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#1
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Looks like you got the resistance screen working!
Great job! ![]() /C\/C\ |
#2
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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 ![]() ![]() 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. |
#3
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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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