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  1. Health regeneration

    Thanks alot Somebody. It's a wonder this script ever worked in the tests, seeing how many things you changed in the past hours.

    I have to admit, i don't get val_max or val_min at all. I thought, val_min says, that for example :ironflesh_level can't be under this (0) and every value below will be set to 0, because i set a MINIMAL value and val_max does the opposite and if i set it for :ironflesh_level to (5) that for example a 9 will be reduced to a 5, beacuse i set a MAXIMAL value. Now u tell me it's the opposite and it works... that makes no sense (in my logic. not that u are right, but how they are named -.-;; )... or do i miss something?

    On the long term, many many thanks for your hard work helping me ^^
    I know it was not easy ^^;;
    I think this could be interesting for some people, for example creating an independent regeneration skill in one of the reserved slots.
  2. Health regeneration

    Well it nails the error down a bit

    #SW - Chronicles of Talera regen rate script by Kardiophylax START editet by ERIK
    common_regeneration_store_info = (
      0, 0, ti_on_agent_spawn, [], [                      # run this only once when troops spawn

      (try_for_agents, ":agent_no"),
            (agent_get_troop_id, ":troop_id", ":agent_no"),
          (store_skill_level, ":ironflesh_level", "skl_ironflesh", ":troop_id"),
          (store_skill_level, ":persuasion_level", "skl_persuasion", ":troop_id"),
            (val_sub, ":ironflesh_level", 1),
            (val_min, ":ironflesh_level", 0), #eliminate negative results
            (val_mul, ":ironflesh_level", 3),
            (val_sub, ":persuasion_level", 1),
            (val_min, ":persuasion_level", 0), #eliminate negative results
            (val_mul, ":persuasion_level", 11),
            (assign, ":regeneration", ":ironflesh_level"),
            (val_add, ":regeneration", ":persuasion_level"), 
              (agent_set_slot, ":agent_no", slot_agent_regen_rate, ":regeneration"),
      (try_end), 
      ]
    )


    if i replace the last ":regeneration" with a number like 11, then everyone (even the player) has regeneration 11. So i think ":regeneration", ":persuasion_level" or ":ironflesh_level" is no integer/number and thus no integer/number is stored in the slot_agent_regen_rate. But i dont know why. I mean in python i dont have to define it extra as an integer... or?

    EDIT: I even nailed it down even more:
    If i comment out these lines:

            (val_sub, ":ironflesh_level", 1),
            (val_min, ":ironflesh_level", 0),
            (val_sub, ":persuasion_level", 1),
            (val_min, ":persuasion_level", 0),

    it works, but i guess i have to live with the risk of troops that get regeneration, by accident...

    could it be that integers can't be -1 or any other negative number??, then

            (val_min, ":ironflesh_level", 1),
            (val_sub, ":ironflesh_level", 1),

            (val_min, ":persuasion_level", 1),
            (val_sub, ":persuasion_level", 1),

    should do the same, without them ever getting to negative
    Edit2:  Well it doesnt work even then, it just works when i comment thos lines out. I dont get it, why val_min or val_sub mess it up. I mean i work with whole numbers there ... and it can't possibly go lower then 0 -.-;;
  3. Health regeneration

    Thanks alot so far. You even solved my other problem, thanks to you i found the way to increase the waves in open field battles ^^

    But ... Gnarf... I need more help regarding this  :oops:

    So far i am using this:

    #----------------------------------------------------------------------------------------------------------

    #SW - Chronicles of Talera regen rate script by Kardiophylax START editet by ERIK
    common_regeneration_store_info = (
      0, 0, ti_once, [], [                      # run this only once at the start of battle

      (try_for_agents, ":agent_no"),
          #(agent_set_slot, "$talera_agent", slot_agent_regen_rate, 0),  # this is probably redundant, I think all agents have new, fresh ids when created
      (try_end),

      (try_for_agents, ":agent_no"),
          (store_skill_level, ":ironflesh_level", "skl_ironflesh", ":agent_no"),
          (store_skill_level, ":persuasion_level", "skl_persuasion", ":agent_no"),
            (val_sub, ":ironflesh_level", 1),
            (val_min, ":ironflesh_level", 0), #eliminate negative results
            (val_mul, ":ironflesh_level", 3),
            (val_sub, ":persuasion_level", 1),
            (val_min, ":persuasion_level", 0), #eliminate negative results
            (val_mul, ":persuasion_level", 10),
            (assign, ":regeneration", ":ironflesh_level"),
            (val_add, ":regeneration", ":persuasion_level"), 
              (agent_set_slot, ":agent_no", slot_agent_regen_rate, ":regeneration"),
      (try_end), 

