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Ideas
Mar 6, 2011 13:31:23 GMT -6
Post by 0xbadb0d00 on Mar 6, 2011 13:31:23 GMT -6
Hi Boaster, 1) I was able to play LOM-SE in windowed mode. The only restriction is that for now the window can be opened only in the position 0x0 of the screen. Windowed Example2) I was also able to use a spell to a fire mage one belonging to another faith (without changing spell faith), you may be able intoduce new spell that allows it (also applicable to artifacts). Is bad, that i can not use a spell only because they belong to another faith. What do you think of these two ideas?
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Ideas
Mar 6, 2011 14:27:57 GMT -6
Post by Boaster on Mar 6, 2011 14:27:57 GMT -6
Not sure what you mean with the spell stuff.
Share some information about windowed mode. I'm not particularly interested in that, but others I'm quite sure are.
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Ideas
Mar 7, 2011 3:11:13 GMT -6
Post by 0xbadb0d00 on Mar 7, 2011 3:11:13 GMT -6
Not sure what you mean with the spell stuff. Share some information about windowed mode. I'm not particularly interested in that, but others I'm quite sure are. 1) For windowed mode, ok, i will develop a loader that can be able to load LOM-SE in a window. 2) You can better understand what I mean by this screen: Unfaith SpellsI want to make this thing implementing a new spell that can allow this. I could explain it better now? Regards
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Ideas
Mar 7, 2011 9:46:41 GMT -6
Post by Boaster on Mar 7, 2011 9:46:41 GMT -6
Are you somewhat of a programmer?
I see what you mean. One faith using the spells of another faith. I like that you can do that.
So you want to implement spells that faiths can share?
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Ideas
Mar 7, 2011 10:53:07 GMT -6
Post by 0xbadb0d00 on Mar 7, 2011 10:53:07 GMT -6
I see what you mean. One faith using the spells of another faith. I like that you can do that. However, I do not see a practical reason for this now. Things can change though. Are you somewhat of a programmer? I offered to put the "Unfaith spells" because I think that using a faith over another involves a needless loss of spells (and artifacts) that I consider to be very valuable. I think that the game would be much better looking and durable with this new spell. For example I really like to use the spells of chaos, such as Polymorph or Hand of Fate, but if i choose a different faith can not use them. Yes, I am a programmer.
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Ideas
Mar 7, 2011 11:26:00 GMT -6
Post by Boaster on Mar 7, 2011 11:26:00 GMT -6
I have thought of a practical application of this.
In particular, Mages controlled by Marauders.
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Ideas
Mar 8, 2011 3:38:59 GMT -6
Post by 0xbadb0d00 on Mar 8, 2011 3:38:59 GMT -6
I have thought of a practical application of this. In particular, Mages controlled by Marauders. Sorry, I don't understand what you have to say.
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Ideas
Mar 8, 2011 7:01:53 GMT -6
Post by 0xbadb0d00 on Mar 8, 2011 7:01:53 GMT -6
Anyway I think that for implementation of this thing, we can do the following steps: 1) You create new artifact "Unfaith Spells" and new scroll "Scroll of Unfaith Spells" in gs files. 2) I do all the rest in the exe
What do you think about this?
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Ideas
Mar 8, 2011 9:50:45 GMT -6
Post by Boaster on Mar 8, 2011 9:50:45 GMT -6
It's possible, I'm not sure what you're asking exactly. It's just a simple matter of adding two artifacts, then I guess that works.
Since you're the one who can make changes to the EXE, then there are certainly some things worth investigating.
Such as allowing non-Wizards to use the stat "UNIT_WIZARD_MANA" and non-champions using "UNIT_CHAMPION_PORTRAIT". Presently only Wizards can use this real value.
With any unit being able to employ "UNIT_WIZARD_MANA" real value stat we can have Paladins, with as little mana as they use, being able to use spells like First Aid, righteous bolt, etc. Presently only Champions can use this real value.
With any unit being able to employ the "UNIT_CHAMPION_PORTRAIT" real value stat we can allow portraits to be changed/cycled for non-champion units who have extra portraits.
If you have further instruction on what you need, say so. These are things that I would like.
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Ideas
Mar 8, 2011 14:54:57 GMT -6
Post by Boaster on Mar 8, 2011 14:54:57 GMT -6
Here is what you asked for. Attachments:
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Ideas
Mar 9, 2011 5:53:30 GMT -6
Post by 0xbadb0d00 on Mar 9, 2011 5:53:30 GMT -6
Good ideas, I think that to make your mods is not necessary to modify the exe, but only to remove some checks in the gs files, for example: 1) in champion.gs : remove "a u championtype WIZARD eq" 2) in temple.gs : remove "army_id u championtype WIZARD eq" 3) in gs/dlg/spelsel.gs : remove "currentarmy unit_num iswizard?" and others check. Thanks for gs file, when I have some time, I put in the loader also "Unfaith Spells" and the NO-CD. I want also try to remove this limitation. I think that all the potions can be used during the battle, even if it is in their hands but if it's in your baggage, with developing of a new hotkey. P.S.: I have discovered that there are others cheat keys that must be enable to set "/cheat_keys true", this thing is already known?
