Fulqrum Publishing Home   |   Register   |   Today Posts   |   Members   |   UserCP   |   Calendar   |   Search   |   FAQ

Go Back   Official Fulqrum Publishing forum > Fulqrum Publishing > King's Bounty > King's Bounty: The Legend > Mods

Mods Everything about mods

Reply
 
Thread Tools Display Modes
  #1  
Old 10-21-2008, 08:00 PM
aceshigh23 aceshigh23 is offline
Registered Member
 
Join Date: Oct 2008
Posts: 4
Default

Quote:
Originally Posted by JudgeMan View Post
runes=7-7 // ×čńëî č âĺđî˙ň�*îńňč ďîëó÷ĺ�*č˙ đó�*. Íĺ čńďîëüçóĺňń˙ â 1.6.

I believe this would be the total number of runes per level

rune_might=50
rune_mind=35
rune_magic=15

and this being the proportion of the runes you get. So on 7 runes total you get like 4 might 2 mind 1 magic 0r 5-1-1 or 5-2-0 etc. as warrior on a level up.

So try changing numbers here: runes=7-7
Ah, I see, that explains why changing those lines to equal a value over 100 doesn't do anything.

I'll try messing with the runes=7-7 and see what happens. Perhaps testing it as 10-10 to see if that results in 10 spendable runes each level-up.
Reply With Quote
  #2  
Old 10-21-2008, 09:00 PM
aceshigh23 aceshigh23 is offline
Registered Member
 
Join Date: Oct 2008
Posts: 4
Default

Changing Runes=7-7 has no affect on the spendable runes you get each level. I've been testing out a save right before a level-up and no changes I make to that Runes field do anything. I know the hero.txt file is being changed, because I can change how much attack, defense, or intellect I'm going to get on the level-up, but can't change how many runes I get.

I've tried 10-10 and 10-8 and no change. I'll also try 20-20, but I don't think this is the right field.

edit - Also tried 14-14 and no change.

Last edited by aceshigh23; 10-21-2008 at 09:05 PM.
Reply With Quote
  #3  
Old 11-03-2008, 03:21 AM
bman654 bman654 is offline
Approved Member
 
Join Date: Jan 2008
Posts: 226
Default

Quote:
Originally Posted by aceshigh23 View Post
Changing Runes=7-7 has no affect on the spendable runes you get each level. I've been testing out a save right before a level-up and no changes I make to that Runes field do anything. I know the hero.txt file is being changed, because I can change how much attack, defense, or intellect I'm going to get on the level-up, but can't change how many runes I get.

I've tried 10-10 and 10-8 and no change. I'll also try 20-20, but I don't think this is the right field.

edit - Also tried 14-14 and no change.
I'm pretty sure all your runes are allocated when you start a new game so changing that line will have no effect unless you start a new game. This is why the interface mod is able to show you what all your runes will be for all your future level-ups.
Reply With Quote
  #4  
Old 11-03-2008, 05:14 PM
BrianD BrianD is offline
Registered Member
 
Join Date: Nov 2008
Posts: 1
Default

Hello,

I've tried the mod but it didn't work. Game version is 1.6.4.
Any advice?

*note:
I also tried editing the hero.txt but the game crashes.
Reply With Quote
  #5  
Old 11-15-2008, 02:52 PM
xerxes xerxes is offline
Approved Member
 
Join Date: Nov 2008
Posts: 6
Default

Quote:
Originally Posted by BrianD View Post
Hello,

I've tried the mod but it didn't work. Game version is 1.6.4.
Any advice?

*note:
I also tried editing the hero.txt but the game crashes.
this is what i did to create my own 1.6.4 version...

extract hero.txt from base/ses.ksf using 7zip
edit it as you please
replace the one in the 16b7mod.ksf with that one. i couldn't do this with 7zip so i renamed to .7z opened with winrar and then replaced it. then renamed back to .ksf

and it worked

in my version i made the paladin a bit powerful
Reply With Quote
  #6  
Old 11-29-2008, 05:00 AM
aceshigh23 aceshigh23 is offline
Registered Member
 
Join Date: Oct 2008
Posts: 4
Default

Thanks Marlow, great catch!
Reply With Quote
  #7  
Old 11-29-2008, 03:55 PM
ender ender is offline
Approved Member
 
Join Date: Oct 2008
Posts: 37
Default remove max level

where are those functions (LOGIC.)?

local learn, skill_need = Logic.hero_lu_skill_upg()
local max_level=Logic.skill()

i want to remove level cap from spirits and hero
Reply With Quote
  #8  
Old 03-29-2009, 03:25 AM
Boar Boar is offline
Registered Member
 
Join Date: Dec 2008
Posts: 10
Default

Thanks for this tip! I couldn't unzip the mod either, but with 7zip and Winrar was able to do just what you said. Now I'm having a blast with a slightly modified Warrior who can get to higher magic!


Quote:
Originally Posted by xerxes View Post
this is what i did to create my own 1.6.4 version...

extract hero.txt from base/ses.ksf using 7zip
edit it as you please
replace the one in the 16b7mod.ksf with that one. i couldn't do this with 7zip so i renamed to .7z opened with winrar and then replaced it. then renamed back to .ksf

and it worked

in my version i made the paladin a bit powerful
Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 06:13 AM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.