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Thread: Djinn from random caster to selectable spell book..Can be done? | |
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NIght_Heaven
Adventuring Hero
Lonely star in heaven dream
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posted September 29, 2007 02:05 PM |
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Djinn from random caster to selectable spell book..Can be done?
It was something like this mod here once upon a time but now is not anymore.And I dont have it anymore. If please someone can do that it will be very kind from you. The spells a djinn can cast are:
All lvl 1-3 dark spells and All light magic spells 1-3 lvl.
Level 1-3 light spells:
-Haste, Divine strenght,Endurance,Cleansing,deflect missles,righterous magic.
Level 1-3 dark spells:
-Weakness,slow,vulnerability,decay,confusion,suffering.
All of them are at advantage skill. Maybe you can give the Djinn some mana points or just limitate the djinn to just 3 spell casts per combat. Or enough spell points to cast one lvl 1 spell,one lvl 2 spell and one lvl3 spell or..suit yourself. I know this can be done because It has been here a long time ago. Thanks in advantace I hope I am not doing something wrong.
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GenieLord
Honorable
Legendary Hero
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posted September 29, 2007 02:11 PM |
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That would make the Djinn the best caster in the game. I think that if you give it so many spells, give it also low mana so it will be liminted. I think that it will solve the problem. Anyway, if you succeed to find the mod or to make a new a new one, I think I'll download it.
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NIght_Heaven
Adventuring Hero
Lonely star in heaven dream
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posted September 29, 2007 02:16 PM |
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I understand your point. In the descriptoin of the djinn also says that I am not making this up...
Here
"Creature casts a random spell at the selected target. Spells can be cast at both friendly (positive effect spells) and enemy (negative effect spells) creatures (activated ability).Spells are cast with advanced mastery. Djinns cast only level 1-3 Dark Magic curses on enemy troops. Djinn Sultans cast level 1-3 Light Magic blessings on friendly troops as well. Each stack can use 3 such actions."
Actualy is not that powerfull considering that it will have not that many spell points. The fact is that I dont know how someone can make it usable just three times because the game dosent alow that.So the only option left is to add some mana to make three castings.
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Moonlith
Bad-mannered
Supreme Hero
If all else fails, use Fiyah!
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posted September 29, 2007 02:17 PM |
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Edited by sfidanza at 00:37, 28 Nov 2007.
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That shouldn't be too hard to do really. Actually it would be quite easy to do.
And you could probably do it yourself as well if you know how to open the data.pak files and know how to alter the files inside. (Winrar, notepad)
Here's how:
http://www.heroesofmightandmagic.com/heroes5/modding_wiki/modding_for_dummies:adding_abilities_and_spells_to_creatures
And this one is to prettyfy it a bit, unless you want the Djinns to freeze in place for a moment when casting:
http://www.heroesofmightandmagic.com/heroes5/modding_wiki/modding_for_dummies:animations
If you can't do it, I can probably find some time to make it for you If nobody else beats me to it and wastes both of our time that is.
As for the mana, you'd have to give the Djinns the following number of mana for optimal results:
3X + (X-1)
Where X = the mana cost of the cheapest of its spells (probably slow / haste, 4 mana)
In which the Djinns will have 15 mana.
This ensures the cheapest spell can only be cast 3 times, and all those that cost more will either be able to be casted 3 or 2 times. This could be considered fair as well to prevent Djinns from casting 3 high level spells.
Of course, you could give them a bit more so they have better options to cast 3 spells, with the possibility of casting 4 when only using low level levels. Depends on what you prefer.
But yeah, I can make it for you no problem.
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NIght_Heaven
Adventuring Hero
Lonely star in heaven dream
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posted September 29, 2007 02:37 PM |
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If you will be kind and generous then please ...take 10 minutes from your time to make it.I have tried once to do a mod and I had to uninstall the game. If you think that you can do it...and I see you are capable of doing it then please do it. You will have my gratefull thanks and a prayer to the nearest Church
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Moonlith
Bad-mannered
Supreme Hero
If all else fails, use Fiyah!
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posted September 29, 2007 02:44 PM |
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Edited by Moonlith at 14:51, 29 Sep 2007.
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I'm on it.
