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Mods King's Bounty: Crossworlds Mods |
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#1
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I've still been working on my mod, but it is has been slow going due to my limited time and (until recently) the lack of the capability to reference the LUA library.
Nonetheless, I've been making good progress with the implementation of the tomes and some other ideas. Notably, I've finished implementing the capability that I added in my TL H3 Babies mod: random starting armies and spells for the 3 different hero classes. I've also augmented this system with random item generation as well including containers (i.e. eggs, etc.) and a select list of level 1 items for each class. Some screenshots are attached below, but essentially, each hero class's sections have been augmented to increase variability of starting units, spells, and items and each part is implmented via:
I've also added some new item combination slots to give more variability to each class's item choices as well as to ensure that each hero class has at least 3 artifact / regalia slots for Tomes (which are both artifacts and regalia and therefore equipable in either slot). The new combination slots are: 1) artefact,belt (i.e. Artifact/Belt), 2) shield,regalia (Shield/Regalia), and 3) artefact,gloves (Artifact/Gloves). The first two were in The Legend, but removed for some reason in AP/CW, whereas the third one is new that I just created. Look for these icons in the attached pictures below. I've also tweaked the experience and leadership tables such that they have a consistent growth throughout the game (whereas the previous lists had inconsistent growth in a few spots). Here are the class-specific sections for the armies, spells, items, and slots (note that commented sections have a starting "//"): Warrior: Code:
// New! Just list the units and a random number within the hero's leadership will be selected army=peasant,sprite_lake,thorn,thorn_warrior,dragonfly_lake,sprite,dragonfly_fire,devilfish,spider_venom,skeleton,spider_undead,archer,spider,robber,hyena,miner,dryad,pirat,snake_green,graywolf,robber2,snake,zombie,barbarian,barbarian2,footman,goblin,zombie2,goblin2,priest,bowman,satyr,pirat2,footman2,werewolf,snake_royal,bear,ghost,elf,bear2,orc,vampire,dwarf,griffin,priest2,druid,ghost2,catapult,unicorn,orc2,elf2,bear_white,unicorn2,blackknight,knight,vampire2,horseman,archmage,necromant,shaman,cannoner,paladin,alchemist,ent,griffin2,kingthorn,ogre,ent2,bonedragon,cyclop,giant,greendragon,runemage,reddragon,blackdragon // New! Chance of getting a spell if it is set to 0 spell_chance=5 // New! Chance that a random spell is a scroll scroll_chance=75 // New! Set spell = 0 for a random spell / scroll at start based on chance above spells { spell_healing=0 spell_defenseless=0 spell_stone_skin=0 // spell_last_hero=0 spell_dragon_arrow=0 spell_magic_axe=0 spell_bless=0 spell_adrenalin=0 spell_pacifism=0 spell_anger_management=0 spell_accuracy=0 spell_haste=0 spell_slow=-1 spell_reaction=0 spell_berserker=0 // spell_shroud=0 spell_target=0 spell_dragon_wake=0 spell_trap=0 spell_ghost_sword=0 spell_fire_arrow=0 spell_smile_skull=0 // spell_oil_fog=0 spell_fire_breath=0 spell_weakness=0 spell_kamikaze=0 spell_totem_adrenalin=0 spell_balance=0 spell_armor=0 spell_splash=0 } // army=bowman|3|footman|5|bear|2 // spells { // spell_haste=-1 // } items { time_clock=1 picture_inspirit=1 rage_potion=2 black_dragon_egg=-1 // negative values mean chance and max number of that item bonedragon_egg=-1 red_dragon_egg=-2 dragon_egg=-1 dfly_egg=-40 ent_seed=-5 griffin_egg=-10 