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edwin_yang
Known Hero
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posted January 23, 2009 05:16 PM |
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hmm....that's no use,let me explain what I thought.
this is my first step,creat a new file in shared field,this time I use rakshasa
because the new created file's type file is CREATURE_UNKNOWN ,so the adv-map model will turn into a peasant,I choose RAKSHASA_RUKH in step 2
notice the Model and AnimSet fields are empty.
but see, the model still worked well.
so I thougt the Model and AnimSet fields are just ignored.however, if I dont creat a new field in the Shared field ,then I can edit the Model and Animset fields to let them work.is that to say the two fields will be ignored when you creat a new .{AdvMapMonsterShared} file and all the things will only be dicided by the Type field? that sounds weired,but I still cant find the reason.
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Asheera
Honorable
Undefeatable Hero
Elite Assassin
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posted January 23, 2009 05:29 PM |
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Edited by Asheera at 17:30, 23 Jan 2009.
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Yes, I have a feeling that it's based on the "Type" field, which points to the "GameMechanics\Creature\Creatures\" files (through "GameMechanics\RefTables\Creatures.xdb"), which point to the "GameMechanics\CreatureVisual\Creatures\" files, which point to the character file of the monster.
But I'm not sure though, perhaps someone else more experienced with custom creatures can help.
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edwin_yang
Known Hero
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posted January 23, 2009 05:38 PM |
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which bothered me is it happens only when you creat a new Shared file,tooo strange
anyway ,thanks for your help,Asheera.
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kainc
Famous Hero
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posted January 23, 2009 07:33 PM |
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Edited by kainc at 00:27, 24 Jan 2009.
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Here I am, again.
This time I'm trying to make new creatures for Inferno. And in fact, mod whole faction a bit. I have made a plan for new creatures (new textures + transparency [alpha channel messup], new stats and so on).
I want lower highly nerfed Hellhound (in this mod known as Mongrel Dog) into Inferno tier 1 (GameMechanics -> ), but if I just throw him into tier 1 from the .xdb game crashes.
Ok, this is because there is already tier 1 creature in Inferno... the allmighty Imp. And here comes the guestion (finally ):
If I raise Imp (and upgrades) to tier 3 (he will be altered later, do not worry) and drop ex-Hellhound (+upgds) to tier 1, what will happen?
(I'm asking this, instead of trying yet, because I'm not sure if it will mess up much more than just this tier-thingy)
And is it better to leave tier x creatures as they are and just change models and stats etc.?
[deleted some unneccessary text]
Thank you, and sorry for this amount of text...
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edwin_yang
Known Hero
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posted January 24, 2009 06:04 AM |
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I think I'v solved the problem now. I found if I edit the Model and AnimSet fields without creat a new file in the Shared field the editor will change the *.{AdvMapMonsterShared} files and creat a mod in your map automatically(you can check it by opening the map with WinRar).so this way is not work because it will mod the entire game.however,there is a function PlayObjectAnimation that can do it .
for example ,a script like
PlayObjectAnimation( "ObjectScriptName" , " CustomAimation" , IDLE );
will force the object to play a certain animation on adv-map.
hope this will be useful
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Warpman
Tavern Dweller
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posted January 24, 2009 09:55 PM |
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Edited by Warpman at 02:42, 25 Jan 2009.
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Winrar says the data.pak archive is corrupted.....but the game runs fine.
So I can't extract anything....what should I do?
I just wanted to remove spells from both ShadowDragons and give them mane's ability to evade strikes....can anyone can do this for me please?
Or tell me what to do with the *beeep**beeeep* archive....
Thanks. But it seems there are 2 dragons XD still big thanks.
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Asheera
Honorable
Undefeatable Hero
Elite Assassin
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posted January 24, 2009 10:59 PM |
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Try getting a new WinRar program or an Unzipper?
Anyway I made this simple Mod file
download here (place in UserMODs folder)
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Warpman
Tavern Dweller
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posted January 25, 2009 01:20 AM |
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Thanks.
Finally they have some use and have the ability that is connected with their look.
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Warpman
Tavern Dweller
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posted January 25, 2009 03:16 AM |
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Thanks again. downloaded a new winrar and it now works fine!
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edwin_yang
Known Hero
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posted January 25, 2009 09:53 AM |
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@kainc .in my opinion it is better to change the model and stats .simply change the tier in gamemechanic folder is useless and will lead to unexpectd errors.I think maybe the creature's tier has something to do with the original code that it can not be just simply edit.
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kainc
Famous Hero
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posted January 25, 2009 01:09 PM |
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Ok, thanks!
Time for another guestion. Does anyone know where the texture file that contains Inferno town's fire glow (that comes from underneath, from the pit) is? or the .xdb file where it's defined? I simply can't locate it.
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TSoD
Promising
Famous Hero
NCF Blacksmith
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posted January 25, 2009 03:50 PM |
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I think there are no effect. It's only the texture that has been very well made, I think.
