Custom heroes are not leveling up
Okay so I made some custom units, thanks to parrot, but now my heroes I made custom don't level up. what am I doing wrong?
Okay so I made some custom units, thanks to parrot, but now my heroes I made custom don't level up. what am I doing wrong?
Well they level up but they don't get trait points.
How can I fix this?
post your xml
What he said.
sir yes sir
</UnitType>
<UnitType InternalName="Champion_DeathDemon">
<DisplayName>Low the Leech Lord</DisplayName>
<UnitDisplayName>Low the Leech Lord</UnitDisplayName>
<CreatureType>Champion</CreatureType>
<Class>Adventurer</Class>
<Allegiance>Empire</Allegiance>
<Unique>1</Unique>
<CanBeDesigned>0</CanBeDesigned>
<WageOverride>1</WageOverride>
<IsNPC>1</IsNPC>
<IsChampion>1</IsChampion>
<IsSovereign>0</IsSovereign>
<HasWages>0</HasWages>
<SpawnRating>1</SpawnRating>
<GetPerksOnLevelUp>1</GetPerksOnLevelUp>
<NPCSpawnLikelihood>100</NPCSpawnLikelihood>
<GameModifier>
<ModType>Resource</ModType>
<Attribute>Unrest</Attribute>
<Value>-5</Value>
<Provides>-5% Unrest in the city this unit is in</Provides>
</GameModifier>
<LevelMilestone InternalName="L1">
<Level>1</Level>
<UnitStat_Accuracy>80</UnitStat_Accuracy>
<UnitStat_Attack_Pierce>8</UnitStat_Attack_Pierce>
<UnitStat_CombatSpeed>25</UnitStat_CombatSpeed>
<UnitStat_ChanceToCrit>4</UnitStat_ChanceToCrit>
<UnitStat_HitPoints>20</UnitStat_HitPoints>
<UnitStat_Defense_Pierce>3</UnitStat_Defense_Pierce>
<UnitStat_Moves>4</UnitStat_Moves>
</LevelMilestone>
<SelectedAbilityBonusOption>PathOfTheWarrior</SelectedAbilityBonusOption>
<SelectedAbilityBonusOption>Blood_Altarian</SelectedAbilityBonusOption>
<SelectedAbilityBonusOption>Loremaster3</SelectedAbilityBonusOption>
<SelectedAbilityBonusOption>Large</SelectedAbilityBonusOption>
<SelectedAbilityBonusOption>ImmuneToPoison</SelectedAbilityBonusOption>
<SelectedAbilityBonusOption>Overpower</SelectedAbilityBonusOption>
<SelectedAbilityBonusOption>Spell_DemonicAlly</SelectedAbilityBonusOption>
<SelectedAbilityBonusOption>Trigger_Fear</SelectedAbilityBonusOption>
<SelectedAbilityBonusOption>SpellResistance</SelectedAbilityBonusOption>
<SelectedAbilityBonusOption>ImmuneToCounterattack</SelectedAbilityBonusOption>
<SelectedAbilityBonusOption>UncontrolledRage</SelectedAbilityBonusOption>
<SelectedAbilityBonusOption>CallousedHide</SelectedAbilityBonusOption>
<Treasure>
<Liklihood>100</Liklihood>
<GameModifier>
<ModType>GiveItem</ModType>
<StrVal></StrVal>
<Attribute>Loot_DemonHorn</Attribute>
<BoolVal1>1</BoolVal1>
<Value>10</Value>
</GameModifier>
</Treasure>
<Quote>I feed on death and thrive on sorrow.</Quote>
<Backstory>I am Low, The Leech king, Left hand and consort of the Snake Queen. My children are many, my hunger is endless. Fall to the Great Leech</Backstory>
<Medallions InternalName="">
<All>M_SuperDemon_Card.png</All>
</Medallions>
<AnimationPack>SuperDemonAnimationPack</AnimationPack>
<BattleAnimationBehavior>Melee</BattleAnimationBehavior>
<ClothMapScale>1</ClothMapScale>
<Color_Skin>35,30,30,255</Color_Skin>
<CutSceneDataPack>DeathDemonUnitCutscenePack</CutSceneDataPack>
<EyeTexture>gfx/eyes/male_brown_eye.png</EyeTexture>
<InfoCardBackground>BG15_Dark</InfoCardBackground>
<ModelPath>gfx/hkb/Monsters/M_SuperDemon_Mesh_01.hkb</ModelPath>
<ModelScale>1</ModelScale>
<SkeletonPath>Gfx\HKB\Monsters\M_SuperDemon_Skeleton_01.hkb</SkeletonPath>
<SoundPack>SoundPack_SuperDemon1</SoundPack>
<TacticalModelScale>1.5</TacticalModelScale>
<Texture_Skin>M_SuperDemon_Texture_01.png</Texture_Skin>
<EffectAttachment>
<Attachment>Root_Lcf</Attachment>
<EffectName>A_BlueFire_Particle_03</EffectName>
<EffectPosition>0,0,0</EffectPosition>
<EffectRotation>0,0,0</EffectRotation>
<EffectScale>0.3</EffectScale>
</EffectAttachment>
<EffectAttachment>
<Attachment>Stomach_Lcf</Attachment>
<EffectName>A_DeathDemon_Stomach_Particle_01</EffectName>
<EffectPosition>0,0,0</EffectPosition>
<EffectRotation>0,0,0</EffectRotation>
<EffectScale>0.3</EffectScale>
</EffectAttachment>
<EffectAttachment>
<Attachment>Left_Thigh_Lcf</Attachment>
<EffectName>A_BlueFire_Particle_02</EffectName>
