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Old 10-07-2012, 05:21 PM
MattCaspermeyer MattCaspermeyer is offline
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Join Date: Aug 2010
Posts: 553
Default HOMM3 Tomes for AP Alpha 2012-10-07 Now Available!

The mod has transitioned to the second stage of the alpha development phase.

I'm starting to add new features to my mod for the game.

I've been having a problem where I can't use the LUA debugger to debug the AP LUA files (I can debug the CW LUA files), so it has been slow going. I'm not sure why I can't, but if anyone has some insight, please let me know.

I've worked on making a common set of files between my AP and CW files to make modding both expansions easier. As it stands now, I'm working on two mods simultaneously and it is literally taking twice as long. I'm hoping with this change, that I'll be able to progress more rapidly between modding both games.

I've also included both the EN and ENG versions of the LNG files in the same archive to make the installation process easier as well as to make future different language variants easier to implement (if you'd like to volunteer to translate to a particular language in the future just let me know).

There are now just 2 KFS files to extract to your mods folder and so it should be easier to install / uninstall the mod now.

Here is the list of changes:

Alpha Stage 2 Changes:

Version: Alpha 2012-10-07
-------------------------

Improvement:
  1. Added starting hero class variability to armies, spells, and items
  2. Where possible, I've combined identical files between the AP and CW versions into a common KFS
  3. Both the EN and ENG LNG files are now in the same archive (this supports future additional localizations)
  4. Where possible, instead of changing the original function, I've added a new function with h3_ as a prefix to indicate that this is a modified (instead of new function) from the base files
  5. With the above change, h3_ functions now go into a new LUA file with h3_ prefixed to its file name
Files affected:
  • mod_homm3_tomes_common.kfs - this contains files that are the same between the AP and CW versions of this mod
    • *.ATOM
    • *.LNG
      • EN(G)_H3_HERO.LNG
        • Added combined slot - Shield / Regalia
        • Added combined slot - Belt / Artifact
        • Added combined slot - Artifact / Gloves
      • EN(G)_!!!EXP_PET_HINT.LNG - using the modded CW pet hints
        • Ensured that template name is "shock" and not some other character set that looks like it
        • Pet experience is now listed for each ability (just like in CW)
    • *.LUA
      • H3_LOGIC_HERO.LUA
        • Added new hero_random_army function that randomly generates the hero's starting army per their army= list to their max supporting leadership
        • Created h3_add_hero_spell function to include the random generation of spells and scrolls if a spell in the hero class spell section is set to 0.
        • Created h3_add_hero_item function to include random generation of items if they are set to a negative integer
      • H3_ADDON_SPECIAL_ATTACKS.LUA - moved the paladin changes to special_prayer to here
    • *.PNG
      • INVENTORY_SLOT_ARTEFACT_BELT.PNG - new combined artifact / belt picture
      • INVENTORY_SLOT_ARTEFACT_GLOVES.PNG - new combined artifact / gloves picture
      • INVENTORY_SLOT_SHIELD_REGALIA.PNG - new combined shield / regalia picture
  • mod_homm3_tomes_ap.kfs
    • *.ATOM
      • PALADIN.ATOM - prayer ability script attack is now h3_special prayer to implement the inclusion of plant, mech, and golem for units it affects
    • *.LNG
      • TEMPLATES.LNG - fixed "shock" template for pet templates as it was misspelled and in a different language set
    • *.LUA
      • EXP_PET_HINT.LUA - this CW file allows the display of the ability experience in descriptions
      • LOGIC_HERO.LUA
        • Updated generation_hero function to call hero_random_army function to randomly generate starting armies
        • Updated generation_hero function to call h3_ replacement functions for spell and item generation
        • Updated hero_rebirth function to either regenerate the hero's army per their army= list or to return their starting army if they die in the Debir Training Center
    • *.TXT
      • HERO.TXT
        • Added new combination item slots
        • Updated hero class army= unit list so that units listed are selected randomly and those selected populated to max hero leadership
        • Updated hero class spell section to include spells with possibility to start game with them
        • Updated hero class item section to include possibility of starting the game with items in the list
        • Updated hero class slot section to include new combination slots
        • Added new spell_chance and scroll_chance variables to determine chance of random spells and scrolls
      • LOGIC.TXT - added H3B difficulty level variables to the difficulty section
        • New variables with implemented features:
          • releadmax: maximum leadership for rebirth of hero's army after loss
        • New variables whose features haven't been implemented yet (these features will be implemented in a future update):
          • eunit: enemy unit statistic scaler based on difficulty level
          • maplocden: enemy unit statistic scaler divisor based on map difficulty location
          • minstatinc: the minimum a stat will increase (or decrease) if eunit's scaling causes no change
          • emamaregen: enemy hero mana regen (percent of max mana)
          • ehlvldbc: enemy hero level at which they can cast an extra spell per turn
          • ehmanadbc: enemy hero mana (limit) at which they can cast an extra spell per turn
          • roundmrgk1: round at which mana_rage_gain_k goes to 1/2 and morale is -1
          • roundmrgk2: round at which mana_rage_gain_k goes to 1/4 and morale and initiative is -1
          • roundmrgk3: round at which mana_rage_gain_k goes to 0 and morale, initiative, and speed is -1
          • roundehero: rounds to add to mana_rage_gain_k when fighting an enemy hero
          • roundtower: rounds to add to mana_rage_gain_k when fighting towers
          • roundboss: rounds to add to mana_rage_gain_k when fighting a boss
If you want to try this mod out, install it per the instructions in the *readme.txt file included in the archive and you can just start a new game with any of the classes and note the variability in starting army, items, and spells.

Note that the maximum rebirth leadership of your hero (when you lose a battle) is specified by the "releadmax" parameter in the "difficulty_k" section of LOGIX.TXT.

Thanks for trying out my mod and providing feedback!

Here are some screenshot examples of possible starting Hero screens for the Warrior, Paladin, and Mage as well as the Mage's starting spellbook. The download link for the mod is below the pictures.

/C\/C\
Attached Images
File Type: jpg Example AP Warrior Starting Hero Screen.jpg (880.4 KB, 29 views)
File Type: jpg Example AP Paladin Starting Hero Screen.jpg (877.2 KB, 29 views)
File Type: jpg Example AP Mage Starting Hero Screen.jpg (878.0 KB, 29 views)
File Type: jpg Example AP Mage Starting Spellbook.jpg (701.8 KB, 27 views)
Attached Files
File Type: zip mod_homm3_tomes_ap_Valpha2012-10-07.zip (49.6 KB, 16 views)

Last edited by MattCaspermeyer; 11-06-2012 at 01:43 AM. Reason: Clarified cap changes per Sir Whisker's comments...
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