Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > King's Bounty > King's Bounty: Crossworlds > Mods

Mods King's Bounty: Crossworlds Mods

Reply
 
Thread Tools Display Modes
  #1  
Old 05-30-2011, 12:51 PM
bladeking77 bladeking77 is offline
Approved Member
 
Join Date: Jun 2009
Posts: 82
Post

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 ). Search for these lines at 2 places:

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. It's not perfect as in one case (when I maxed all skills) my paladins had 53% physical resistance when they should only have 52%. And the bonuses can not be seen outside battle.
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.
Attached Files
File Type: zip arena.zip (33.7 KB, 14 views)

Last edited by bladeking77; 05-30-2011 at 01:07 PM.
Reply With Quote
  #2  
Old 05-30-2011, 02:15 PM
Fatt_Shade Fatt_Shade is offline
Approved Member
 
Join Date: Nov 2010
Location: Serbia
Posts: 837
Default

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.
Reply With Quote
  #3  
Old 05-30-2011, 02:58 PM
bladeking77 bladeking77 is offline
Approved Member
 
Join Date: Jun 2009
Posts: 82
Post

Two ends are for if and one is, I think, for for.

Yeah, I set those settings for testing purposes, it can be changed to anything.

Anyway, I had no idea that medals can be edited in Editor, (silly me )so thanks a bunch for letting me know. This way, there actually might be a chance to make this work.

Now, I don't know which function to use... There is this great Russian site that lists all (or most of) the lua functions, but ever since I reinstalled my windows, I erased it from my browser's history and can't find it.
If anyone knows how to find it, it would really help me.
Reply With Quote
  #4  
Old 05-30-2011, 03:34 PM
Fatt_Shade Fatt_Shade is offline
Approved Member
 
Join Date: Nov 2010
Location: Serbia
Posts: 837
Default

Also if you manage to change medal requirements, add azure dragons to dragon slayer medal because now it wont count for medal lvlup. Since you managed to somehow add 2 more lines in all medals i`m sure there is way to change requirements.
I dont get it, is my editor buged, or what. I go editor/adventure/some dungeon/sesion/items and as soon as point cursor on some medal it crashes. So no mater what i change in mod files, as long as editor doesnt accept those changes my idea is just thought on paper
It`s definite, my editor is having some serious problems. So i`ll try to dl full 11 B version, but until then here are something for others to have fun with : 4/5th spell lvl`s You gave me this idea with new medal lvl, so why not expanding it. Since i couldn`t find how to make new spell place in spellbook (there is only way to replace already existing one) for poison_touch (my idea of hell breath counterpart), help killing dragons and demons. Or i`ll just drop fit of energy and place this instead.
So there`s little project for moders get spells 2 more lvls, but with higher lvl come high mana cost and it would limit castings. So dont go crazy ppl, or only mage would have any use of this.

Last edited by Fatt_Shade; 05-30-2011 at 04:18 PM.
Reply With Quote
  #5  
Old 05-30-2011, 04:17 PM
bladeking77 bladeking77 is offline
Approved Member
 
Join Date: Jun 2009
Posts: 82
Post

Hm, I just managed to do it, (at least I think it should work this time) but if your editor crashes as you try to edit medals, then that's going to be a problem.
The thing is to set the requirements as Hero variables instead of Global variables.
The problem is that the changes I make in Editor affect the game, but don't seem to affect any files, or at least I haven't found any changes in them.
So, the solution would be for you to edit medals yourself, but as I said, if your editor crashes as you try to edit them, then that's a problem.

BTW, the editor so far seems like it's an Alpha version. It crashes like crazy, which is why I think it's cool that Russians managed to make a couple of new islands despite all the crashes. I also had a Russian version of the game, and it was as buggy as the English one...
Reply With Quote
  #6  
Old 05-31-2011, 04:37 AM
Fatt_Shade Fatt_Shade is offline
Approved Member
 
Join Date: Nov 2010
Location: Serbia
Posts: 837
Default

Well i decided to drop trying to make my buged editor work, and just play this mod and it`s hilarious
Kited Scarlet-Rusty-Verona-Bolo got couple ot archmages and 1 azure dragon, and started spaming for medals from Debir island and what it`s hilarious :
1) Guardian angel medal 5th lvl on 32 battles, azure dragons 55/35/95/75/55 % resistances
2) Traper medal 5th lvl on 70 battles, trap 1700-3000 dmg for 5 mana
3) Blind rage i think it`s actualy doable to get at least 4th lvl with mage
. . .
Here i think 2,2 times stronger enemy army`s aren`t enough
Only problem i got horible int items for this mage playthrough, but i fixed problems i had with mixed up skills, and with warrior all works well so i might turn to Shrek build i started and finaly try that idea out. Have fun ppl, take care
Reply With Quote
  #7  
Old 05-31-2011, 07:20 PM
Fatt_Shade Fatt_Shade is offline
Approved Member
 
Join Date: Nov 2010
Location: Serbia
Posts: 837
Default

I run into one big problem with your mod bladeking : i`m 43 lvl, and have pet on 51 lvl Only 1 lvl in training, but new dragon slayer medal lvl`s are pretty big bonus.
Were going to need pet lvl`s up to 65 at least. I checked and found pet.atom (for skill lvl`s dmg/rage cost etc), and arena.txt for pet lvlup and epx needed for it. Is there anything more i`ll need to change dragon cub lvl`s. Adding 1 more skill lvl should be enough like : more mana with accelerator (30 rage/mana), +1 chest (10 rage), +1 lava attack (more rage less rest), less astral dmg to ally troops(more rage), +1 lightning ball charge(more rage). I dont plan to make it stronger, just to allow more lvl`s since in earlier games almost every time i got dragon cub to 60 lvl before hero, and then just used mana regen/diging chests/lightning ball which got boring pretty fast Using just 3 dragon skills isn`t much fun, so i plan to make it usefull to spend all that rage to get at least some more exp for that little bastard
So pet.atom and arena.txt . . . do you know if there`s anything more i need for this.
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 03:25 PM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.