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#51
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Ok, I lied, heres all the files that refer to special_
Theres 72 of them, these are from the orcs.ks file.. we can eliminate them one by one to figure it out, this is on topic as what we discover is for/can help our friend bladeking77 out ![]() plus as you stated, Im convinced the answer is in these files, and if not well, at least we will learn what the special_ does, as you are right.. its all mess up together, this peticular thing.. PS.. Make this thread a sticky!! As this is the best american mod to come out, and we are all focusing on it to help our friend bladeking77 out ![]() Last edited by ShadowTek; 05-30-2011 at 12:44 AM. |
#52
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OK f...k this, i just read bunch of txt lng files and couldnt find a single reference to medal lvlup counter, and spell casts.
Shadowtek i think were wasting time, because only special_ we need is one refering to magic_shield since it`s only unit talent that counts toward medal lvlup. Checked all arena.lua file 158 Kb of text ![]() I managed to do at least something with all this files : i added new human archer (from bowman for 25 trophies), and champion (from horseman for 200 trophies) in battle academy upgrades. And about +crit% and +res% with more attack or deffense i just tohught about it, i`ll try it next couple of days and report results. But i think it can be nice since int is much more interesting to build then att/def because of their limits. |
#53
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Awesome mod so far, tho if anyone wants this unit not magic immune, i'll attach a file to mod it.
Doing so maybe makes this unit too powerful but you guys could suggest a way to re-balance things a bit, maybe -20% poison?. Some prefer not using blackies because of it, no resurrect etc.. so i thought this change could make the azure into a different spot in the line-up. edit, copy the .atom file into adventure\ootm_v2 folder |
#54
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First of: Special.txt contains info about overtime bonuses, and only overtime bonuses. (Stuff that you gain for several rounds from units! ex: Royal Griffins - Cheer, Inquisitors - Holy Rage, Archmages - Magic Shield...)
Now on to the topic about medals. If you go to Editor and dig deeper you'll discover all existing Global Variables (GVs and only GVs are used as medal counters). You can also see that all Spells Cast and Units/Troops Killed are listed as global variables - This tells you that all spells and troop kills can be placed as requirements for medals (I think). What you will also notice is that only Talent Use as global variable is Magic Shield. Now, the question is: Is it possible to add/manipulate any new global variables (for instance: prayer_used), how to do it, and will the game accept these new variables? So far, everything seemed okay except when it's time to level up, game does nothing, which led me to believe that the problem was in the kb.exe (though I hope I'm wrong). About +crit% and +res% with more attack or defense... I'll also try to help. ![]() |
#55
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Hey Bladeking btw i just noticed a typo on the medals, Guardian Angel level 2 and up info tooltip says resistance 5% but it actually is 4%
In medals.txt = rbonus=physical,4,0,0,-100,0,0 then goes to 6% etc.. Not sure if the tooltip can be altered anyway. Will report if i find anything else. Thanks for the mod ![]() |
#56
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bladeking77 I understand what you are saying, and like you, I hope you are wrong lol, but Im sure we can figure it out, I still think theres a way to do this, thanks for the explanation of the special_ stuff, that will save time looking lol, but I also see what you mean about the prayer_used maniputation, you may be right about that, but what about adding new code to do new things for var 4 and 5 or are you saying that we simply have to use what we have and we cant go outside of that ever? Even if we add existing code to do what we want? Is it a medal thing? Anyway, its 4am here see ya tommarrow, glad theres some active moders here!!
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#57
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@grimeleven:
Oh, my mistake, thanks for letting me know. It can easily be fixed in eng_rewards.lng. ![]() @ShadowTek: I'm not sure what you mean by "do new things for var 4 and 5", but it's possible to do pretty much everything except adding new requirements for medals. Medals can go to any level you want. The only thing I don't know how to do, as I noted several times already, is creating new global variables, and putting them as medal requirements. On other note, I managed to make it so that you gain bonuses as you increase your Attack/Defense. So far the settings are set so you would get +1% to critical chance for every 5 attack and +1% to all resistances for every 5 defense. ![]() |
#58
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I dont except that something is impossible in this game, `impy` finished game in 14 battles using only repair droids
![]() Ok i`ll try finding something in editor about medal requirements. In mod folder files there is only how many castings, and what bonus we get from medals that can be altered so that`s it. Time to search on other places ![]() And about +crit% and +res% with att/deff where you moded it (what file)? I was to tired to check that at 4am, and you already said it`s doable. And bladeking what`s up with your new quest in adventure 1.1 version, castle on debir. How do i make it `build` more units. like oyu had on first picture on 1 page of tread ? |
#59
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About the castle. Everything should work fine. Are you sure you copied all the necessary files. The files you need are: all .act, .chat, eng_chat..., .qst and maybe .lu, and of course all .loc files related to debir (and maybe some other).
I just checked again, everything works as intended. If you are sure that you copied all the necessary files, specify your problem further, so I could solve it easier. ![]() For crit% and res%, look at the arena.lua I attached (it's actually a .rar file I renamed to .zip so I could attach it ![]() local defenseb=Logic.hero_lu_item("defense","count") defenseb = defenseb/5 local attackb=Logic.hero_lu_item("attack","count") attackb = attackb/5 if defenseb > 0 then for a=1, Attack.act_count()-1 do if Attack.act_ally(a) then local resistp = Attack.act_get_res(a,"physical") Attack.act_attach_modificator_res(a, "physical", "scp", defenseb, 0, 0, -100, false, 0, true) local resisto = Attack.act_get_res(a,"poison") Attack.act_attach_modificator_res(a, "poison", "sco", defenseb, 0, 0, -100, false, 0, true) local resistm = Attack.act_get_res(a,"magic") Attack.act_attach_modificator_res(a, "magic", "scm", defenseb, 0, 0, -100, false, 0, true) local resistf = Attack.act_get_res(a,"fire") Attack.act_attach_modificator_res(a, "fire", "scf", defenseb, 0, 0, -100, false, 0, true) local resista = Attack.act_get_res(a,"astral") Attack.act_attach_modificator_res(a, "astral", "sca", defenseb, 0, 0, -100, false, 0, true) end end end if attackb > 0 then for a=1, Attack.act_count()-1 do if Attack.act_ally(a) then Attack.act_attach_modificator(a, "krit", "sck", attackb, 0, 0, -100, false, 0, true) end end end If you stare at them for long enough, you'll understand what each line does. ![]() However, it's a good start. And don't forget to note in eng_hero.lng that the hero will gain bonuses for increasing her attack/defense. ![]() Last edited by bladeking77; 05-30-2011 at 01:07 PM. |
#60
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Nice work with +res% and +crit%, seeing this i would never make it functional
![]() It pretty simple looking it this way, but i only wonder why you after function body have 3 times : end end end ? You have 2 if start: if defenseb > 0 then if Attack.act_ally(a) then. So i ask why closing 3 functions, when only 2 started ? It works, and it`s great but every 5 points of att/def . . . seems a bit much. But with you already making string, it`s easy to alter it (to something every point of attack gives 10% crit ![]() And about editor, i checked it and found in your mod sessions/items/medals you placed 4/5 line there, and in original campaign it`s only 1/2/3 lvl medals. How did you add those lines ? My editor crashes when ever i try to change something in that area. Beside changing those lines, also medals.txt and eng_rewards should be changed to match settings in editor but i think this should work. You mentioned couple posts above that almost everything can be modded except medal requirements. But you already added 2 new lines in editor to make your 4/5th medal lvls work. So how come spell required itself cant be changed ? Last edited by Fatt_Shade; 05-30-2011 at 02:19 PM. |
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