<EffectPosition>0,0,0</EffectPosition>
<EffectRotation>0,0,0</EffectRotation>
<EffectScale>0.3</EffectScale>
</EffectAttachment>
<EffectAttachment>
<Attachment>Left_Calf_Lcf</Attachment>
<EffectName>A_BlueFire_Particle_01</EffectName>
<EffectPosition>0,0,0</EffectPosition>
<EffectRotation>0,0,0</EffectRotation>
<EffectScale>0.3</EffectScale>
</EffectAttachment>
<EffectAttachment>
<Attachment>Left_Foot_Lcf</Attachment>
<EffectName>A_DeathDemon_Foot_Particle_01</EffectName>
<EffectPosition>0,0,0</EffectPosition>
<EffectRotation>0,0,0</EffectRotation>
<EffectScale>0.3</EffectScale>
</EffectAttachment>
<EffectAttachment>
<Attachment>Right_Thigh_Lcf</Attachment>
<EffectName>A_BlueFire_Particle_01</EffectName>
<EffectPosition>0,0,0</EffectPosition>
<EffectRotation>0,0,0</EffectRotation>
<EffectScale>0.3</EffectScale>
</EffectAttachment>
<EffectAttachment>
<Attachment>Right_Calf_Lcf</Attachment>
<EffectName>A_BlueFire_Particle_01</EffectName>
<EffectPosition>0,0,0</EffectPosition>
<EffectRotation>0,0,0</EffectRotation>
<EffectScale>0.3</EffectScale>
</EffectAttachment>
<EffectAttachment>
<Attachment>Right_Foot_Lcf</Attachment>
<EffectName>A_DeathDemon_Foot_Particle_01</EffectName>
<EffectPosition>0,0,0</EffectPosition>
<EffectRotation>0,0,0</EffectRotation>
<EffectScale>0.3</EffectScale>
</EffectAttachment>
<EffectAttachment>
<Attachment>Back_Lcf</Attachment>
<EffectName>A_DeathDemon_Back_Particle_01</EffectName>
<EffectPosition>0,0,0</EffectPosition>
<EffectRotation>0,0,0</EffectRotation>
<EffectScale>0.3</EffectScale>
</EffectAttachment>
<EffectAttachment>
<Attachment>Upper_Back_Lcf</Attachment>
<EffectName>A_DeathDemon_Back_Particle_01</EffectName>
<EffectPosition>0,0,0</EffectPosition>
<EffectRotation>0,0,0</EffectRotation>
<EffectScale>0.3</EffectScale>
</EffectAttachment>
<EffectAttachment>
<Attachment>Left_Shoulder_Lcf</Attachment>
<EffectName>A_DeathDemon_Shoulder_Particle_01</EffectName>
<EffectPosition>0,-2,0</EffectPosition>
<EffectRotation>0,0,0</EffectRotation>
<EffectScale>0.25</EffectScale>
</EffectAttachment>
<EffectAttachment>
<Attachment>Left_Arm_Lcf</Attachment>
<EffectName>A_BlueFire_Particle_01</EffectName>
<EffectPosition>0,0,0</EffectPosition>
<EffectRotation>0,0,0</EffectRotation>
<EffectScale>0.3</EffectScale>
</EffectAttachment>
<EffectAttachment>
<Attachment>Left_Hand_Lcf</Attachment>
<EffectName>A_BlueFire_Particle_02</EffectName>
<EffectPosition>0,0,0</EffectPosition>
<EffectRotation>0,0,0</EffectRotation>
<EffectScale>0.3</EffectScale>
</EffectAttachment>
<EffectAttachment>
<Attachment>Left_Forearm_Lcf</Attachment>
<EffectName>A_BlueFire_Particle_01</EffectName>
<EffectPosition>0,0,0</EffectPosition>
<EffectRotation>0,0,0</EffectRotation>
<EffectScale>0.3</EffectScale>
</EffectAttachment>
<EffectAttachment>
<Attachment>Right_Forearm_Lcf</Attachment>
<EffectName>A_BlueFire_Particle_01</EffectName>
<EffectPosition>0,0,0</EffectPosition>
<EffectRotation>0,0,0</EffectRotation>
<EffectScale>0.3</EffectScale>
</EffectAttachment>
<EffectAttachment>
<Attachment>Head_Lcf</Attachment>
<EffectName>A_BlueFire_Particle_01</EffectName>
<EffectPosition>0,0,0</EffectPosition>
<EffectRotation>0,0,0</EffectRotation>
<EffectScale>0.3</EffectScale>
</EffectAttachment>
<EffectAttachment>
<Attachment>Right_Shoulder_Lcf</Attachment>
<EffectName>A_DeathDemon_Shoulder_Particle_01</EffectName>
<EffectPosition>0,-2,0</EffectPosition>
<EffectRotation>0,0,0</EffectRotation>
<EffectScale>0.25</EffectScale>
</EffectAttachment>
<EffectAttachment>
<Attachment>Right_Arm_Lcf</Attachment>
<EffectName>A_BlueFire_Particle_01</EffectName>
<EffectPosition>0,0,0</EffectPosition>
<EffectRotation>0,0,0</EffectRotation>
<EffectScale>0.3</EffectScale>
</EffectAttachment>
<EffectAttachment>
<Attachment>Right_Hand_Lcf</Attachment>
<EffectName>A_BlueFire_Particle_02</EffectName>
<EffectPosition>0,0,0</EffectPosition>
<EffectRotation>0,0,0</EffectRotation>
<EffectScale>0.3</EffectScale>
</EffectAttachment>
</UnitType>
Guys I would like to thank you for your help this far, Without parrot none of this would have been possible. Thank you for being active on the forums.