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Ideas
Mar 9, 2011 9:21:56 GMT -6
Post by Boaster on Mar 9, 2011 9:21:56 GMT -6
Good ideas, I think that to make your mods is not necessary to modify the exe, but only to remove some checks in the gs files, for example: 1) in champion.gs : remove "a u championtype WIZARD eq" 2) in temple.gs : remove "army_id u championtype WIZARD eq" 3) in gs/dlg/spelsel.gs : remove "currentarmy unit_num iswizard?" and others check. Changing those won't do anything. It's hard coded into the EXE to only allow Wizards access to the UNIT_WIZARD_MANA and only for champions to access UNIT_CHAMPION_PORTRAIT.
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Ideas
Mar 9, 2011 10:34:43 GMT -6
Post by 0xbadb0d00 on Mar 9, 2011 10:34:43 GMT -6
Good ideas, I think that to make your mods is not necessary to modify the exe, but only to remove some checks in the gs files, for example: 1) in champion.gs : remove "a u championtype WIZARD eq" 2) in temple.gs : remove "army_id u championtype WIZARD eq" 3) in gs/dlg/spelsel.gs : remove "currentarmy unit_num iswizard?" and others check. Changing those won't do anything. It's hard coded into the EXE to only allow Wizards access to the UNIT_WIZARD_MANA and only for champions to access UNIT_CHAMPION_PORTRAIT. I am sure that chech are not coded in EXE. Anyway, let me know what you want to obtaion by making an example screen, maybe I did not understand what you want by changing these two parameters. Example for me to understand what you want to make by modify the "UNIT_WIZARD_MANA": Playing with the Paladin(WARRIOR) you want to make sure that it can use 2 points of mana to use defense spells as First Aid. Is this correct? Let me your example on what do you want to obtain by modify "UNIT_CHAMPION_PORTRAIT" so makes me understand where I have to intervene.
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Ideas
Mar 9, 2011 12:39:42 GMT -6
Post by Boaster on Mar 9, 2011 12:39:42 GMT -6
I will tell you up front that no matter what changes you make to GS files in the gs.mpq that a unit that is not classified as a WIZARD cannot have the REAL VALUE stat UNIT_WIZARD_MANA, except as a value of -1.
So in the EXE you just have to find a reference to UNIT_WIZARD_MANA and a condition that states if WIZARD not, set UNIT_WIZARD_MANA to -1.
If you can prove otherwise, investigate on your own and give proof.
I know from experience and having modded LOMSE for several years now that there are limitations and some things that cannot be changed.
I'm pretty sure what I'm saying is true to the case, but I would be welcomed with proof that I am wrong. In fact, if I can be proved wrong, then I would be excited to be able to change things from within the GS.MPQ and get right to work on it.
As a matter of giving the Paladin the command buttons, I can do that no problem.
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Ideas
Mar 9, 2011 12:52:25 GMT -6
Post by 0xbadb0d00 on Mar 9, 2011 12:52:25 GMT -6
I will tell you up front that no matter what changes you make to GS files in the gs.mpq that a unit that is not classified as a WIZARD cannot have the REAL VALUE stat UNIT_WIZARD_MANA, except as a value of -1. So in the EXE you just have to find a reference to UNIT_WIZARD_MANA and a condition that states if WIZARD not, set UNIT_WIZARD_MANA to -1. If you can prove otherwise, investigate on your own and give proof. I know from experience and having modded LOMSE for several years now that there are limitations and some things that cannot be changed. I'm pretty sure what I'm saying is true to the case, but I would be welcomed with proof that I am wrong. In fact, if I can be proved wrong, then I would be excited to be able to change things from within the GS.MPQ and get right to work on it. As a matter of giving the Paladin the command buttons, I can do that no problem. In the EXE there is not reference to variables, but only to functions imported in gs files (for example getunitmana). I've already searched for reference to there, but there is not. If you let me know what you want to do we can find a solution together.
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Ideas
Mar 9, 2011 13:17:44 GMT -6
Post by Boaster on Mar 9, 2011 13:17:44 GMT -6
I want ALL champions to be able to use UNIT_WIZARD_MANA.
Presently, only Wizards can use UNIT_WIZARD_MANA.
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