Question: How do I make abilities consume a certain amount of AP?
Question: How do I make abilities consume a certain amount of AP? For example, one ability should cost 1 and another cost everything available.
Question: How do I make abilities consume a certain amount of AP? For example, one ability should cost 1 and another cost everything available.
I don't think there is a way.
Everything seems to affect next turn - not current turn. For example, I can take away the unit's next turn or even lower their overall AP next turn (by reducing combat speed by a multiplier), but I don't see any way to set an AP cost.
I think such a tag is necessary for both abilities and spells.
A strange thing though... I have an ability that consumes 3 AP. And I cannot understand why.
Oh well... I worked around the issue for now.
Heavenfall,
Can you post the XML data snippet for the 3 AP cost ability? Then we all can take a shot at figuring it out.
And no, it's not the <Manacost>
Heavenfall,
Does the unit using this have an AP of 3 to start with? Since 1.1 casting spell has used all remaining AP to cast. With my Sov I tend to make one attack and then cast in order to do more then one action. Like you, I see nothing in the code there that controls AP used.
In some of the spells in the data folder are showing a Tag called CastTime. Perhaps that is what dictates AP use. Now looking at that more I know casting fireball has burned more then one AP. So maybe 1 for CastTime is 100% of AP. Take some playing with or someone from SD telling us how to set AP use when casting.
Well strike that 1 = 100% thought. Firestorm is CastTime of 2. Both have wiped out my full AP if done first. Perhaps we are looking at a bug in the main code.
I don't know if it's a bug, I think it's just not hooked up yet. There was talk about getting casting time into the game a while back.
I think the higher ap cost of the ability I linked was caused by the blink modifier combined with the <radius> being 1. Effectively, the unit was blinking to all 9 tiles.
From my experience with abilities, the reason this cost 3 AP is fairly straight forward, the ability itself costs 2 AP to use, but since you are not specifying the skill as a movement class spell, you also have to pay 1 AP for the move cost. This is my best guess. To answer the initial question, I have yet to find an effective way to change the AP cost of a special ability. There used to be a tag called movecost but it does not seem to work anymore.
I think it's tied into the change in spells- why it uses up all your MP.
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