These citizens can be assigned to more production jobs or conscripted into your army, adding to your stout defense and helping you to conquer your foes. As you build up certain elements of your settlement, such as houses, farms, and production centers, more citizens will flock to you. The basic systems of Stronghold: Warlords are not too difficult to wrap your brain around. Across multiple campaigns, you'll find a variety of missions that lay out very basic historical contexts of their rise to and hold on power. In the single-player portion of the game, you'll take the role of many historical figures: Thuc Phan, Toyotomi Hideyoshi, and even Genghis Khan. This time out, the game features the kingdoms of East Asia. If I described Stronghold: Warlords in the simplest way possible, it's this: a real-time strategy game with an emphasis on walls. Stronghold: Warlords Review - Building the Biggest Wall
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Stronghold: Warlords will definitely provide a fun new sandbox for fans of the "castle sim" series to play in, but it suffers from a few weaknesses that demonstrate why the series never quite found as much mainstream success as others in the genre. Starts at 0.Here, you'll still balance your economy, protect your citizens with intricate walls and gates, and crush your foes with all sorts of devious weapons and tactics.
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Set_window_value(AT_JAB, 1, AG_WINDOW_SFX_FRAME, 1) //If the window were longer than one frame, you can write this to fine tune when the sound starts playing. Set_window_value(AT_JAB, 1, AG_WINDOW_SFX, asset_get("hit_strong_1")) Set_window_value(AT_JAB, 1, AG_WINDOW_HAS_SFX,1) //No sound will play if this is set to 0. If I have a sound effect called "hit_strong_1.ogg" in my sounds folder and I want it to play as soon as the move starts I would write >When defining a sound effect for a window, you will put a function call inside the value spot (where a number would usually go). Set_window_value(AT_JAB, 3, AG_WINDOW_ANIM_FRAME_START, 3) Set_window_value(AT_JAB, 2, AG_WINDOW_ANIM_FRAME_START, 1) Set_window_value(AT_JAB, 1, AG_WINDOW_ANIM_FRAME_START, 0) //This can be left out as the value is 0 by default
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Set_window_value(AT_JAB, 3, AG_WINDOW_ANIM_FRAMES, 1) Set_window_value(AT_JAB, 2, AG_WINDOW_ANIM_FRAMES, 2) Set_window_value(AT_JAB, 1, AG_WINDOW_ANIM_FRAMES, 1) >If you are dividing a jab animation into three windows, and it has 4 frames of animation (one for startup, two for attacking, and one for endlag), your six set_window_value() calls may look like this ogg file in quotes (leave out the extension) SFX: instead of an number for the value parameter, insert the asset_get() function with the name of your.If 1 then the SFX variable should be set. Whifflag adds extra frames of endlag to the window if none of the hitboxes collide. ANIM_FRAME_START: What is the first frame that will be played during this window?.ANIM_FRAMES: How many frames of animation should be divided over this window's duration?.LENGTH: How many frames does this window take up?.Here is a brief list of settings for windows: Window values all seem to start with "AG_WINDOW_". >Need to know: Does an invalid window get ignored, cause a warning, or cause a crash?
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Starts at 1 and goes to the number of windows in the move. >Need to know: Does ATTACK refer to any kind of attack or is there a kind of attack I'm unaware of? (Used as AT_DATTACK, never used with a different direction?) Used to set data in a particular window of the attack. Set Window Value set_window_value(enum move, int window, enum variable, var value) Set_attack_value(AT_JAB, AG_HURTBOX_SPRITE, sprite_get("jab_hurt")) >Similarly, the hurtbox sprite is loaded like this: Set_attack_value(AT_JAB, AG_SPRITE, sprite_get("jab")) To load a strip called "jab.png" you may use the following code: >To use sprite_get() you'll just need the filename of an image located in the "/sprites/" folder in your mod.