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#1
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@F-kid Do you have same versions of game on both laptop and desktop pc ? If Asmo get exp on desktop in you`re RSE game, he should lvlup on laptop also because in RSE Asmo weren`t changed at all. You had to change something in his files by mistake maybe.
Try new game on laptop just for 4-5 fights to see will he get any exp, also attack low lvl troops with him (he get more exp if you kill 1-2 lvl enemy units, and more so if they are under pugmy/doom/plague spells). If he still dont get any exp my only idea is to latest patch and hope for best. Good luck ![]() |
#2
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I noticed this problem before, but now in Red sands mod it`s even more
![]() If you use archmage and get him to higher lvl, and some bonus dmg on stats in battle during battle trance he will get 100% dmg but only from his basic 5-8, not including bonus from lvlup. If you get some archmage_staff (or 2, i tried using 3 with warrior just to check) my archmage had 3x20% bonus dmg from staff and +18% from lvl`s so in battle dmg was 9-14. When i use battle trance he should get +100% dmg from but instead 18-28, i got 14-22, so +(5-8 ) got only his basic dmg without any item/lvlup bonuses. On other side if you use ogre and get his attack from 47 basic, to 100 with lvlup/frenzy/items and use ogre rage, he`ll get 100% bonus attack from his current, not basic attack. My question for you ppl is, how to make archmage get same bonus as ogre, based on his actual dmg in game, not basic from archmage.txt Same prob happens if you use some +dmg item (poison dagger/whip of ishara) archmage will get dmg from those items, but in battle trance will get bonus from his basic dmg 5-8 ![]() Try checking in scripts special_attacks.lua file and compare Battle mage, and Ogre rage part of file, to figure out how to give same bonus to archmage as ogre have. |
#3
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@Fatt_Shade:
As it turns out, it is implemented as Percent of Base in both TL and AP so the developers intended for it to work this way, I guess. Nonetheless, the change is easy:
By the way, for most functions that work on a statistic, the order is absolute percent increase, percent of base, and then percent of current. See http://translate.googleusercontent.c...LwAowdEODmh0mw as a reference for the King's Bounty LUA Attack library. Good luck! ![]() /C\/C\ Quote:
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#4
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Not working
Code:
Attack.act_apply_dmgmin_spell( "magic", 0, 0, power, duration, false) Attack.act_apply_dmgmax_spell( "magic", 0, 0, power, duration, false) Attack.act_apply_par_spell( "defense", 0, 0, -penalty, duration, false) |
#5
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![]() Quote:
So change dmgmin and dmgmax to just one line: Code:
Attack.act_apply_dmg_spell( "magic", 0, 0, power, duration, false) Code:
for i = 1, table.getn( resistances ) do local min_damage_current, min_damage_base = Attack.act_get_dmg_min( target, resistances[ i ] ) if min_damage_base > 0 then local max_damage_current, max_damage_base = Attack.act_get_dmg_max( target, resistances[ i ] ) local min_damage_inc = math.max( math.floor( math.abs( min_damage_base * diff_k ) ), min_stat_inc ) * sign_diff_k local max_damage_inc = math.max( math.floor( math.abs( max_damage_base * diff_k ) ), min_stat_inc ) * sign_diff_k local new_min_damage = min_damage_current + min_damage_inc local new_max_damage = max_damage_current + max_damage_inc if new_min_damage < 1 then new_min_damage = min_damage_current end if new_max_damage < 1 then new_max_damage = max_damage_current end if new_min_damage ~= min_damage_current then Attack.act_apply_dmgmin_spell( resistances[ i ], min_damage_inc, 0, 0, -100, false ) end if new_max_damage ~= max_damage_current then Attack.act_apply_dmgmax_spell( resistances[ i ], max_damage_inc, 0, 0, -100, false ) end end end Code:
for i = 1, table.getn( resistances ) do . . . end Code:
. . . local min_damage_current, min_damage_base = Attack.act_get_dmg_min( target, resistances[ i ] ) if min_damage_base > 0 then . . . end Code:
. . . local max_damage_current, max_damage_base = Attack.act_get_dmg_max( target, resistances[ i ] ) local min_damage_inc = math.max( math.floor( math.abs( min_damage_base * diff_k ) ), min_stat_inc ) * sign_diff_k local max_damage_inc = math.max( math.floor( math.abs( max_damage_base * diff_k ) ), min_stat_inc ) * sign_diff_k local new_min_damage = min_damage_current + min_damage_inc local new_max_damage = max_damage_current + max_damage_inc . . . Code:
. . . if new_min_damage < 1 then new_min_damage = min_damage_current end if new_max_damage < 1 then new_max_damage = max_damage_current end . . . Code:
. . . if new_min_damage ~= min_damage_current then Attack.act_apply_dmgmin_spell( resistances[ i ], min_damage_inc, 0, 0, -100, false ) end if new_max_damage ~= max_damage_current then Attack.act_apply_dmgmax_spell( resistances[ i ], max_damage_inc, 0, 0, -100, false ) end . . . Good luck! ![]() /C\/C\ Last edited by MattCaspermeyer; 04-03-2012 at 05:48 AM. |
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