      ]
    )

    common_regeneration = (       
    1, 0, 0, [], [
        (try_for_agents, ":agent_no"),
          (agent_is_alive, ":agent_no"),
          (agent_get_slot, ":regen_rate", ":agent_no", slot_agent_regen_rate),
          (ge, ":regen_rate", 1),
          (store_agent_hit_points, ":agent_health", ":agent_no", 1),
          (val_add, ":agent_health", ":regen_rate"),
          (agent_set_hit_points, ":agent_no", ":agent_health", 1),
        (try_end),
      ]
    )

    #----------------------------------------------------------------------------------------------------------

    Long tests show, that it works for (50% of the) troops, but not for the player... I just don't get it, why i need to adress the player in the first script directly like:

      (get_player_agent_no, ":agent_player"),
      (agent_set_slot, ":agent_player", slot_agent_regen_rate, 11),

    I mean in the second script in the FIRST Spoiler (common_regeneration)
    the player is not especially adressed....

    But my main Problem is, that my script seems to be ineffective, cause even with regeneration 100 every 1 second and opponents that doesn't do much damage, some die, and some are nearly imortal (like they should be for test purpose).  So i guess my script is kinda crappy, but i dont know where. By the way, i subtract 1 and then set a possible -1 to 0, so that troop, who got ironskin level 1 by coincidence (the game gives troops who have "0" in there knowing place some skills on level 1) dont regenerate.

    My biggest fail so far was using wound treatment instead of persuation. Because its an group skill, everyone in my troop got the level 10 my main char had....

    Well i hope you have some ideas what i am doing wrong, cause i cant see my error. Thanks alot for your time in advance ^^;;
  4. Modding Q&A [For Quick Questions and Answers]

    Well i tried it again, i gain with my definition of ironskin 11 i get ironskin 11, and trade stays 10, which it way before i pressed to level it. But, in some point ur more then right, i cant get past 15, then it resets to 0. Well, doesnt explain, why my troops cant get past 10, but my character can...

    Okay, i change my question, is there any other way to give additional HP??? i think i have read, that the berserk mod uses mobs with like 1000 HP, so i ask myself, how is that possible?? Or even better, I ask you, beloved comunity ^^

    And thanks again for the quik answer Somebody, ur really everywhere ^^
  5. Modding Q&A [For Quick Questions and Answers]

    I need help.. again ^^;;
    I thought, if there is a way to get stats to 254, then there should be a way to do the same with skills.
    I just want to do that with one skill: Ironskin, cause i want to have more freedom tweaking the HP of the troops and since i cant impact the hardcoded way to impact the way how they are generated, i tried this in the module system:

    header_skills.py:

    knows_ironflesh_11 = 223007451985306231415357182726483615059804161
    knows_ironflesh_12 = 223007451985306231415357182726483615059804162
    knows_ironflesh_13 = 223007451985306231415357182726483615059804163
    knows_ironflesh_14 = 223007451985306231415357182726483615059804164
    knows_ironflesh_15 = 223007451985306231415357182726483615059804165
    knows_ironflesh_16 = 223007451985306231415357182726483615059804166
    knows_ironflesh_17 = 223007451985306231415357182726483615059804167
    knows_ironflesh_18 = 223007451985306231415357182726483615059804168
    knows_ironflesh_19 = 223007451985306231415357182726483615059804169
    knows_ironflesh_20 = 223007451985306231415357182726483615059804170
    knows_ironflesh_21 = 223007451985306231415357182726483615059804171
    knows_ironflesh_22 = 223007451985306231415357182726483615059804172
    knows_ironflesh_23 = 223007451985306231415357182726483615059804173
    knows_ironflesh_24 = 223007451985306231415357182726483615059804174
    knows_ironflesh_25 = 223007451985306231415357182726483615059804175
    knows_ironflesh_26 = 223007451985306231415357182726483615059804176
    knows_ironflesh_27 = 223007451985306231415357182726483615059804177
    knows_ironflesh_28 = 223007451985306231415357182726483615059804178
    knows_ironflesh_29 = 223007451985306231415357182726483615059804179
    knows_ironflesh_30 = 223007451985306231415357182726483615059804180
    knows_ironflesh_31 = 223007451985306231415357182726483615059804181
    knows_ironflesh_32 = 223007451985306231415357182726483615059804182
    knows_ironflesh_33 = 223007451985306231415357182726483615059804183
    knows_ironflesh_34 = 223007451985306231415357182726483615059804184
    knows_ironflesh_35 = 223007451985306231415357182726483615059804185
    knows_ironflesh_36 = 223007451985306231415357182726483615059804186
    knows_ironflesh_37 = 223007451985306231415357182726483615059804187
    knows_ironflesh_38 = 223007451985306231415357182726483615059804188
    knows_ironflesh_39 = 223007451985306231415357182726483615059804189
    knows_ironflesh_40 = 223007451985306231415357182726483615059804190

    module_skills.py:

    ("ironflesh","Ironflesh",sf_base_att_str,600,"Each point to this skill increases hit points by +2. (Personal skill)"),
     

    Edit: Yeah i did the numbers all the way to 600 (i just didnt post them in the first spoiler to not overspam this forum ^^;:wink:, but i dont think thats the problem cause i dont get a single error or warning when i compille.