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NCFBank,
the complete and homogen NCF
library.
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edwin_yang
Known Hero
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posted January 26, 2009 01:45 PM |
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@kainc,they are in the data\Effects\_(Effect)\Towns\Inferno files,however, I am not sure which one is the texture file of the town' s fire glow,probably the fortfire.xdb or castlelavaglow.xdb they point to a file in the /Textures/Effects/_Various/ file which related to a dds file I think.
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kainc
Famous Hero
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posted January 27, 2009 09:01 AM |
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Edited by kainc at 09:03, 27 Jan 2009.
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Ok, I'll browse the folder. Thank you!
One more...
Has anyone made/planned faction with oblivion (not the game) theme?
Since I think oblivion/forgotten would suit my new Inferno faction better than symbiosis what I was currently working on (dont worry, what I've done so far, will remain). I just want to know if anyone has something like this in mind so I dont steal their idea.
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Warpman
Tavern Dweller
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posted January 28, 2009 02:00 PM |
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I tried to edit heroes and their starting troops but I haven't found the files....
Also It seems that editing skeleton's weekly growth. It stays 20 no matter I do.
Editing buildings seems to be also impossible.......
May somebody please tell me how to edit these numbers please?
It happened that I got an Idea of a Necro hero with a dread knight starting troop. But I can't make this mini-mod....
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edwin_yang
Known Hero
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posted January 28, 2009 02:24 PM |
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as far as I know there is no way to edit the hero's starting troops.for edit the weekly growth you can edit the file in GameMechanic->Creature->Creatures->Necroplis. but be ware this will affect all the game factors,including the AI players and the dwelling.
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Asheera
Honorable
Undefeatable Hero
Elite Assassin
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posted January 28, 2009 03:13 PM |
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Quote: I tried to edit heroes and their starting troops but I haven't found the files....
It's impossible, the only thing you can do is modify the global amount of starting troops for normal heroes and unit specialists.
Open up "GameMechanics\RPGStats\DefaultStats.xdb" and look for <HeroArmyGeneration>
All those numbers are multiplied by the respective creature's growth in-game.
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Warpman
Tavern Dweller
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posted January 28, 2009 03:55 PM |
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<?xml version="1.0" encoding="UTF-8"?>
<Creature ObjectRecordID="64">
<AttackSkill>1</AttackSkill>
<DefenceSkill>2</DefenceSkill>
<Shots>0</Shots>
<MinDamage>1</MinDamage>
<MaxDamage>1</MaxDamage>
<Speed>5</Speed>
<Initiative>10</Initiative>
<Flying>false</Flying>
<Health>4</Health>
<KnownSpells/>
<SpellPoints>0</SpellPoints>
<SpellPoints1>0</SpellPoints1>
<SpellPoints2>0</SpellPoints2>
<Exp>5</Exp>
<Power>54</Power>
<TimeToCommand>10</TimeToCommand>
<CreatureTier>1</CreatureTier>
<Upgrade>false</Upgrade>
<PairCreature>CREATURE_SKELETON_ARCHER</PairCreature>
<CreatureTown>TOWN_NECROMANCY</CreatureTown>
<MagicElement>
<First>ELEMENT_EARTH</First>
<Second>ELEMENT_NONE</Second>
</MagicElement>
<WeeklyGrowth>30</WeeklyGrowth>
<Cost>
<Wood>0</Wood>
<Ore>0</Ore>
<Mercury>0</Mercury>
<Crystal>0</Crystal>
<Sulfur>0</Sulfur>
<Gem>0</Gem>
<Gold>19</Gold>
</Cost>
<SubjectOfRandomGeneration>true</SubjectOfRandomGeneration>
<MonsterShared href="/MapObjects/Necropolis/Sceleton.(AdvMapMonsterShared).xdb#xpointer(/AdvMapMonsterShared)"/>
<CombatSize>1</CombatSize>
<PatternAttack/>
<flybySequence/>
