Hello guys again.
So i added new unit. & have 1 question:
1. Equipment.txt I found this line:
add equipmentgroup
add equipment entry "_Undead_Skeleton_Grunt_SMSH"
new equipment "Undead_Skeleton_Grunt_SMSSH"
These are 2 unfinished entries from Equipment.txt, an 'equipment' starts with 'new equipment ...'.
Not that important though.
You should find an entry for "_Undead_Skeleton_Grunt_SMSH" in Weapons.txt, either in Shared or Main.
This is the used weapon's stat entry which defines damage, damage type (slashing,piercing,etc.) and some other things.
The entry will probably not have a lot more than the type entry and then 'using "_Swords"' or 'using "_Axe"', etc.
(that's like an #include in C.)
2. Character.txt this stats for new unit.
new entry "Undead_Skeleton_Grunt_SMSSH"
type "Character"
using "_Skeleton"
data "Act part" "5"
data "Strength" "7"
data "Armor" "4"
data "BodyBuilding" "1"
data "Willpower" "1"
in skillset.txt i should add new skills & group for my summon.
i want edit weapon for my new skelet, & what means line "stats" in Root editor ( on the screen red lines)
so i need edit files:
http://larian.com/forums/ubbthreads.php?ubb=showflat&Number=582571#Post582571 This guide nice, but what about weapon (another model sword/blunt) ?:)
You need to assign the character stat you made to the root template you use for the summon. You need a new (potentially copied) root template or you have side effect if you change the stat for an existing root template.
But I guess that's clear.
Then you need a weapon stat for your summon and you also need to link this weapon stat you create for your summon to a weapon model (weapon root template) or your skeleton cannot use it (I think). This is done via the Weapon.txt link file. Or you just use an existing entry, that's up to you. Browse the weapon link file, you will find a lot of entries for stats starting with an underscore. Those are the weapons used by npcs (including the summons, and including even the animals, whose entries are all linked to an invisible dummy template).
Look at the entries that existing summons like the elementals, spiders, wolves etc. have.
So the damage type - there's no blunt but only crushing ;-) - itself is defined by the stat entry.
In theory, you have to make sure that the used character model provides the required animations for the used weapon type (not the damage type, but the weapon type; you could even give a hammer piercing damage via stat). The skeleton you used looks like the decapitator that is used as a witchcraft summon. As far as I remember, this model does have all weapon animations that players have, it could use all weapon types.
I don't know if the animation thing is absolutely necessary or if the game provides some 'fallback mechanism' because I never had to deal with new characters in my modding history except for one non-fighting trader which was little more than copy & paste ;-)
As usual, someone else has to answer this ;-)