    I read in the forum before about this, and it works, but not as i want it too. I as player can level ironskin higher then 10 (i tried till 15 and i got the aditional HP) But, the troops i assigned with the ironskin level 12 just get ten, and just get the additional 20 HP (so its not like i cant see it, but they get the HP, which would be fine for my purpose)

    I just dont know, where i have to edit additionally? the other two files named with skills, like IP and PROCESS, dont seem like i have to edit them. I just dont get it, why my Character can have a higher level, but my troops dont -.-;;;

    Thanks alot in advance ^^;;
  6. Health regeneration

    Caba` drin
    I am sorry, i didn't want to go on the nerves of the "wise" ones. I've seen youre name countless times on my researches. I think anyone desperately looking for regeneration will find this, because if u search the forum for regeneration theres only like 10 hits in The Forge forum. Atleast i read alot before i open just a new thread. I promise though, that i will try out the Q/A thread next time.

    So thanks alot you two for explaining it to me. I will now try to get it running.

    I wish you a nice easter, if you celebrate it ^^
  7. Health regeneration

    Well I hope someone looks at this old thread, but i dont want to start a new one ^^;;

    I don't understand the "then add to the mission templates you want it to work in" ... How do i know in which one i need them to have this effect in all battles? I don't get mission templates at all. the scripts.py file does what i want, but mission_templates.py wants to drive me crazy. (I cant get what numbers i have to change to get more reinforcement waves per battle too, but i will ask that question in the right thread, after some last tries)
    So i really would love a lil help AND another related problem. there is one particular troop type i want to have regeneration too. trp_demigod
    would

          (try_begin),
              (is, "$agent_troop_type", trp_demigod),
              (agent_set_slot, "$talera_agent", slot_agent_regen_rate, 4),
          (else_try),


    work, or do  have to make a different line of code to insert my demigods??

    Sorry, for my sucking at mision templates... and thanks alot for the help in advance.
  8. Battle size

    Thanks alot for the tries

    I found it. I idiot changed it already. its the "calculate_battle_advantage" in module_scripts.py. I messed with that a while ago, because i thought it would be the "RENOWN". If u use a much higher battle max size, then u get alot less renown. (i wanted to adress that problem, but i went to the wrong place) - Now i found the right, since i know its called renown ^^

    Lucky i always write behind the code in massage for me, what i altered and what was the original. If u use a # its not read as code and u can comment pretty much everything. So how the battle advantage affects the numbers of soldiers is hardcoded, but u can mess directly with the advantage itself. Well i find it alot easier to mess with game codes based on C(+(+)) or VB/Delphy like age of sales. The way python is doing things is so .... how to say it ....  long-winded? u cant use long logical codes like X = Y * 2 - (A * 10 + 5) + (B * 10 + 5)..... u have to do that the long way, one number a time ^^

    That just hightens my respect for the developer and this great modding comunity. And i have had never so much fun spending time modding and seeing the results. This game is incredibly well done and with the module system its such an easy thing to do what u like and play in a world u see fit.

    So as said, thanks alot and have fun with this great game.

    If someone can explain detailed how i can adjust the battle advantage to be a little more realistic. or can post me a link to a forum section where that is already discussed i would be full of thanks ^^ (I searched quite a time now and i found nothing)
  9. Battle size

    Hi all, I use this long dead thread for another question.

    How can i adjust the minimum troop amount, that joines a battle?

    I use the battlesize changer to have battles at the size 401, and i want, that when i battle an army of 500 with my 200 men, that atleast  about 80 men of my soldiers are fighting, yet only about 32 try to fight 368, what is kinda hopeless.

    Thanks in advance for the answer ^^

    Edit: well it seems right now that its 32 is the minimum, even if i change my tactics from 0 to 10 only 32 fight. I searched long in many of my python files for that number but icant find any hint. Somewhere there has to be
  10. Change in header_troops.py

    Thanks alot Lumos,

    This forum, and especially its comunity is awesome.
    Now i can go on ^^
  11. Change in header_troops.py

    Hi all. I am modding with the module system just for fun, but i came to a limit i where i need help. I searched the forum, and there was a solution, but the neccessary file is no longer available. Maximum attributes up to 255 (entire header file) In this forum under...
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