Buildings issue - IMPLEMENTED

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Alexander82
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Joined: Thu Feb 26, 2015 8:18 pm

Buildings issue - IMPLEMENTED

Post by Alexander82 »

Both monster's cave and the uruk tent doesn't hide units when they enter it. If you place a unit on those buildings it remains visible out of the building image.
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Stratego (dev)
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Re: Buildings issue

Post by Stratego (dev) »

you can try fix these too, you have the jsons to modify, i suggest the "show_units_while_carried" or similar option needs to set off.
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Alexander82
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Re: Buildings issue

Post by Alexander82 »

Can you send me the jsons for all the units? I can find only few in the pack you've sent me
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Alexander82
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Re: Buildings issue

Post by Alexander82 »

Code: Select all

{
   "unitTypeName":"UNIT_ORC_BUILDING_URUK_TENT",
   "unitType":133,
   "uiDefinition":{
      "visuals":[
      
      
         {
            "imgName":"unit_orc_building_uruk_tent.png",
            "type":"DEFAULT",
            "shiftIndicatorsDown":0,
            "typeExtra":0.0,
            "imgColumns":2,
            "imageDefParts":[
               {
                  "cropToRect":{"top": 0,"left":0,"bottom":32,"right":64},
                  "layer":"UNITS",
                  "shiftCol":0,
                  "shiftRow":0,
                  "clickable":true
               }
            ]
         }

         
         ]
   },
   
   "unitStatSheet":{
         "unit":{

            "isTechnology":false,
            "costTurn":8,
            "grantorShopItems":[268],
            "hpMax":50,
            "power":0,
            "rangeAttack":0,
            "armorPierce":5,
            "armorNormal":2,
            "sight":4,

            "unitSizeCol":1,
            "unitSizeRow":1,
            "isUnderConstruction":false,
            "isFactory":true,
            "isFactoryThatNotAffectsFactoryLimits":false,
            "isOccupiableBuilding":false,
            "isWalkableThrough":true,

            "powerAccuracyPenalty":0.0,
            "powerRange":0,
            "powerRangePenaltyPercent":0,
            "attackTypeBurningRock":false,
            "attackTypeArrow":true,

            "rangeWalk":0,            
            "trnWalkTerrain":[
               {"terrainType":"TERRAINS_PLAINSWALKABLE", "modifier":0}
            ],
            

            "convertRange":0,
            "convertResistance":0.0,
            "convertPossibility":0.0,
            "rangeHeal":0,
            "healRate":0,
            "rangeMend":0,
            "mendRate":0,
            "canBuild":false,
            "bonusMendingWhenConstructing":1.0,
            "bonusMending":1.0,
            "bonusHealing":0.0,

            "carryCapacity":2,
            "canBeCarried":false,
            "isCarriedUnitSurvivesIfIDie":true,
            "isCarrierCanCarryUnderConstruction":false,
            "isCarrierHidesCarriedUnits":true,
            "isCarrierLetCarriedUnitsToShoot":false,
            "isCarrierRemovesTerrainDrawbacks":true,

            "maxActionCount":0,
            "canOccupyBuilding":false,
            "isStealthUnit":false,
            "canSeeStealthUnits":false,

            
            "trnWeaponEffects":null,


        "trnCategories":["U_BUILDINGS"],
        "trnRaces":["RACE_ORC"],
        "trnModifiers":null,
        "trnCanNotCarryMe":{},
        "trnBuilders":{"categories":["U_WORKERS"]},
        "trnBonusList":null          
         }
   }
   
}   
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Stratego (dev)
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Re: Buildings issue

Post by Stratego (dev) »

cool! please send me by email - thanks!
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Alexander82
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Re: Buildings issue

Post by Alexander82 »

The building are fixed but i have no clue why the units poisoning and trample doesn't works

I've found the text nuder the jsons but they doesn't work in game:

Code: Select all

 "trnWeaponEffects":[
            	{
            		"weaponSlot":"WEAPON_EFFECT_SLOT_SPELLCAST",
            		"effDefault":"EFFECT_CAST_POISON_WEAPON",
            		"effOptions":null
            	}
            	
            ],
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Stratego (dev)
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Re: Buildings issue

Post by Stratego (dev) »

this is fixed now, isnt it?
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Alexander82
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Re: Buildings issue

Post by Alexander82 »

yes this is fixed
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