#1
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Random rune after a battle
Hi all,
I was trying to change the existing mod that gives mana or rage potion after a battle. My idea was to give with a small chance depending on the hero skill trophies a random rune. I tried two variants of that without success. that was the old code: Code:
if (Game.Random(1,100) <= tonumber(Logic.hero_lu_skill("alchemist"))*10) then Logic.hero_add_item("mana_potion") end Code:
if (Game.Random(1,100) <= tonumber(Logic.hero_lu_skill("charm"))*5) then Logic.hero_add_item("rune_might") end Code:
if (Game.Random(1,100) <= tonumber(Logic.hero_lu_skill("charm"))*5) then Logic.hero_add_item(1,"rune_might",might) end any ideas? |
#2
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Hrm, try this one:
Code:
Logic.hero_lu_item("rune_might","count",1) |
#3
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I will do further balance, for the moment I just want to make it work thanks I will try what you suggest
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#4
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actually your code was making the ammount of might runes always 1. it required a little tweaking to add 1 rune and it looks like that:
Code:
local rune_might_count = Logic.hero_lu_item("rune_might","count") Logic.hero_lu_item("rune_might","count",rune_might_count+1) |
#5
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so the final code looks like that and most important it works
it gives 3.33% chance for a random rune per trophy level skill plus another 3.33% per iron fist/rune stone/high magic (max 20% chance for a rune after a battle) Code:
if (Game.Random(1,90) <= tonumber(Logic.hero_lu_skill("charm"))*3+Logic.hero_lu_skill("iron_fist"))*3+Logic.hero_lu_skill("rune_stone"))*3+Logic.hero_lu_skill("hi_magic"))*3) then local random_rune = Game.Random(1,9) if random_rune >= 7 then local rune_might_count = Logic.hero_lu_item("rune_might","count") Logic.hero_lu_item("rune_might","count",rune_might_count+1) elseif random_rune >= 4 then local rune_mind_count = Logic.hero_lu_item("rune_mind","count") Logic.hero_lu_item("rune_mind","count",rune_mind_count+1) elseif random_rune >= 1 then local rune_magic_count = Logic.hero_lu_item("rune_magic","count") Logic.hero_lu_item("rune_magic","count",rune_magic_count+1) end end Last edited by The Rider; 01-03-2009 at 05:21 PM. Reason: added a file |
#6
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Yeah, I figured it either sets to 1 or adds 1 but I haven't had time to check, glad you've made it work.
But it's still overpowered. |
#7
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that means 3 or max 4 skill levels (from the cheaper ones) in addition. On impossible in my last replay I won 512 battles, that means 70 runes more (because you cannot take the iron fist/rune stone/high magic skills at early stage), 1/3 from each kind, enough so you can buy all the unnecessary but interesting skills, you couldnt afford earlier
Eddited: I cleared all the Kordar area with that mod (loaded a previous save game), in 61 battles I got 7might, 5mind and 5magic runes, I got 3 levels in that time, started with 1 level of trophies and 2 levels of rune stone (10% chance for a rune), around the 32th battle I upgraded trophies to the 3d level and rune stone to the 3d level (so my chances were 20% for a rune). With 7,5,5 runes I upgraded only 1 skill and added 1 mind rune for another (I got the other runes from level ups and what I found on the map). So it is not overpowered. In fact I think that the game provides very limited choise of the skills you can take. The runes you find are not even enough to fully upgrade one skill tree, I remember that at the end of my first campaign I didnt have enough runes for the 3d level of high magic). Last edited by The Rider; 01-03-2009 at 07:06 PM. |
#8
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Between everything you get over the course of the game and the runes you can buy for large sums of money (which are always available) you should have more than enough for any skill you want. At the end of the game I've always had a huge leftover ammount of at least 2 types of runes, having upgraded everything I wanted to have already. I don't see what the problem in your case was.
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#9
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nevermind, we understand things differently
do you know how to put the pictures of the runes you get in the victory table? the one that shows after a battle with the unit losses and the gold? |
#10
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Does this mod require you to restart your game?
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