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King`s Bounty: Warriors of the North Next game in the award-winning King’s Bounty series

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  #1  
Old 10-30-2012, 09:05 PM
Bhruic Bhruic is offline
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Well, rather than do that approach, I fixed the spell (mostly). It's actually not a bad spell, if you know you are going to finish combat soon.

Probably Dragonslayer would be better, but I'm trying to just do fixes with this, rather than outright game changes.
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  #2  
Old 10-30-2012, 09:15 PM
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camelotcrusade camelotcrusade is offline
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I'm so impressed you figured that out.

Do you know how to change the visual representation for the Distraction skill? It reminds me of Fit of Energy/Rally which makes you act not stop moving.

If it were up to me, I'd change it to the Confusion effect (???) over their heads.
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  #3  
Old 10-30-2012, 09:30 PM
Bhruic Bhruic is offline
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Quote:
Originally Posted by camelotcrusade View Post
I'm so impressed you figured that out.

Do you know how to change the visual representation for the Distraction skill? It reminds me of Fit of Energy/Rally which makes you act not stop moving.

If it were up to me, I'd change it to the Confusion effect (???) over their heads.
It was mainly just trial and error - I took everything out, then slowly added stuff back until it broke.

Which skill is Distraction? Player skill or unit skill?
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  #4  
Old 10-30-2012, 09:33 PM
Hagbard Hagbard is offline
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oh this is nice, thx a lot

Last edited by Hagbard; 10-30-2012 at 09:40 PM.
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  #5  
Old 10-30-2012, 09:26 PM
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Zechnophobe Zechnophobe is offline
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Quote:
Originally Posted by Bhruic View Post
Well, rather than do that approach, I fixed the spell (mostly). It's actually not a bad spell, if you know you are going to finish combat soon.

Probably Dragonslayer would be better, but I'm trying to just do fixes with this, rather than outright game changes.
Last Stand is a fine spell when manually cast. Having it randomly cast on a stack sucks horribly though.

I might break open the lua myself tonight and see if I can fix some of this stuff.

God, is it possible someone could do a fan-made update to all the freaking tool tips? I'd literally climax in excitement at that.
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  #6  
Old 10-30-2012, 09:28 PM
Bhruic Bhruic is offline
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Added fix for Archmage's Magic Shield spell. Amusingly the default version of it actually caused the unit it was cast on to do 50% less damage. So basically you were nerfing your own units by casting it on them.
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  #7  
Old 10-30-2012, 09:34 PM
Bhruic Bhruic is offline
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Quote:
Originally Posted by Zechnophobe View Post
Last Stand is a fine spell when manually cast. Having it randomly cast on a stack sucks horribly though.

I might break open the lua myself tonight and see if I can fix some of this stuff.

God, is it possible someone could do a fan-made update to all the freaking tool tips? I'd literally climax in excitement at that.
True, Last Hero is a poor random spell. Ideally I'd like to see it swapped for something like Dragonslayer, but that's not really my call to make.

I believe the tooltips are all just text based, so it should be possible to fix them, yes. Check the loc_ses.kfs file in sessions/addon (it's just a zip file). It contains all the .lng files, which seem to be plaintext
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  #8  
Old 10-30-2012, 09:54 PM
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camelotcrusade camelotcrusade is offline
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Diversions is a mind/spirit tree skill that says you have a 10/20/30% chance to make opponents lose their turn. I've been calling it the wrong thing this whole time, I better update my threads.

I will also make a note of the archmage fix in the bugs thread soon. And for the record I highly approve of you making only fixes not mods with these releases. I'm still gonna mod mine to use Dragonslayer, though. I feel it's not too strong (highly conditional as a random buff) but still useful.

PS - more work for you Bhruic but if you colorized what code changed it would be extra awesome

Last edited by camelotcrusade; 10-30-2012 at 10:03 PM.
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  #9  
Old 10-30-2012, 10:22 PM
Bhruic Bhruic is offline
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Quote:
Originally Posted by camelotcrusade View Post
Diversions is a mind/spirit tree skill that says you have a 10/20/30% chance to make opponents lose their turn. I've been calling it the wrong thing this whole time, I better update my threads.

I will also make a note of the archmage fix in the bugs thread soon. And for the record I highly approve of you making only fixes not mods with these releases. I'm still gonna mod mine to use Dragonslayer, though. I feel it's not too strong (highly conditional as a random buff) but still useful.

PS - more work for you Bhruic but if you colorized what code changed it would be extra awesome
In addon_arena.lua:
Code:
Attack.atom_spawn(act, tend, "magic_diversion", Attack.angleto(act))
That's the line where it's displaying the animation for the diversion skill. You'll need to experiment with the available animations to see which one you want to replace it with.

Hmm, I'm not sure if the code tag supports colours, but I guess I can try it and see.

edit: If I'd looked at your first post, I'd have realized that it does.

Last edited by Bhruic; 10-30-2012 at 10:29 PM.
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  #10  
Old 10-30-2012, 10:50 PM
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camelotcrusade camelotcrusade is offline
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That looks great, thanks for using those colors.

Okay so I hunted for the confused effect but then i realized since it only applies on the world map it might bug out if I used it in combat. So instead I found Stun, that would at least indicate "this unit isn't going to do anything this turn."

Here it is:

Code:
-- ***********************************************
-- * Stun
-- ***********************************************
function effect_stun_attack(target, pause, duration, log_message)
  --local target = Attack.get_target()
  if pause == nil then
    pause = 1
  end
  if target == nil then
    target = Attack.get_target()
  end
  if duration == nil then
    duration = tonumber(Logic.obj_par("effect_stun", "duration"))
  end
  if (Attack.act_ally(target) or Attack.act_enemy(target)) and not Attack.act_feature(target, "boss,pawn") then
    --local duration = tonumber(Attack.get_custom_param("duration"))
    duration = correct_spell_duration (duration, target, true)
    local inbonus = tonumber(Logic.obj_par("effect_stun", "inbonus"))
    local speedbonus = tonumber(Logic.obj_par("effect_stun", "speedbonus"))
--    local speed = Attack.act_get_par(target, "speed")

--    local change_speed = speed - speedbonus

    Attack.act_del_spell(target,"effect_stun")
    Attack.act_apply_spell_begin( target, "effect_stun", duration, false )
      Attack.act_apply_par_spell( "disreload", 10, 0, 0, duration, false)
      Attack.act_apply_par_spell( "disspec", 10, 0, 0, duration, false)
      Attack.act_apply_par_spell( "initiative", -inbonus, 0, 0, duration, false)
      Attack.act_apply_par_spell( "speed", -speedbonus , 0, 0, duration, false)
    Attack.act_apply_spell_end()
    Attack.atom_spawn(target, pause, "effect_stun", 0, true)

    -- log_message = -1 - íåò ëîãà, 0 - ïðèïèñûâàåì ê äàìàãó, 1 - âûâîäèì îòäåëüíîé ñòðîêîé
    if log_message == nil then
      log_message = 0
    end
    if log_message == 0 then
      Attack.act_damage_addlog(target, "add_blog_stun_")
    elseif log_message == 1 then
      if Attack.act_size(target) > 1 then
        Attack.log(pause, "add_blog_stun_2", "targets", blog_side_unit(target, 1))
      else
        Attack.log(pause, "add_blog_stun_1", "target",  blog_side_unit(target, 1))
      end
    end
  end

  return true
end
Any idea where the visual effect is in all that? I don't want the unit to actually be stunned, just look like while they are distracted.
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