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Register and log in to move these advertisements down Create a Hero Attribute guide - Part 1Tutorial for BFME 2
Part 1: Turning hero's into legends What files do we need? ...\data\ini\createaherosystem <CaH Class Name> .inc Each Create a Hero class has it's own file to list their subclasses, with this example, I am going to use the MotW. Each new subclass is noted with a line like this
Our first step is to increase the amount of attribute points the Captain of Gondor has to spend at creation.
Ok, that was easy. The next part is no more difficult. Scroll down, past the Blingupgrades, untill you come across this codeblock:
This block is one of the five blocks in a row that determen the minimum, maximum and default attribute value for each of the 5 attributes. This first block is for the Armor attribute, the second for damage, also called power, third for health, fourth regeneration, and the last for the vision range. You should never modify the groupname unless you really know what you are doing, changing the name of the group won't benefit the game, it can only break it. The other three entries you can modify. For each value you change the numbers at the end of the upgrades from 01 to 20. Keep in mind that you always keep the minimum value below or equal to the maximum and the default within the min-max range you have set. That's it for part 1. You can now edit the amount of attribute points you can spend and the range in which you can spend them for each specific attribute and each specific subclass. Take a look at the Intermediate guide if you want to test the limits. Solinx Credits
CommentsDisplay order: Newest first BelgariodeRiva - Sunday July 20, 2008 - 10:49 hi, that gide is very good. but Ive got a problem whith the first pass. I cant modify this part of tha ini archive, Bart (Administrator) - Sunday March 25, 2007 - 10:01 Short, but clear and useful. Good job |
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