An extensive and detailed guide for creating new relics or modifying existing relics in The Hand of Merlin, написано его игровым дизайнером ковриком.
Creating New Relics
Now that our editor is available to the wider public, я’d like to write up a few guides on how to create some content in our game for your modding purposes.
В этом руководстве, Мы’ll talk about implementing Реликвии!
В качестве примера, мы’ll create Glass Arrow, a Common relic.
What is a Relic?
A relic is an equipable item that grants the bearer some sort of boost. It can be a passive attribute increase, the access to an ability, all sorts of things.
They are found in encounters as random or specific rewards, and can also be bought in Relic Shops, found in most cities in The Hand of Merlin.
To start the creation process, позволять’s use the Create Menu (Ctrl+N as a hotkey), and create a new Relic Parameter.
This should be the file you’re greeted with:
Затем, make sure you save the new file in the Content\Merlin\Relics folder, to let the game know that your relic exists.
Базовая настройка
Relic Identification
Так, three things we’ll set up first. The Relic’Имя, Вкус, and Description.
Имя is just your relic’имя. Think of something fancy. Мы’ll go with Glass Arrow for ours.
Описание is where you’ll describe what the relic does. You can use the tags we talked about in the Abilities guide, но здесь’s exactly what the text is for Glass Arrow, в качестве примера:
<особенный>{+Attribute Modifiers[0]}</особенный>. <br/><особенный>{-Attribute Modifiers[1]}</особенный>.
The {Attribute Modifier[Х]} stuff will be filled in in the future dynamically when we actually set attribute properties to the relic.
Because these are text properties, you have two fill in two fields: тот Identifier и Нить. This is to make it easier for translations. If you are making a big mod, you might want to have your own identifier naming conventions, но здесь’s mine: Я использую HOM.Relic[RelicName].[Категория], where Category is Name, Description or Flavour.
Затем, you can set up an икона. Remember that we use .tex files, that you can create from your own PNGs by using the Texture > Create menu (CTRL+SHIFT+T).
Relic Acquisition
A huge aspect of configuring a new Relic is how exactly are players supposed to acquire it.
Редкость is its category. This does very little on its own, but `Common` and `Rare` relics can be found in shops (2:1 в большинстве случаев), and can be randomly granted in some encounters, including the first one, Camelot. `Unique` we tend to leave to those associated with specific encounters, and `Legendary` is a category we leave for the Grail and the Horn, and its variations.
Gold Cost is the base price of this relic in shops, expressed in gold. Note that some encounters offer discounts to the shops.
Окончательно, none of that matters until you set your Spawn Random и Spawn Shop booleans – The first allows the relic to be granted at random in encounters, and the latter allows the relic to be found in shops.
Pretty simple stuff, Я надеюсь!
Relic Properties
Equipping a Relic allows the bearer to gain access to a series of modifiers, both active and passive.
Эффекты статуса are passive effects granted by just having the relic equipped. They are granted at the beginning of a match, so if your effect has a decay rule (like Powerful or Vulnerable), they will be lost over the duration of the match, only to be replenished at the start of the next one.
Attribute Modifiers are far simpler. These are alterations to a unit’s base attributes, нравиться Власть или Max Armor. Мы’ll focus on this one for Glass Arrow. Это’ll look like this:
This is what will be filled in the description, as we talked about in the previous section.
Способность describes the ability associated with this Relic. We call relics with this property “Action Relics”, и это’s great for versatility. These can be any ability really, but we usually make 0 AP ones for relics, so keep that in mind if you are looking for something to fit vanilla gameplay.
Заклинание is like Ability, but here you’ll browse a Spell Parameter, which has some UI information regarding the spell. Also note that adding a Spell to a relic allows anyone to use it, as spells are considered “снаружи” the unit.
Equippable determines if the item can be equipped, or it must stay on the stash. If your relic has a spell or a status effect and is non-equippable, the game assumes that it should apply that effect to everyone, так что имейте это в виду.
Grail, Обновление и ИДЕНТИФИКАТОР: these are some smaller properties that we use for some unique behavior.
- A Grail relic will end the game if you lose it;
- A Upgrade path makes this relic be exchanged for the one listed if you are using the Virtue modifier in Hardmode+
- And an ID can be queried in encounters to see if the player has it. In Marca Hispanica, we check for the Horn ID to see if you carry any variant of Roland’с рогом.
Relics are a great simple addition to test your modding chops. Удачи!
Это все, чем мы делимся сегодня для этого. Рука Мерлина гид. Это руководство было первоначально создано и написано Мибс. На случай, если нам не удастся обновить это руководство, вы можете найти последнее обновление, следуя этому связь.