skeleton_grave=-40 snake_egg=-20 spider_egg=-40 thorn_seed=-50 vampire_grave=-10 simple_helm=-1 warrior_helm=-1 shtopir=-1 simple_sword=-1 round_shield=-1 shield=-1 chain=-1 leather_armor=-1 chief_belt=-1 boots=-1 graceful_boots=-1 valor_sign=-1 beast_rage_book=-1 guard_braces=-1 ball_dress=-1 } slots { // slot name in the interface types of items that can be added in a comma-separated list // Do not forget to use important combinations hero.txt -> slot_bgs 1=helmet 2=weapon 3=armor,dress 4=boots 5=shield,regalia 6=weapon,shield 7=artefact,gloves 8=regalia,belt wife=wife } Code:
// New! Just list the units and a random number within the hero's leadership will be selected army=peasant,sprite_lake,thorn,thorn_warrior,dragonfly_lake,sprite,dragonfly_fire,hyena,miner,dryad,graywolf,barbarian,barbarian2,footman,priest,bowman,satyr,footman2,werewolf,bear,elf,bear2,dwarf,griffin,priest2,druid,unicorn,elf2,bear_white,unicorn2,knight,horseman,archmage,paladin,alchemist,ent,griffin2,kingthorn,ent2,cyclop,giant,greendragon,runemage,reddragon,blackdragon // New! Chance of getting a spell if it is set to 0 spell_chance=10 // New! Chance that a random spell is a scroll scroll_chance=50 // New! Set spell = 0 for a random spell / scroll at start based on chance above spells { spell_dispell=0 spell_healing=1 spell_defenseless=0 spell_stone_skin=0 // spell_last_hero=0 spell_dragon_arrow=0 spell_magic_axe=0 spell_bless=1 spell_adrenalin=0 spell_pacifism=0 spell_dragon_slayer=0 spell_phoenix=0 spell_animal_call=0 // spell_gifts=0 spell_demon_slayer=0 spell_lightning=0 spell_resurrection=1 spell_divine_armor=0 spell_holy_rain=0 spell_angel_avenger=0 spell_accuracy=0 spell_haste=0 spell_reaction=0 spell_exorcism=0 spell_totem_adrenalin=0 spell_balance=0 spell_armor=0 spell_orb=0 spell_icethorn=0 spell_gizmo=0 } //army=gorguana|50|blackdragon|20|griffin2|5|griffin_spirit|12|paladin|15 // army=footman|4|peasant|28|bowman|2 // spells { // spell_bless=1 // spell_healing=1 // spell_pacifism=-1 // } items { time_clock=1 picture_inspirit=1 mana_potion=1 rage_potion=1 black_dragon_egg=-1 red_dragon_egg=-1 dragon_egg=-2 dfly_egg=-45 ent_seed=-10 griffin_egg=-20 thorn_seed=-50 concentration_bandage=-1 guard_helm=-1 simple_helm=-1 warrior_helm=-1 simple_sword=-1 round_shield=-1 shield=-1 chain=-1 simple_belt=-1 steel_band=-1 graceful_boots=-1 steel_boots=-1 valor_sign=-1 beast_rage_book=-1 guard_braces=-1 ball_dress=-1 walking_dress=-1 } slots { 1=helmet 2=weapon 3=armor,dress 4=boots 5=regalia,artefact 6=shield,gloves 7=shield,regalia 8=belt,regalia wife=wife } Code:
// New! Just list the units and a random number within the hero's leadership will be selected army=sprite_lake,thorn,thorn_warrior,dragonfly_lake,sprite,dragonfly_fire,devilfish,spider_venom,archer,spider,dryad,snake_green,graywolf,spider_fire,snake,goblin,goblin2,priest,bowman,satyr,werewolf,snake_royal,elf,griffin,priest2,druid,catapult,beholder,unicorn,elf2,unicorn2,knight,beholder2,horseman,archmage,necromant,shaman,cannoner,paladin,alchemist,ent,griffin2,kingthorn,ent2,bonedragon,cyclop,giant,greendragon,runemage,reddragon,blackdragon // New! Chance of getting a spell if it is set to 0 spell_chance=15 // New! Chance that a random spell is a scroll scroll_chance=25 // New! Set spell = 0 for a random spell / scroll at start based on chance above spells { spell_dispell=0 spell_healing=-1 spell_defenseless=0 spell_stone_skin=0 // spell_last_hero=0 spell_dragon_arrow=0 spell_magic_axe=0 spell_bless=0 spell_adrenalin=0 spell_pacifism=0 // spell_dragon_slayer=0 // spell_phoenix=0 spell_animal_call=0 spell_anger_management=0 // spell_gifts=0 // spell_demon_slayer=0 // spell_lightning=0 // spell_resurrection=0 // spell_divine_armor=0 // spell_holy_rain=0 spell_angel_avenger=0 spell_accuracy=0 spell_haste=0 spell_slow=0 spell_reaction=0 spell_berserker=0 spell_shroud=0 spell_pain_mirror=0 spell_target=0 spell_magic_source=0 spell_dragon_wake=0 spell_trap=0 // spell_invisibility=0 spell_ghost_sword=0 // spell_phantom=0 // spell_teleport=0 // spell_pygmy=0 // spell_blind=0 // spell_hypnosis=0 // spell_geyser=0 spell_exorcism=0 // spell_time_return=0 spell_fire_arrow=1 spell_smile_skull=0 spell_scare=0 // spell_oil_fog=0 // spell_plague=0 spell_fire_breath=0 spell_magic_bondage=0 spell_ice_serpent=0 spell_fire_ball=0 spell_sacrifice=0 spell_weakness=0 // spell_evilbook=0 spell_kamikaze=0 spell_crue_fate=0 // spell_ram=0 // spell_demonologist=0 spell_fire_rain=0 // spell_necromancy=0 // spell_zlogn=0 // spell_armageddon=0 // spell_death_star=0 // spell_inferno_dragon=0 spell_totem_adrenalin=0 spell_balance=0 spell_fishes=0 spell_rockfall=0 // spell_quake=0 spell_armor=0 spell_splash=0 // spell_orb=0 spell_icethorn=0 // spell_gizmo=0 // spell_souldrain=0 // spell_darkhole=0 } // army=sprite|11|peasant|20|dragonfly_lake|11 // spells { // spell_fire_arrow=1 // spell_slow=1 // spell_fire_ball=-1 // spell_healing=-1 // } items { time_clock=1 picture_inspirit=1 mana_potion=2 black_dragon_egg=-2 bonedragon_egg=-1 red_dragon_egg=-1 dragon_egg=-1 dfly_egg=-40 ent_seed=-5 griffin_egg=-10 skeleton_grave=-40 snake_egg=-20 spider_egg=-40 thorn_seed=-50 vampire_grave=-10 concentration_bandage=-1 straw_hat=-1 disciple_staff=-1 road_staff=-1 leather_armor=-1 boots=-1 graceful_boots=-1 old_boots=-1 white_slippers=-1 fisher_net=-1 inkpot=-1 snake_ring=-1 warm_gloves=-1 novice_dress=-1 } slots { 1=helmet 2=weapon 3=armor,dress 4=boots 5=regalia,artefact 6=shield,artefact 7=belt,gloves 8=artefact,belt wife=wife } Images:
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#2
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Nice good news
![]() Si you decided in the end to make tomes artifact/regalia type of item, instead metamorphosis. How did testing of Bill Gilberts portrait went ? Odes it work as you stated here, after 1/2/4/8/16 ... battles gives you random tome item? And posting some partial mod would be nice for testing purposes ![]() |
#3
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I think Artifact / Regalia is a good start so that you'll only be able to equip 3 on your hero and I'm going to rework the companion slots down the road so that you'll get another 2 or 3 between them and they'll have a lot more dual slots.
As far as the Bill Gilbert portrait numbering is concerned, I think it makes sense for 1, 3, 6, 10, etc. for playtesting so that you get more tomes sooner and can double check them to ensure they work. Whether it stays that way down the road, I'm not certain. I'll try to get an update soon, I'm in the process of implementing the spell system and so have made a lot of changes to the spells that I need to test and fix bugs, etc. I haven't fully implemented all the tomes yet, and so that is another area where a lot more work needs to be done so I'm starting to get to the point where a lot of work needs to be done to implement some of these new features, but I am making progress. ![]() I'd like to get the start variability changes released, though, so that people can simply try that part out - hopefully soon as I want to also apply that update to AP. There are quite a few differences between AP and CW and so it is hard to keep them synchronized, but I do try to implement changes in both where I can with the same set of files... /C\/C\ |
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