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Difference between revisions of "Assassins (Modding in M2TW)"

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(Put in what i've learned and read about the xml file so far)
m (Removed category "Modding" (using HotCat))
 
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This page is dedicated to understanding the game mechanics behind assassins in MTW2
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This page is dedicated to understanding the game mechanics behind [[assassin]]s in [[M2TW]]
  
The values for determining assassination success percentages can be found in the descr_campaign_db.xml file and the export_descr_character_traits.txt
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The values for determining assassination success percentages can be found in the [[descr_campaign_db.xml]] file and the [[export_descr_character_traits.txt]]
  
  
 
=descr_campaign_db.xml=
 
=descr_campaign_db.xml=
  
'''You can only change the file when the game is not running otherwise the data will not compile'''
+
''You can only change the file when the game is not running otherwise the data will not compile''
  
''<assassinate_base_chance float="15"/>''
+
'''<assassinate_base_chance float="15"/>'''
 
*Appears to be the base percentage that a default assassin starts off with
 
*Appears to be the base percentage that a default assassin starts off with
  
  
<assassinate_attack_modifier float="1.0"/>
+
'''<assassinate_attack_modifier float="1.0"/>'''
 
*This value is multiplied
 
*This value is multiplied
  
<assassinate_defence_modifier float="0.0"/>
+
 
 +
'''<assassinate_defence_modifier float="0.0"/>'''
 
*May have something to do with defense vs attacks from other assassins or inquisitors (agents w/ability to kill)
 
*May have something to do with defense vs attacks from other assassins or inquisitors (agents w/ability to kill)
 
*Changing the number seems to have no effect on assassination percentages against diplomats
 
*Changing the number seems to have no effect on assassination percentages against diplomats
  
  
<assassinate_public_modifier float="1.0"/>
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'''<assassinate_public_modifier float="1.0"/>'''
 
*May have something to do with the public security traits that a character picks up (ex. counter-spy)
 
*May have something to do with the public security traits that a character picks up (ex. counter-spy)
  
<assassinate_personal_modifier float="1.0"/>
+
 
 +
'''<assassinate_personal_modifier float="1.0"/>'''
 
*Refers to the personal security traits one has (ex. paranoid)
 
*Refers to the personal security traits one has (ex. paranoid)
  
<assassinate_counter_spy_modifier float="1.0"/>
+
 
 +
'''<assassinate_counter_spy_modifier float="1.0"/>'''
 
*Appears to be a straight divisor that is applied to the total once all calculations have been made
 
*Appears to be a straight divisor that is applied to the total once all calculations have been made
 
*Affects captains and generals
 
*Affects captains and generals
  
  
<assassinate_agent_modifier float="2.0"/>
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'''<assassinate_agent_modifier float="2.0"/>'''
 
*Default multiplication value that is applied to all agents (ex. diplomats)
 
*Default multiplication value that is applied to all agents (ex. diplomats)
 
*This value is multiplied
 
*This value is multiplied
  
<assassinate_own_region_modifier float="0.7"/>
+
 
 +
'''<assassinate_own_region_modifier float="0.7"/>'''
 
*Value that is multiplied to running total if assassination takes place in assassin's home territory (ex. if french assassin attempts to kill diplomat near Paris, then success = 0.7x)
 
*Value that is multiplied to running total if assassination takes place in assassin's home territory (ex. if french assassin attempts to kill diplomat near Paris, then success = 0.7x)
  
  
<assassinate_assassinate_attr_modifier float="0.1"/>
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'''<assassinate_assassinate_attr_modifier float="0.1"/>'''
 
*Refers to if your assassin has one of these traits
 
*Refers to if your assassin has one of these traits
 
**Prototype Handgun: +1 assassination, +2 law. 33% upon agent creation if there is a gunsmith or higher in the city.  
 
**Prototype Handgun: +1 assassination, +2 law. 33% upon agent creation if there is a gunsmith or higher in the city.  
 
**Child Apprentice: +1 assassination. 5% chance on killing a target.  
 
**Child Apprentice: +1 assassination. 5% chance on killing a target.  
**Assassin's Blade: +1 assassination. 3% chance on killing a target.  
+
**Assassin's Blade: +1 assassination. 3% chance on killing a target.
 +
  
<assassinate_chance_min int="5"/>
+
'''<assassinate_chance_min int="5"/>'''
 
*Minimum chance of success
 
*Minimum chance of success
  
<assassinate_chance_max int="95"/>
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 +
'''<assassinate_chance_max int="95"/>'''
 
*Maximum chance of success
 
*Maximum chance of success
  
Float refers to decimals
+
 
Int refers to integers
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''Float refers to decimals
 +
Int refers to integers''
  
 
=export_descr_character_traits.txt=
 
=export_descr_character_traits.txt=
 +
: ''See article [[export_descr_character_traits.txt]] for some general information.''
  
  
  
[[Category: Modding]]
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[[Category: M2TW Modding]]
 +
[[Category:M2TW Modding Tutorials]]

Latest revision as of 07:26, 19 June 2017

This page is dedicated to understanding the game mechanics behind assassins in M2TW

The values for determining assassination success percentages can be found in the descr_campaign_db.xml file and the export_descr_character_traits.txt


descr_campaign_db.xml

You can only change the file when the game is not running otherwise the data will not compile

<assassinate_base_chance float="15"/>

  • Appears to be the base percentage that a default assassin starts off with


<assassinate_attack_modifier float="1.0"/>

  • This value is multiplied


<assassinate_defence_modifier float="0.0"/>

  • May have something to do with defense vs attacks from other assassins or inquisitors (agents w/ability to kill)
  • Changing the number seems to have no effect on assassination percentages against diplomats


<assassinate_public_modifier float="1.0"/>

  • May have something to do with the public security traits that a character picks up (ex. counter-spy)


<assassinate_personal_modifier float="1.0"/>

  • Refers to the personal security traits one has (ex. paranoid)


<assassinate_counter_spy_modifier float="1.0"/>

  • Appears to be a straight divisor that is applied to the total once all calculations have been made
  • Affects captains and generals


<assassinate_agent_modifier float="2.0"/>

  • Default multiplication value that is applied to all agents (ex. diplomats)
  • This value is multiplied


<assassinate_own_region_modifier float="0.7"/>

  • Value that is multiplied to running total if assassination takes place in assassin's home territory (ex. if french assassin attempts to kill diplomat near Paris, then success = 0.7x)


<assassinate_assassinate_attr_modifier float="0.1"/>

  • Refers to if your assassin has one of these traits
    • Prototype Handgun: +1 assassination, +2 law. 33% upon agent creation if there is a gunsmith or higher in the city.
    • Child Apprentice: +1 assassination. 5% chance on killing a target.
    • Assassin's Blade: +1 assassination. 3% chance on killing a target.


<assassinate_chance_min int="5"/>

  • Minimum chance of success


<assassinate_chance_max int="95"/>

  • Maximum chance of success


Float refers to decimals Int refers to integers

export_descr_character_traits.txt

See article export_descr_character_traits.txt for some general information.