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#11
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After 0.04 in order to unlock the new abilities your hero must have points in specific skills, like King Bounty:Legend Training skill, only expanded to more skills.
For instance in order for your priest to have cleansing flames you must buy Power of the Spirit skill level 1. The requirements are stated in the readme, but you can also see in the skill tree, what additional abilities that skill unlocks. For example if u check skill Trophy, you'll see that it teaches Mercenaries the Search ability ![]() Heroism teaches Guardsmen and knights a few thing, Alchemy teaches assassins to use the almighty acid flasks and so on. As for the difficulty, i agree most of the monsters become a lot harder to battle, i think hard difficulty its actually hard now, and impossible seems...well impossible ![]() Still need to playtest and balance though. Thats why feedback & suggestions are extremely valuable. For now though i moved to a new pc ![]() |
#12
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I work on a similar project (but mainly based on passive and active ability), so i have checked that a bit, and may be i could help you on features ability if you want by PM.
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#13
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I noticed this post is not updated since almost 1 month -.- well, i am trying to do a little mod, converting paladins on gladiators (level 5 human) with the knight model. Well, heres my problem: The gladiator has 3 skills: the circle attack, resurrect (the inquisitor one, not the paladin) and an smasing word type attack but with the dragon slayer animation. The gladiator is fire-themed, so i want to add a shock and burn effect (and with adyacent cells damage if possible) to the smashing blow attack. But i cant do it.
The physical damage is there, but so far, i cant add the burn effect or the shock effect to the stroke. I think it must be not than hard. Do i need any script or something? I see u have experience on mods, so can u tell me any tip or the way to add burn attached to an special attack? this is the code -> gladiatorbreath { class=moveattack hinthead=ig_gladiator_breath_head hint=ig_gladiator_breath_hint reload=4 dontusenearenemy=1 up=0 friendly_fire=1 base_attack=0 ad_factor=1 picture=ba1_doublestrike_ picture_small=ba1_doublestrike_small.png options=disablerush,used_if_damaged anim_attack=special damage { physical=41,60 fire=30,50 } custom_params { burn=70 shock=50 nomiss=1 } } thx. Last edited by N3MES1S; 03-15-2010 at 04:41 AM. |
#14
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7in1=0.5 (for damaging the surrounding tiles, I think
![]() friendly_fire=0 (will prevent allied units of taking damage) device= (will give you the effect of the attack, e.g. device=deathcloud would be the black smoke and the black ghosts of the necromants attack) what I don't quite understand is: dontusenearenemy=1 (isn't that so you don't use ranged attacks, when an enemy is on an adjacent field?) as for the burn damage, is there any precedence that you can have multiple damage types? Witout a script? Last edited by Der Wanderer; 03-15-2010 at 04:35 PM. |
#15
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Last edited by N3MES1S; 03-15-2010 at 08:49 PM. |
#16
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You need a script attack.
In this script,you'll read the burn value, and after you'll add a burning effect. local target = Attack.get_target() local burn_rnd=tonumber(Attack.get_custom_param("burn")) if burn_rnd<=burn then effect_burn_attack(target,1,3,nil,0) end The param for effect_burn_attack are : (target, pause, duration, log_message, attacker) |
#17
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i tried the script, but nothing happens. Maybe i need a "callcells" script? i dont know wat is the purpose of the callcells script. I tried to take a look at the phoenix code, but phoenix doesnt have any script.. i really dont understand the way this game is made.. any ideas?
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#18
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what you need is the following line in the main part of your troops description
posthitmaster=features_burn However, I never managed to have multiple effects and assume in order to have them you need a script that combines them. I'm actually not sure as my coding skill are next to inexistent if this is even possible, since they would occupy the same variables (and I'm unsure if you can simply add additional ones). The army of light seems to have multiple effects e.g. the firemage has BURN and HOLY. From the script it appears though as if he has EITHER burn (on any race but the undead and demons) OR holy (on undead and demons). Last edited by Der Wanderer; 03-16-2010 at 05:29 PM. |
#19
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If you use posthitmaster, it will be used for every attack of this unit.
In your unit, you should have : gladiatorbreath { class=scripted script_attack=special_gladiatorbreath_attack script_calccells=calccells_all_enemy hinthead=ig_gladiator_breath_head hint=ig_gladiator_breath_hint reload=4 dontusenearenemy=1 up=0 friendly_fire=1 base_attack=0 ad_factor=1 picture=ba1_doublestrike_ picture_small=ba1_doublestrike_small.png options=disablerush,used_if_damaged anim_attack=special damage { physical=41,60 fire=30,50 } custom_params { burn=70 shock=50 nomiss=1 } } And now you must create special_gladiatorbreath_attack. inside it, for burning, you'll use that : local target = Attack.get_target() local burn_rnd=tonumber(Attack.get_custom_param("burn")) if burn_rnd<=burn then effect_burn_attack(target,1,3,nil,0) end After you'll may be have to apply damage to the unit. |
#20
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Thx, but thats exactly the same code i had (except for the calccells script calling, but i dont want to make all the enemy cells available, only the nearly ones, like the circle attack, but i tried , and it doesnt work). When i push the icon skill, appears a waiting clock (instead the sword icon that indicates who wants to attack) and i cant do nothing, only to press the right mouse button to cancel (Almost it doesnt crash ![]() And the posthitmaster parameter i think is for making the normal attacks to burn on every attack, i dont want that -.- Last edited by N3MES1S; 03-16-2010 at 09:29 PM. |
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