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| Mods King's Bounty: Crossworlds Mods |
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Thread Tools | Display Modes |
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#1
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Quote:
It depends what items from what campaign you want to mod For example if you mod an item for Orcs on the March campaign and you want new hints for that item, you need to edit eng_items.lng files in main folder \sessions\orcs\orcs.kfs. Descriptions for units abilities are in eng_units_features.lng in main folder\session\addon\loc_ses.kfs but i don't know in what files are those abilities ,defined. |
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#2
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I don't think there really are any unit abilities/features outside of the text hints.
"Soars" for example, is just "movetype=1" in the unit's .atom file. If you add "features_hints=soars_header/soars_hint" to the unit without changing the movetype, the unit will not pass over obstacles. Any morale changing 'traits' are in "morale.txt" Special effects on attacks, like Charm, Weakness, burn/poison/etc are listed after the damage as "custom_params {poison=30}" in the unit's .atom file. Resistances also have to be entered in manually for every unit, you can't just put in "plant_header/plant_hint" and expect your unit to have 50 poison resist and -100 fire resist. Likewise, if you don't change the actual text hints for your units in "eng_units_features.lng" then you won't see them in their portraits. You can freely make up your own attributes, and it's up to you how you want them to be displayed, if at all Remember that this is completely separate from the unit's definitions in its .atom file, so you don't even need to show any text hints for the effects to work in game. invincible_header=^def_hint_t0^Invincible. invincible_hint=^def_hint_t1^Immune to all forms of damage. You could add that to a unit, and it would certainly display it in their profile. Will it be overpowered in battle? Not quite. resistances { physical=100 poison=100 magic=100 fire=100 } Now if you added just that to a unit? Yeah, no one will suspect a thing. Although I don't think any unit officially has anything higher than 80 resistance (which is claimed as poison/magic/fire immunity). |
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#3
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Finaly i found where to ask this
Can some1 help me out with this idea : i want to change healing abbilities for Inquistor/Palladin/. . . etc to be strenghtend as for Rune mage`s. More unused Mind runes get you more healed/ressurected units. I wouldnt include Repair to droid`s cause they arent alive (and they are already to strong without strenghtening them Maybe some1 will think this is cheating to much because neutral units dont have bonus from runes, heroes could but i have no ide how. But everyone use illusion before ending battles to resurect falen units, i just want to shorten that time and dont `Wait` my self to death. So in the end : what files i need to change and how to get this done. Any help ? @ Unlucky As for your hint to change unit resistances : it would be nice to have Royal griffin with 95% all ress, but what happens when you stumble upon enemy stack of them ? Last edited by Fatt_Shade; 03-08-2011 at 10:32 AM. |
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