One thing I need to know though.
The most expensive spells are 6 mana, except for two exceptions:
Confusion (9) and Cleansing (10)...
Sooo, what I need to know is, do you want these spells to be able to be cast twice? If so, that means the djinns could potentially cast 4 mana spells 5 times. If we reduce that to 4 though, cleansing can only be cast once and in combination with others.
Well, I'll list the spells here, you can decide how much mana you want the djinns to have But note, if you want 3 spells to be the maximum, they will only be able to cast 2 if they cast confusion or cleansing.
Slow: 4
Weakness: 4
Decay: 6
Vulnerability: 5
Suffering: 5
Confusion: 9
Haste: 4
Divine strength: 4
Endurance: 6
Cleansing: 10
Deflect Missle: 6
Righteous Might: 6
Sooo name me the amount of mana you want the Djinns and the Djinn Sultans to have, and I'll get it done in.... 30 mins max.
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NIght_Heaven
Adventuring Hero
Lonely star in heaven dream
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posted September 29, 2007 03:28 PM |
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Oh goodie goodie thank you soo much >HUG<. Hmm...that is a hard question.I dont know...actualy is your mod...How do you think is more faire? I think is more faire to make them cast cleansing just once or maximum twice. Lets see..20 spell points means a lot.That could count as 4 lvl 1 spells.Hm... Lets say twice..is up to you. I am soo glad that I am gonna have this mod. Thanks again
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Moonlith
Bad-mannered
Supreme Hero
If all else fails, use Fiyah!
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posted September 29, 2007 03:28 PM |
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Edited by Moonlith at 15:30, 29 Sep 2007.
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This ought to do it:
Djinn Selective Spells mod
Let me know if it worked / failed
I set the Djinns to 16 and the Djinn Sultans to 19, but 20 indeed might be better. But that's up to you to change. I went with 19 so they couldn't actually cast 5 spells (5 x 4 mana), but you can change it by altering the file yourself. Just change the number inbetween
<Spellpoints> and </Spellpoints> in the Master_Genie.xdb file (open with notepad). It's easy
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NIght_Heaven
Adventuring Hero
Lonely star in heaven dream
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posted September 29, 2007 03:47 PM |
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I cant do it is winrar is just blocking and do nothing. And dont replace them...I will try more...
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Moonlith
Bad-mannered
Supreme Hero
If all else fails, use Fiyah!
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posted September 29, 2007 03:55 PM |
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Edited by Moonlith at 16:05, 29 Sep 2007.
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I might have the same problem on my other PC, I couldn't add them there either, and it's because the files inside are set as "Read Only" and thus cannot be changed / overwritten.
Unfortunately I don't know / remember how to change this... Maybe the modding wiki holds the answer. I'll check.
Update: This is what the mod wiki says:
1.2. How do I Install/Uninstall a Mod?
To install a mod, just take the .pak file and insert it in your H5_INSTALL/data/ folder. That’s assuming you’re playing with the 1.x version of Heroes 5.
If you’re playing with the ‘Hammers of Fate’ version (2.x), then the correct folder to place the mod is H5_INSTALL/dataa1/.
Although I have no idea what they mean by that. I highly doubt placing them just in the same folder as the data.pak files will work but, you can try...
I think the best (and longest) option would be to extract all the files in data.pak, unselect read only in all of them (it should ask you if you want to apply it to all the subfolders and files), and then copy them back into data.pak. The unpacking / packing would take quite a while I think. But, I'm not an expert in this area.
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NIght_Heaven
Adventuring Hero
Lonely star in heaven dream
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posted September 29, 2007 10:40 PM |
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Cepheus
Honorable
Legendary Hero
Far-flung Keeper
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posted September 29, 2007 10:49 PM |
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If the mod's file format is either .zip or .pak, placing it into the Maps directory should work.
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NIght_Heaven
Adventuring Hero
Lonely star in heaven dream
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posted October 01, 2007 04:41 PM |
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So...i put .pak at the end of it and then place it in the maps dirrectory? not in the data?
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ZombieLord
Promising
Famous Hero
that wants your brainz...
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posted October 01, 2007 04:47 PM |
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Place .h5m at the end of it and place it in the Maps folder.
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