<Visual href="/GameMechanics/CreatureVisual/Creatures/Necropolis/Skeleton.xdb#xpointer(/CreatureVisual)"/>
<Range>0</Range>
<BaseCreature>CREATURE_UNKNOWN</BaseCreature>
<Upgrades>
<Item>CREATURE_SKELETON_ARCHER</Item>
<Item>CREATURE_SKELETON_WARRIOR</Item>
</Upgrades>
<Abilities>
<Item>ABILITY_UNDEAD</Item>
</Abilities>
</Creature>
<?xml version="1.0" encoding="UTF-8"?>
<Creature ObjectRecordID="65">
<AttackSkill>1</AttackSkill>
<DefenceSkill>2</DefenceSkill>
<Shots>8</Shots>
<MinDamage>1</MinDamage>
<MaxDamage>2</MaxDamage>
<Speed>4</Speed>
<Initiative>10</Initiative>
<Flying>false</Flying>
<Health>5</Health>
<KnownSpells/>
<SpellPoints>0</SpellPoints>
<SpellPoints1>0</SpellPoints1>
<SpellPoints2>0</SpellPoints2>
<Exp>10</Exp>
<Power>84</Power>
<TimeToCommand>10</TimeToCommand>
<CreatureTier>1</CreatureTier>
<Upgrade>true</Upgrade>
<PairCreature>CREATURE_SKELETON</PairCreature>
<CreatureTown>TOWN_NECROMANCY</CreatureTown>
<MagicElement>
<First>ELEMENT_EARTH</First>
<Second>ELEMENT_FIRE</Second>
</MagicElement>
<WeeklyGrowth>30</WeeklyGrowth>
<Cost>
<Wood>0</Wood>
<Ore>0</Ore>
<Mercury>0</Mercury>
<Crystal>0</Crystal>
<Sulfur>0</Sulfur>
<Gem>0</Gem>
<Gold>30</Gold>
</Cost>
<SubjectOfRandomGeneration>true</SubjectOfRandomGeneration>
<MonsterShared href="/MapObjects/Necropolis/Sceleton_Archer.(AdvMapMonsterShared).xdb#xpointer(/AdvMapMonsterShared)"/>
<CombatSize>1</CombatSize>
<PatternAttack/>
<flybySequence/>
<Visual href="/GameMechanics/CreatureVisual/Creatures/Necropolis/Skeleton_Archer.xdb#xpointer(/CreatureVisual)"/>
<Range>-2</Range>
<BaseCreature>CREATURE_SKELETON</BaseCreature>
<Upgrades/>
<Abilities>
<Item>ABILITY_UNDEAD</Item>
</Abilities>
</Creature>
<?xml version="1.0" encoding="UTF-8"?>
<Creature>
<AttackSkill>2</AttackSkill>
<DefenceSkill>6</DefenceSkill>
<Shots>0</Shots>
<MinDamage>1</MinDamage>
<MaxDamage>3</MaxDamage>
<Speed>5</Speed>
<Initiative>10</Initiative>
<Flying>false</Flying>
<Health>5</Health>
<KnownSpells/>
<SpellPoints>0</SpellPoints>
<SpellPoints1>0</SpellPoints1>
<SpellPoints2>0</SpellPoints2>
<Exp>10</Exp>
<Power>85</Power>
<TimeToCommand>10</TimeToCommand>
<CreatureTier>1</CreatureTier>
<Upgrade>false</Upgrade>
<PairCreature>CREATURE_UNKNOWN</PairCreature>
<CreatureTown>TOWN_NECROMANCY</CreatureTown>
<MagicElement>
<First>ELEMENT_EARTH</First>
<Second>ELEMENT_FIRE</Second>
</MagicElement>
<WeeklyGrowth>30</WeeklyGrowth>
<Cost>
<Wood>0</Wood>
<Ore>0</Ore>
<Mercury>0</Mercury>
<Crystal>0</Crystal>
<Sulfur>0</Sulfur>
<Gem>0</Gem>
<Gold>30</Gold>
</Cost>
<SubjectOfRandomGeneration>true</SubjectOfRandomGeneration>
<MonsterShared href="/MapObjects/Necropolis/Alt_upgrade/Skeleton_Warrior.(AdvMapMonsterShared).xdb#xpointer(/AdvMapMonsterShared)"/>
<CombatSize>1</CombatSize>
<PatternAttack/>
<flybySequence/>
<Visual href="/GameMechanics/CreatureVisual/Creatures/Necropolis/3rd/SkeletonWarrior.(CreatureVisual).xdb#xpointer(/CreatureVisual)"/>
<Range>0</Range>
<BaseCreature>CREATURE_SKELETON</BaseCreature>
<Upgrades/>
<Abilities>
<Item>ABILITY_UNDEAD</Item>
<Item>ABILITY_LARGE_SHIELD</Item>
<Item>ABILITY_MAGIC_PROOF_25</Item>
<Item>ABILITY_BASH</Item>
<Item>ABILITY_SHIELD_OTHER</Item>
</Abilities>
</Creature>
well everything should work fine but the skeletons still don't want to get bigger growth...
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Asheera
Honorable
Undefeatable Hero
Elite Assassin
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posted January 28, 2009 04:00 PM |
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Are you sure the base skeleton file works? Try modifying its damage to 100 or something for a test. The growth in town is based only on the base creature.
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Warpman
Tavern Dweller
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posted January 28, 2009 04:19 PM |
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hmmm...gave them 500hp but they still had their 4 hp....
I'm using Tribes of the East....I've put the archive with .h5u.zip in all the folders already. but it doesn't seem to work.
in the archive there is GameMechanics\Creature\Creatures\Necropolis.
and GameMechanics\Creature\Creatures\Necropolis\3rd for skeleton warrior.....the archive is In EVERY folder.....wierd....
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