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Post by myrddin on Jan 20, 2019 2:59:59 GMT -6
Hail friends, I have returned after many moons, and finally tried my hand at modding using the GSM. It turns out that modding unit stats is stupid-easy, but other functions are more difficult, due to me not knowing the intricacies of the code, or simply where to find the relevant code. Anyway, I'm looking to do fairly light modding of the GSZ mod, in order to add a few of the GS5 goodies, and a few of my own ideas. Here are my questions:
-Is it possible to have a unit with an "innate" status or spell cast on it in an encounter or overland? For example, to have a storm warrior that perpetually has lightning charge on him so that any unit that strikes it gets shocked?
-Is it possible to directly port artifacts or spells from GS5 to GSZ by copying the proper file, or would that rely on new commands that have not been established in GSZ?
-Can I make units in encounters stronger than usual or have artifacts equipped? Apparently this is possible since Orzie did something like this in his life Demo, and a relevant statement appears in the GS5 changelog, that "Champions generated in dungeons [may have] a randomly determined stat boosting potion." How is this done, and can it be done multiple times (i.e. 3 potions of strength and 5 of dexterity)?
-Speaking of encounters, if I'm not mistaken there are various areas where encounter text is stored - at least one of them is textdict, but there's also dungtext - are both necessary? I'm looking to make custom encounters and potentially turn my savegame quests into fully functional quests. Can I just add new encounter files without overwriting existing ones?
Anyway, that's enough to satisfy my curiosity for now. I don't necessarily expect full answers for every question, but every bit of guidance will be appreciated.
Danke
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Post by Boaster on Jan 20, 2019 10:44:09 GMT -6
-Is it possible to have a unit with an "innate" status or spell cast on it in an encounter or overland? For example, to have a storm warrior that perpetually has lightning charge on him so that any unit that strikes it gets shocked? So you're talking about, the way Spiders have spit web, or Legendary Dragons have breath? Yes, they are possible. However, their functions are limited to the way these abilities work. Therefore, they're limited to combat. Breath has a range requirement. Spider Web can target anywhere on the battle field. Both are limited to enemy targets. Transfer Artifact has a range limitation, that I haven't been able to break. Also, any of these creative button adjustments would need a physical icon to go with them. This can be manipulated in 'gs/ACTIONB0.gs'. Also, you can have a Storm Warrior that is basically always lightning charged. There are a few ways to do this. This can be achieved in 'gs/combat0.gs'. -Is it possible to directly port artifacts or spells from GS5 to GSZ by copying the proper file, or would that rely on new commands that have not been established in GSZ? It is possible to do this, however, the GS5 might be utilizing things not available in the GSZ. You could theoretically do this no problem, however in practice you would need to make adjustments. -Can I make units in encounters stronger than usual or have artifacts equipped? Apparently this is possible since Orzie did something like this in his life Demo, and a relevant statement appears in the GS5 changelog, that "Champions generated in dungeons [may have] a randomly determined stat boosting potion." How is this done, and can it be done multiple times (i.e. 3 potions of strength and 5 of dexterity)? You can make them stronger directly in the 'gs/MAKEARMY0.gs' file for the automatically generated encounters, and all of the files located in the 'gs/dungeons/' folder. Dexterity Potions and Strength Potions in the GSZ will likely not work the same as they do in the GS5. But, to add them to randomly generated encounter champions, go to 'gs/makearmy0.gs' and you can make adjustments in the '/createarmyinsprite' procedure. To make the champion actually use them, will involve some adjustments to 'gs/aicast.gs' where you will make adjustments to '/check_artifact_potions' -Speaking of encounters, if I'm not mistaken there are various areas where encounter text is stored - at least one of them is textdict, but there's also dungtext - are both necessary? I'm looking to make custom encounters and potentially turn my savegame quests into fully functional quests. Can I just add new encounter files without overwriting existing ones? I'm not able to answer this at the moment. Look at the other items above and compare with GS5 files as a reference point.
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Post by merlin on Mar 18, 2019 23:41:19 GMT -6
[Oh my God!] GSZ is out? I'm going to be doing some traveling with my old laptop. Definitely going to need to update!
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Post by merlin on Mar 18, 2019 23:44:09 GMT -6
How do I check what version I have? I see that it was up 3/7/17. That was when I was interviewing for residencies at the tail end and playing LOMSE in my hotel rooms. I'm pretty sure I'm running GS5 because I updated BEFORE then.
thanks
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Post by Boaster on Mar 19, 2019 2:59:18 GMT -6
How do I check what version I have? I see that it was up 3/7/17. That was when I was interviewing for residencies at the tail end and playing LOMSE in my hotel rooms. I'm pretty sure I'm running GS5 because I updated BEFORE then. thanks Version and build should be in the bottom corner of the main menu once LOMSE is loaded.
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Post by merlin on Mar 31, 2019 22:58:47 GMT -6
How would I go about re-purposing the Vorpal Attack concept? I want to overhaul it such that it only procs when attacking enemies of the opposite faith. I also want to put it on each hero's weapon. I also want it to have a higher proc rate - that's the easy part, naturally.
Any tips?
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Post by Boaster on Apr 1, 2019 9:34:15 GMT -6
How would I go about re-purposing the Vorpal Attack concept? I want to overhaul it such that it only procs when attacking enemies of the opposite faith. I also want to put it on each hero's weapon. I also want it to have a higher proc rate - that's the easy part, naturally. Any tips? You'd use the attacker's faith, compare it to defender's faith, and use something in the gs/gameutil0.gs that checks for opposite faith. If it's not in GSZ, you pull it from GS5 and add it. Something like 'attacker_faith get_opposite_faith defender_faith eq' A lot of artifacts I have setup in the GS5 will half chances for same faith and double chances on opposite faith with many effects. You can observe a lot by looking
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