Difference between revisions of "Assassins (Modding in M2TW)"
(Put in what i've learned and read about the xml file so far) |
(edited spacing & bold) |
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=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'' | |
− | ''<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"/> | + | '''<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"/> | + | '''<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"/> | + | '''<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"/> | + | |
+ | '''<assassinate_chance_max int="95"/>''' | ||
*Maximum chance of success | *Maximum chance of success | ||
− | Float refers to decimals | + | |
− | Int refers to integers | + | ''Float refers to decimals |
+ | Int refers to integers'' | ||
=export_descr_character_traits.txt= | =export_descr_character_traits.txt= |
Revision as of 19:12, 21 January 2007
This page is dedicated to understanding the game mechanics behind assassins in MTW2
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