#31
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Quote:
I'm going to move it to the description/tooltip section. |
#32
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Try this...
Just do this:
Before: Code:
if Attack.act_human(0) then if Attack.act_name(0) == "alchemist" then if Logic.hero_lu_item_on_body("alchemist_toolkit") then if 10 >= Game.CurLocRand(1, 100) then charge = charge + 1 end end end end Code:
if Attack.act_human( 0 ) then if Attack.act_name( 0 ) == "alchemist" then local chance = 10 if Logic.hero_lu_item_on_body( "alchemist_toolkit" ) then chance = chance + 10 end if chance >= Game.CurLocRand( 1, 100 ) then charge = charge + 1 end end end /C\/C\ Quote:
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#33
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Thanks Matt! I'm going to mod my game and make a note of this on the bugs thread. Bhruic when you have time please add this to the summary. Also, thanks so much for tweaking Song of Alfheim. That one was complicated!
And I forget who linked me to the Crystal collector thread - I definitely know what's happening, I just think it's counter intuitive. Why on earth is there a reward for failing to learn your magic and hording up 100 crystals? Is it supposed to favor the Viking class or something? I find it a real killjoy and think it should be total collected. Mod for that would be great. |
#34
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Quote:
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#35
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Quote:
For me it's not even about holding out on upgrades, it's holding out on learning the magic in the first place. I just don't get rewarding us for not learning our spells in the first place. It would be like having an award for not spending your runes (I know the Rune Mage does that, but imo not the same thing) or an award for never using new troops. Is that supposed to be fun? You know the more I think about it, the more messed up this is. It should be a reward for SPENDING your cyrstals and have a higher requirement. That would reward finding them and doing something useful. Maybe that is the Mod we should make, if it's possible. |
#36
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adding fix files
so you just dump the lua files from zip into addon folder ?
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#37
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Yep. And if you want to tweak anything additional in or out of them, you can just edit them once they are included (like alchemist fix, dragonslayer for Last hero swap, image change on distraction, etc.)
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#38
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Pretty sure Crystal Collector isn't bugged. It's crystal collector, not crystal finder. If you are spending the crystals you aren't collecting them. The medal for getting lots of gold works the same way.
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#39
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Ok, time for someone to fact check me here, because if I'm reading this correctly, I'm very confused:
Code:
iskrit = ( kritProbRnd < kritProb ) if iskrit then if receiver_human and not receiver_glot then kritProb = kritProb - skill_power("weakness_lore", 2) if kritProbRnd < kritProb then iskrit = false is_weakness_lore = true end end end Now, if I'm understanding this right, if a critical hit was made (kritProbRnd is less than kritProb), it then subtracts the value from "weakness_lore", which is the Sense Weakness skill. However, let's assume that you don't have the Sense Weakness skill. Shouldn't skill_power("weakness_lore", 2) return 0? And if that's the case, then kritProb = kritProb - skill_power("weakness_lore", 2) becomes kritProb = kritProb - 0, or kritProb = kritProb. In which case the second if kritProbRnd < kritProb then is guarunteed to also be true because kritProb hasn't changed. Which means that iskrit should automatically be set false, and the game should think Sense Weakness kicked in. Even worse, I'm sitting here and I can't remember if I've actually had the enemy perform a critical hit on me. It could be my memory letting me down, or it could be that you can't actually get a critical hit on your troops until you take the Sense Weakness skill. Unfortunately I can't set up a test case for "enemy performs a critical hit". So have I mis-analyzed the code? Can anyone without the Sense Weakness skill verify that they've taken (not given) a critical hit? |
#40
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How does weakness lore work with ancient vampires ? They have 100% miss on crit, and this gives even more so basicly enemy hit your ancient vampire they evade and weakness lore override that and they get hit
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