Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Im looking to remove an effect from a skill such as 'attrition while under siege'. zeroing the value of that stat doesnt remove the effect from the ingame tooltip (it just shows up as a red attrition +0% while under siege). can anybody help suggest a solution?
but that's not where you edit them, here only add
Edit in:
trait_level_effects_tables (if progressive and not necessarily innate)
character_skill_level_to_effects_junctions_tables
Unless it's a spell, then check the vanilla wizard and the dummy magic spell, as usually the effects are added also by a hidden dummy skill the easiest way - add as hidden auto skill and set
character_skill_level_details_tables
character_skills_to_level_reached_criterias_tables
both to 0 so it gets it at lvl 1
However CA informed that they will appear when used in combination with raising the max agent level possible. If your max lvl mod allows to lvl to 100 then your max skill tier can be 98 however it might still bug the displayed lvl of that agent.
So i was following this guide as i've been for many of cryswar guides lately , they're all very nice and still quite accurate. Much appreciated, much much love on you <3
I'd just like to note that character to nodes set are made through character_skill_node_sets_table. Don't know if i missed or misunderstood something, i just thought that would be nice to point it out.
Definition from character to the actual skill would go something like that right now i believe:
character_skill_node_sets (link land_unit to node set)
character_skill_node_set_items (link node set to node)
character_skill_nodes_table, (link node to skill)
character_skill_level_to_effects_junction. (link skill to effect)
Or am i wrong? i very much might be :p
But I have a question:
It is possible to create a group of skills in which the study of one skill blocks the study of the rest. Is it possible to make a skill group in which you can select, for example, any two skills and the rest were blocked at the same time?