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Mods Armored Princess mods

 
 
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Old 09-09-2013, 07:21 PM
MattCaspermeyer MattCaspermeyer is offline
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Join Date: Aug 2010
Posts: 553
Lightbulb I'm not sure, try these...

Quote:
Originally Posted by rikkaidd View Post
thanks a thousand! this is excellent and very complete tutorial..
On the dragon i have worked badly but i have had this game from one week, must still learn; as you said, am going by intuition and modding experience in other games.

I had already done a magic addition,but at the beginning without animation
then I have made a modification putting the basic animation "priest2", but the signalling on the struck targets is not seen, he signals only a target but he strikes at least 3.

Code:
main {
  class=chesspiece
  model=priest2.bma
  cullcat=0
}
arena_params {
  features_label=cpi_priest_feat
  .........................
  attacks=moveattack,shot,respawn,holy_rage,firethrow
  ...............
  firethrow {
    dontusenearenemy=1
    device=firecatapult
    class=throw
    picture=BA1_CatapultFire_
    picture_small=BA1_CatapultFire_small.png
    distance=50
    ad_factor=1
    base_attack=0
    mindist=2
    reload=4
    penalty=0.5
    animation=cast/throw/thtarget  //animation change with basic animation priest2
    throw=catapultfireball
    hinthead=special_fire_catapult_head
    hint=special_fire_catapult_hint
    framekey=x
    7in1=0.5
    friendly_fire=1
    damage {
      fire=5,7
    }
    custom_params {
      burn=25
    }
  }
Hmmm... I haven't worked too much with the ATOM animations, but it looks like you copied firethrow from CATAPULT.ATOM to PRIEST2.ATOM.

Try this:

Code:
  firethrow {
    dontusenearenemy=1
//    device=firecatapult  <-- Comment out this line, I'm not sure what it does, so experiment
    class=throw
    picture=BA1_CatapultFire_
    picture_small=BA1_CatapultFire_small.png
    distance=50
    ad_factor=1
    base_attack=0
    mindist=2
    reload=3
    penalty=0.5
    animation=cast/throw/thtarget  <-- you already changed this, so this should be correct
    throw=priest2_ball  <-- change this to the priest attack, I think it's needed as catapultfireball doesn't exist in the PRIEST2.ATOM, but not certain
    hinthead=special_fire_catapult_head
    hint=special_fire_catapult_hint
    framekey=x
    7in1=0.5
    friendly_fire=1
    damage {
      fire=8,13
    }
    custom_params {
      burn=50
    }
  }
I'm not sure if the above will do anything, but give that a try. Another thing you can try is (copy shot from PRIEST2.ATOM):

Code:
  shot2 {
    group=1,2
    class=throw
    base_attack=1
    ad_factor=1
    distance=7
    mindist=2
    showdmg=1
    penalty=0.5
    7in1=0.5
    friendly_fire=1
    animation=cast/throw/thtarget
    throw=priest2_ball
    framekey=x
    damage {
      magic=5,7
    }
    custom_params {
      holy=150 //%
    }
  }
Try that, don't forget to add shot2 to the attacks list. Another thing is that if you look at the posthitmaster for PRIEST2.ATOM, you'll see that features_holy is being called. It is possible that you need to add the holy= custom parameter to your fireshot (change burn to holy) as you may be crashing the LUA features_holy function.

Do you run the game in debug mode? Open a command prompt in the AP directory and type kb -dev to launch the game in debug mode. You should have a "freeze" if there is a problem and then ALT-Tab back to Windows to see if there is a pop-up message.

A lot of the scripts don't have good error checking and since your fire_shot doesn't have a holy custom parameter, it will be nil in the LUA function and if the function doesn't check for nil (note that the Inquisitor's base and throw attacks both have a holy custom parameter) then it will crash the function.

Try that as any error in the LUA scripts will abort the script and it will just move on to the next unit.

Good luck!

/C\/C\
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