Thread: "Adventure" Mod
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  #12  
Old 05-15-2011, 10:03 AM
bladeking77 bladeking77 is offline
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Join Date: Jun 2009
Posts: 82
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I already fixed things like medal requirements and some other stuff, so I'll release a new version in about a week or so...

And now to tell you how to do some stuff...

To make an unit talent increase medal counter:

Go to the medal you want (in medal.txt) and add a custom variable like this:
var1=[existing_variables],[your_custom_variable]
var2=[existing_variables],[your_custom_variable]
var3=[existing_variables],[your_custom_variable]
(do this for all medal levels)

Now go to special_attacks.lua (or addon_special_attacks.lua), find the skill you want to increase medal counter and add this lines between function name and it's body:

if Attack.act_belligerent(target, nil) == 1 and cur_round<11 then
Game.GVNumInc("[your_custom_variable]", 1)
end

(the red text has to be deleted in some cases)
That should be it. If you have any problems, you can use "Magic Shield" as a reference.

To reduce Raven's seed requirements:

You will have to open Editor(.exe) > choose which campaign you want to edit > Under the "Session" menu chose "Actors" > go to "bolo_dungeon_1" then "Talking Raven" > Select the "main" dialog > go to snap_2 > and then under the "Condition" and "Actions" menu you will see "200" numbers, and you can edit them however you want.
Once you're done editing a dialog, your progress is automatically saved, so I don't recommend saving manually, as it can sometimes make you a mess.

To create a new spell that adds poison damage:

In spells.txt duplicate hell breath and rename (almost)everywhere it says "fire" to "acid"(or whatever you want).
Do the same in spells.lua and in eng_spells.lng.
Now you'll need three new .png pictures: One for spell, one for scroll and one for "overtime"(so you can see when your units have the spell applied).
Most of the interface(spells,items,scrolls,unit talents...) pictures are in data.kfs saved in texture format(dunno why).
There is a lot of work to be done here so you'll either have to ask me for specifics or you'll have to work it out yourself.

Making units affected by runes is a lot of work, and I'm not sure exactly how to do it, so I'll leave it for another time.

P.S. you meant: Paladin 200hp, prayer 24hp x 1-7 (12 - 84%), only 4th lvl units
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