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  #1  
Old 11-29-2012, 02:18 AM
MattCaspermeyer MattCaspermeyer is offline
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Posts: 553
Cool Looks like you got the resistance screen working!

Looks like you got the resistance screen working!

Great job!



/C\/C\
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  #2  
Old 11-29-2012, 10:44 AM
jukeey jukeey is offline
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Default

Thx.

Yes, resist-indicator works finally, but not satisfying. I used the "gen_army_map" function, which run when mouse over unit on mainpanel (or hero), set global variables with correct values. But this not work with reserved units, not work in shops, not work in battlefields; so this way not practical for dlg_chesspiece, only info_chesspiece roughly.
On battlefields, AU.resistance(unit, index) method "unit" parameter is attacker or receiver, not a concrete unit, no way to use a concrete unit. "on_round_start" function run when first damage in round, not when round starting, great logic . Most of label-generating functions run when c code want it, labels not work anytime. Events, buttons still inaccessible, so unfortunately, full lua code (and probably c too) is a big stinking bullshit, serious mods can not be made with available tools and possibilities, only some superficial cosmetics

Maybe in the near future, i will refine this mod, write an installer (and perhaps a tweaker), But im waiting for an official wotn patch.

So this game
Story, texts, humor > 10*
Graphics, models, animations > 10*
Tactic, abilities, spells, items > 10*
Sounds, effects > 10*
Battle AI = 5
Buildings, map AI = missing
Code and editor ~ zero

Last edited by jukeey; 11-29-2012 at 10:49 AM.
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  #3  
Old 12-01-2012, 06:55 PM
MattCaspermeyer MattCaspermeyer is offline
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Exclamation on_round_start runs at the beginning of a round...

Quote:
Originally Posted by jukeey View Post
"on_round_start" function run when first damage in round, not when round starting, great logic .
This is not true - I use extensive functions in my H3B mod to change unit statistics on the first round, before combat has started, including resistances.

I'm not sure if the AU library is available here, but the Attack one is and so you can do everything with that library - see my "update_enemy_units_based_on_difficulty" and "apply_difficulty_bonuses" functions in my H3B mod to see how I manipulate the unit statistics (including resistances).

The function "on_round_start" begins at the beginning of each round and if you look at how I modded that function you'll see that I run quite a few things before discerning which round it is.

The function "apply_damage" is run whenever damage needs to be calculated (both for hints and actual damage) and so that one tends to use the AU library more extensively.

Let me know if you have any more questions...

/C\/C\
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