That unit gets traits on levelup like it should in FE:LH. Are you running FE or FE:LH?
Doesn't matter, I've checked FE and the level up works fine there as well. Is it the way you were testing the level up that may be the problem?
If you created a quest that gives you this unit on a particular turn, then you will need to actually set the unitclass to champion, for the unit to actually be a champion.
Also, your creature type doesn't have to be a champion type the tag <isChampion>1 is sufficient.
You should keep the champion type tag because it's used by abilities and items that specifically target the type such as Executioner trait.
Oddly enough stardock did not do that for some of their beast creatures. I was just conforming to how stardock has it presented. Although, since you mention it, maybe their is a hidden bug, or is it working as intended.
Thank you so much, I am just testing it on a game where I can have him at the start, thats what it is, I have him a sumunit its currently a history trait. thank you so much. So I gotta change it to sumonchamp or something?
This is how I tested the champion. It's a quest that will trigger on turn 3 if you have a city.
<?xml version="1.0" encoding="iso-8859-1"?>
<!-- Created with Elemental Quest Master --> <Quests>
<QuestDef InternalName="Quest_Give_me_Unit_147201345506">
<DisplayName>Give me Unit</DisplayName>
<Description>Do you want a unt?</Description>
<IsStartingPointQuest>0</IsStartingPointQuest>
<ShortTextAccept>Yes</ShortTextAccept>
<ShortTextDeny>No</ShortTextDeny>
<RewardText>Death Demon</RewardText>
<QuestClass>Minor</QuestClass>
<Repeatable>0</Repeatable>
<TriggerType>TurnNumber</TriggerType>
<TriggerOrigin>EventLocation</TriggerOrigin>
<TriggerData>3</TriggerData>
<TriggerChance>100000</TriggerChance>
<PostTriggerChance>10000</PostTriggerChance>
<SpawnRating>1</SpawnRating>
<Image>K_Adventure.png</Image>
<Treasure>
<GameModifier InternalName="Reward1">
<ModType>Unit</ModType>
<Attribute>UnitJoinArmy</Attribute>
<StrVal>Champion_DeathDemon</StrVal>
<UnitClass>Champion</UnitClass>
<Value>1</Value>
</GameModifier>
</Treasure>
<QuestObjectiveDef>
<ObjectiveID>0</ObjectiveID>
<QuestEnd>1</QuestEnd>
</QuestObjectiveDef>
</QuestDef>
</Quests>
THANK YOU PARROT THANK YOU HEAVEN FALL. Also can I use this to make other quests?
please
AbilityBonuses>
<AbilityBonus InternalName="Child of Low">
<AbilityBonusType>Champion_Talent</AbilityBonusType>
<AbilityBonusOption InternalName="ChildofLow">
<DisplayName>Low's Kin</DisplayName>
<Description>You are the Kin of Leech King</Description>
<Icon>Ability_Thief_Icon.png</Icon>
<GameModifier>
<ModType>Map</ModType>
<Attribute>SummonUnit</Attribute>
<StrVal>Low: The Leech King</StrVal>
<Value>0</Value>
<Provides>+1 Champion Demon</Provides>
<StrVal>Champion_DeathDemon</StrVal>
<UnitClass>Champion</UnitClass>
</GameModifier>
<Cost>0</Cost>
<Type>Aggressive</Type>
<AIData AIPersonality="AI_General">
<AIPriority>5</AIPriority>
</AIData>
</AbilityBonusOption>
</AbilityBonus>
</AbilityBonuses>
this was my test trait
Sure, you can also use this
https://forums.elementalgame.com/443956/page/1/
to make quests. (Thats what I did ![]()
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