#1
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editing unit stats and spirit spells ?
I was able to edit some skills and spells, but i cant seem to find any files which refer to the stats of monster (like attack and defense, leadership cost etc).
In addition, i cant seem to find out how to control the damage output of spirit skills. Can someone tell me where i can find them ? Secondly, i would like to actually alter the way upgraded spells work. I know i can somehow (?) set the damage of lvl 1 magic axe, but i cant seem to find a formula or file which controls how level 2 magic axe builds upon it. Lastly, i think this cant be done...but i would like to alter the GLORY skill. Instead of giving a static leadership increase, i would like to give like 10 %, 15 % and 20 % more leadership. But apparently this doesnt quite work like i intend it to be, it seems the % values are always based on the base stats, so glory 1 (10 %) for a mage would give him 10 % more leadership of his base (120). Can you make it so that the 10 % would be based on his current leadership (i.e. including level ups and flags found) ? Any help is appreciated. |
#2
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Ok, i found out how to edit unit stats.
Still, i cant seem to edit the damage properties of spells, can someone PLEASE help me ? |
#3
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AncientSion,
I edited the Trap spell to make it deal a bit more damage, and I discovered something that may help you; the lvl_dmg entry. As an example, here's the relevant entry for the Trap spell: params { duration=3,4,5 // âðåìÿ æèçíè int=0 // åñëè =1 òî èíòåëëåêò âëèÿåò íà äëèòåëüíîñòü çàêëèíàíèÿ typedmg=physical damage=70-170 // óðîí lvl_dmg=200 // ïðèðîñò óðîíà ñ óðîâíåì â % count=1,1,1 // íå èñïîëüçóåòñÿ } That lvl_dmg entry seems to adjust the damage based on the level of the spell. For example, at level 2 the spell would do 70-170 + (200+70,200+170), and level three would deal 70-170 + (200+70+200+170) + (200+70, 200+170). That *seems* to be how it's working, though I'm not 100% positive. Anyway, it's a good place to start. |
#4
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Thanks. Now, if someone would be able to tell us how exactly intelligence is working into the formula...there must be somewhere (perhpas in a more general file) the intelligence effect (i.e. +x % per intel and the +1 turns for x intel).
thanks though ! |
#5
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In answer to your question about damage bonus from int and duration bonus...short answer is, you want to edit config.txt, specifically the part under "spell_power_config". By default in KB:TL, it will read:
spell_power_config { int_power=10} That means every point of intelligence boosts power by 10%, and 15 points of intelligence boost duration by 1. If you want to edit it for just one spell, you can do that too. If you check out spells.lua, it gives you the actual function for each spell. For example, function spell_magic_axe_attack(lvl,dmgts) controls casts of Magic Pole-Axe. The damage is found by another function call within function spell_magic_axe_attack: local min_dmg,max_dmg,count = pwr_magic_axe(lvl) That is, min damage and max damage are being returned by a function called "pwr_magic_axe" which takes the level string as input. As you might expect, that function is in spells_power.lua. Full text included, edited to include my (painfully thorough and English) comments and remove the developers' (Russian) ones, as well as a little adjustment of white space. --This is what my comments looks like! function pwr_magic_axe(level) end So how could you change this? Here's an example of a (horrendously, terribly unbalanced) change you could make. If you replaced local int_dmg = 1+tonumber(Game.Config("spell_power_config/int_power"))*HInt()/100with local int_dmg = 1+tonumber(Game.Config("spell_power_config/int_power"))/100Now instead of each new point of intelligence adding 10% damage, each new point multiplies damage by another 10%. So at intelligence 1, you do 110% damage. At intelligence 2, you do 121% damage. At intelligence 3, you do 133% damage. By the time you get to intelligence 20, you're doing 672% damage (instead of 300%, as it's set up by default). As I said, it's not a very well-balanced change by itself. But if you had a few weeks to spare you could probably re-balance the whole game to adapt to that sort of change, and it might even be a more interesting mod as a result (who knows). |
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