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#131
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My suspicion is that people tried to use older versions with newer versions. If you tried to use the old version of the .lua file with the patched version of the game it wouldn't function properly. If you tried to use the newer .lua file with the unpatched game it also wouldn't function properly.
So far I haven't seen anyone verifiably claim that the new version of the .lua file with the latest patch doesn't work. |
#132
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Added Chro's Edda fix.
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#133
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I still haven't seen this freeze anything outside of the first cell and I've been using it on big groups (sometimes there is a mob in every hex).
I modified line 1190 but noticed the same thing in line 1177. Does that have to change too, or is that designating special rules for the target cell vs. others? |
#134
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There's only a 15% chance of freezing guys in surrounding squares, so you won't see it that often. I did verify that it worked locally. Still, you should have seen it happen within a few fights.
The one at line 1177 is supposed to be "target", as it's the 30% chance for the guy at the center of the spell. edit: Just double-checked and I hit 3 guys, center was skel archers, 2 skel warriors on either side, one of the skel warriors got frozen. |
#135
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#136
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Here, my fix for Warrior Maiden Call of Valhalla
![]() open file unit_special_attacks.lua in ses.kfs, and search "Valhalla". Then replace this Code:
function special_valhalla_call_calccells() local level = Attack.get_custom_param("level") if level == nil or level == "" then level = 4 else level = tonumber(level) end local ccnt = Attack.cell_count() for i = 0, ccnt-1 do local cell = Attack.cell_get(i) if Attack.act_ally(cell) then if (Attack.act_level(cell) <= level) then if Attack.act_applicable(cell) then if (Attack.cell_dist(0, cell) >= 1) then local size_last2 = Attack.val_restore(cell, "size_last2") if size_last2 == nil or size_last2 == "" then size_last2 = Attack.act_initsize(cell) else size_last2 = tonumber(size_last2) end if ( size_last2 > Attack.act_size(cell) ) then Attack.marktarget(cell) end end end end end end return true end function special_valhalla_call_attack() local target = Attack.get_target() if target ~= nil then Attack.aseq_rotate(0, target, "special") local dmgts = Attack.aseq_time(0, "x") local power, power_max = text_range_dec(Attack.get_custom_param("count")) power = power*Attack.act_size(0) local act = Attack.get_caa(target) local count0 = Attack.val_restore(act, "size_last2") if count0 == nil or count0 == "" then count0 = Attack.act_initsize(act) else count0 = tonumber(count0) end local count1 = Attack.act_size(act) local rephits = math.min( power, (count0 - count1) )*Attack.act_get_par(act, "health") Attack.cell_resurrect(act, rephits) Attack.atom_spawn(act, dmgts, "magic_wing", Attack.angleto(act)) local count2 = Attack.act_size(target) Attack.log_label("respawn_") Attack.act_damage_addlog(target, "res_") Attack.log_special(count2-count1) end return true end ![]() ![]() ps: sorry for my bad english ! Last edited by hardy87; 11-06-2012 at 12:59 AM. |
#137
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The Call of Valhalla does work, you are using an older version of the game. Update to the latest Steam patch.
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#138
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I used the file uploaded on the first page. So it doesn't work
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#139
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If you haven't got the latest Steam patch - which you don't - you should not be using the file from the first page. It includes the updates from the patch, which are what are causing your problems. You need to let Steam update the game for you, then apply the file.
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#140
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Oh, I see it. Thanks !
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