with 1,2,3 and will become unavailable if you have any of those skills. <requirestarget> 0 = AoE, 1 = Enemy, 2 Friendly, 3 Enemy and Friendly. <statcost> Stat IDs that it costs to use this skill. <statcostamount> How much of those stats it costs. <range> The range of this skill. <aoe> The Area of Effect of this spell. (Only For AoE Spells) <aoeself> 0 = no, 1 = yes. Does the AoE effect the caster too? <effects> List of effects that will be done in order when this skill is used. Possibilies--- <endhere> 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. <castchance> Chance for this effect to cast. Can be formula. Buff Stuff--- <castbuff> Casts the buff IDs. I.E: <castbuff>4,5</castbuff> <buffsmultipliers> Multipliers for the buffs. <buffduration> How many turns does this last? <bufftargets> Cast on whom? 0 = Enemy, 1 = caster, 2 = both. <buffmsg> The message that is displayed when this buff casts. Effect Stuff--- <casteffects> Cast effect IDs. <effectmultipliers> Effect Multipliers. <effectmsg> The message that is displayed when this Effect casts. <mmsg> 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> Group effects together so the result for all effects is the same as the first. (Check Life Drain for example)
<buff> <name> Buff's name <type> 0 = Decreace, 1 = Increase <style> 0 = Applies over and over every turn, 1 = Constant untill the duration ends then goes back <stat> Which Stat ID this Buff Effects <instant> 0 = Fires when the player's turn. 1 = Fires Instantly when it is cast. <formula> Formula <maxformula/> Formula <buffstack> 0 = No, 1 = Yes. Does this Buff Stack? <stacklimit> How much can this Buff stack? <moc/> Not really used anymore. Messages go in the skills themselves. <mof/> The message when this buff fires. <moe/> The message when this buff expires.
<effect> <stat> Stat ID this effects. <formula> Formula. <maxformula> Formula. <color> Color of popupmessage. <type> 0 = Decreace, 1 = Increase <who> 0 = Caster, 1 = Target <popupmessage> Special popup message. can be NONE to make the effect have no popupmessage.
<formulas> <formula> Reusable formula.
<defeatconditions> <condition> If one of these conditions is met the player is considered defeated. <stats> Which Stat ID? <amount> The ammount this id should be. <type> 0 = Exact, 1 = More than amount, 2 = Less than amount.
<banned> Not used yet. A little more info on various features(Check the mod above for examples on all of these) 1. Formulas. Formulas are litterally just mathematical formula that will be executed by the ring. For example: 10/2 will return 5. 2. Special getters. The ring has the abbility to get any varaible from a player and return it for formula purposes. For example: {players_myid_name} this will get a player's name {players_myid_stats_1_min} this will get the min value of stat 1 from the player. Note that _myid_ will always refer to the player doing the actions. When you cast a spell _myid_ always refers to the caster and _targetid_ always refers to the person that the skill is being used on. The health in the example mod is "{players_myid_attributes_2_min}*20 + 200" meaning the player's attribute ID 3 (Vitality) by 20, plus 200. A list of useful getters: (Check example mod for anything) {players_myid_attributepoints} {players_myid_skillpoints} {players_myid_attributes_#_min} Replace # with the ID of an attribute when using this. {players_myid_stats_#_min} Replace # with the Id of a stat when using this. {players_targetid_color} {players_targetid_name} {skills_#_name} {formulas_#} This will use one of the formulas defined in formulas, so you don't need to rewrite the same formulas. You can pretty much get any information you might need. 3. XHTML Descriptions and messages can use basic HTML commands, but instead of < > use [ ]. For Example: [font color="#FF0000"]KEEL EET![/font] will write KEEL EET! in red. 4. Useful tips! a) Make sure to always test your engine before you put it into the catalog. To test the engine in multiplayer just click the "Actors" tab and then "Add Actor". This will add another avatar and you can both use the ring as if you were two people. b) When you are deriving the engine, try not to stand on it when you click 'apply changes' Because IMVU will kick you out of the ring without unloading it. And you'll end up with two widgets on your screen. Not much i can do there it's an IMVU thing. If you have any questions just shoot me a message.

Hey guys/girls due to IMVU's Tier system that rewards good products, please rate/review my products. I would be most appreciative if u took 20seconds to review and rate my products. This way i could earn IMVU tiers which will allow me to upload products at a lower cost and it doesn't cost you a thing, just 20seconds of you time and would help out in my creator status. Thank you :)




Check out all the wonderful derivations that people have made of this prodcut! :D Thank you all ^_^