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#1
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I already fixed things like medal requirements and some other stuff, so I'll release a new version in about a week or so...
And now to tell you how to do some stuff... To make an unit talent increase medal counter: Go to the medal you want (in medal.txt) and add a custom variable like this: var1=[existing_variables],[your_custom_variable] var2=[existing_variables],[your_custom_variable] var3=[existing_variables],[your_custom_variable] (do this for all medal levels) Now go to special_attacks.lua (or addon_special_attacks.lua), find the skill you want to increase medal counter and add this lines between function name and it's body: if Attack.act_belligerent(target, nil) == 1 and cur_round<11 then Game.GVNumInc("[your_custom_variable]", 1) end (the red text has to be deleted in some cases) That should be it. If you have any problems, you can use "Magic Shield" as a reference. To reduce Raven's seed requirements: You will have to open Editor(.exe) > choose which campaign you want to edit > Under the "Session" menu chose "Actors" > go to "bolo_dungeon_1" then "Talking Raven" > Select the "main" dialog > go to snap_2 > and then under the "Condition" and "Actions" menu you will see "200" numbers, and you can edit them however you want. Once you're done editing a dialog, your progress is automatically saved, so I don't recommend saving manually, as it can sometimes make you a mess. To create a new spell that adds poison damage: In spells.txt duplicate hell breath and rename (almost)everywhere it says "fire" to "acid"(or whatever you want). Do the same in spells.lua and in eng_spells.lng. Now you'll need three new .png pictures: One for spell, one for scroll and one for "overtime"(so you can see when your units have the spell applied). Most of the interface(spells,items,scrolls,unit talents...) pictures are in data.kfs saved in texture format(dunno why). There is a lot of work to be done here so you'll either have to ask me for specifics or you'll have to work it out yourself. Making units affected by runes is a lot of work, and I'm not sure exactly how to do it, so I'll leave it for another time. P.S. you meant: Paladin 200hp, prayer 24hp x 1-7 (12 - 84%), only 4th lvl units |
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#2
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For medals i figured it , but thx for checking it yourself.
Raven info is helpful, i`ll check it out. For spell i wasn`t planing to replace hell breath, but to add new spell (something like 15/25/35% poison dmg to units, for 10/20/30 mana). That`s why i said new bmp AND new place in spell book. Making new spell isn`t big problem, implementing it in game is pain in the ass. As for rune bonus to units is horrible work, i checked runemage.lng file and there`s relation for his talent and rune bonuses and it`s scary. I had idea to add those bonuses to other units, and after seeing file dropped my silly plan Paladins can res 4 units 1 charge, since we can take only 5 units in army (which is fail by dev`s in my opinion, and only 2 reserves Last edited by Fatt_Shade; 05-18-2011 at 12:59 AM. |
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#3
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I added files from other mod `equilibrium` in your and it works great, have your settings for 4-5 lvl medals new units/items , and `the_riders` bonuses that i liked in his mode. So i think that if ppl want to use some other mod with your, only need to copy files from it and not overwrite any of your files, just those that you dont have.
Any idea how to convert some other savegame files to your mod ? Is it possible at all. I have 2 save from greenworth (start of game) which were fun to play so i ask could i change them somehow in your mod since simple renaming to adventure_greenworth.sav doesnt work. I had 1 more thing in mind : any ideas what to do with Tirex gobble corpse talent ? Since lizards are afraid of undead (-1 morale) it`s seems stupid that lizard unit have talent to create undead units. I`m just asking for some ideas here ppl. |
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