Recent content by GrizzlyAdamz

  1. GrizzlyAdamz

    In Progress Missing/Transparent River Water [e1.5.5]

    I think I'll try updating my GFX driver in the meantime, has only been a month but still..

    -edit
    Updated, but no change.
    Here's a closeup of the riverbed to show the apparent water 'surface'
  2. GrizzlyAdamz

    In Progress Missing/Transparent River Water [e1.5.5]

    Summary: Per the title, all *river* water in my game is transparent, leaving the blue-colored dirt below exposed. Some surface wave effects are visible but only if I look close. How to Reproduce: N/A- just happened after updating my game and starting a new campaign after a several-month hiatus...
  3. GrizzlyAdamz

    Bug Reports (for Phantasy Calradia 2014 only please)

    Gotcha, good to know!
    Got another one though:

    Troops won't retreat from undead, (shadows, zombies, death knights). Instead they'll charge.
  4. GrizzlyAdamz

    Bug Reports (for Phantasy Calradia 2014 only please)

    Ulvebane said:
    Arctic_Howler said:
    GrizzlyAdamz said:

    Are you raising your power throw at all and your throwing proficiency?

    Also, are you moving while discharging?
    Power-throw's at 5 or 6, throwing's at 220.

    Most of the time yes, but iirc it occurs while standing still as well.
    I'm mounted 100% of the time.
  5. GrizzlyAdamz

    Bug Reports (for Phantasy Calradia 2014 only please)

    Are anyone else's thrown spells discharging the vast majority of the bolts about 45-degrees below the crosshair?
    At least with MM & Missile Storm I get one or two bolts where I'm aiming & the rest go into the ground.
    Occurs about 80% of the time, maybe more, & the exact degree seems to vary.
  6. GrizzlyAdamz

    AGI-based movement speed modifier

    Blood and Steel is what I'm looking at, module_scripts.py is what I cited in my last post.
    Here's a dropbox link for just that file if you prefer.


    Hmm, maybe it's related to encumbrance?
    Nope, encumbrance still plays a large role in B&S.
  7. GrizzlyAdamz

    AGI-based movement speed modifier

    jacobhinds said:
    GrizzlyAdamz said:

    Go to module.ini and add the line can_run_faster_with_skills = 1

    No dice, but ty
    ...or would it require a new character?


    Found some interesting stuff.
    Code:
    	#Speed up Heroes, including the player
    	(try_begin),
    		(troop_is_hero, ":id"),
    		(agent_set_speed_modifier, ":agent_no", 150),
    	(try_end),	
    	
    	(troop_get_slot, ":char_class", "trp_player", slot_troop_character_class),
    	(try_begin),
    		(eq, ":id", "trp_player"),#It's the player
    		(eq, ":char_class", 3),#Player is a Barbarian
    		(agent_set_speed_modifier, ":agent_no", 200),#Really fast!
    	(try_end),
    Not sure what :agent_no is, (maybe the placeholder for an unspecified agent?), but this seems promising.
    Trouble is, regular troops had the speed buff too.
    Which makes this next section interesting:
    Code:
    	#Alephs can't crouch and are really slow
    	(try_begin),
    		(eq, ":id", "trp_aleph"),
    		(agent_ai_set_can_crouch, ":agent_no", 0),
    		(agent_set_speed_modifier, ":agent_no", 50),#Really slooow!
    	(try_end),
    	
    	#Remnants can't crouch and are really fast
    	(try_begin),
    		(eq, ":id", "trp_death_knight_remnant"),
    		(agent_ai_set_can_crouch, ":agent_no", 0),
    		(agent_set_speed_modifier, ":agent_no", 250),#Really FAST
    	(try_end),	
    	
    	#Convert Marnid into the Aleph if player is not driving it and we're not indoors
    	(try_begin),
    		(eq, "$g_player_drives_aleph", 0),
    		(eq, "$g_player_owns_aleph", 1),
    		(eq, "$g_can_drive_aleph_here", 1),
    		(try_begin),
    			(eq, ":id", "trp_npc2"),#Is Marnid
    			(agent_get_team, ":team", ":agent_no"),
    			(agent_get_position, pos1, ":agent_no"),
    			(agent_fade_out, ":agent_no"),
    			(set_spawn_position, pos1),
    			(spawn_agent, "trp_aleph"),
    			(agent_ai_set_can_crouch, reg0, 0),#disable crouching
    			(agent_set_speed_modifier, reg0, 50),#Really slooow!
    			(agent_set_team, reg0, ":team"),
    		(try_end),
    	(try_end),
    This has (2) of the irregular troops in it. Question is, where are the others?

    Browsing through the search results from N++, I don't see anything else.
  8. GrizzlyAdamz

    AGI-based movement speed modifier

    thank you Will Do
  9. GrizzlyAdamz

    AGI-based movement speed modifier

    There are a lot, and I'm not sure what I'm looking for.
    Tried looking in globals, variables, troops, that kind of stuff. No dice.



    Huh, this it? Figured it might be tied to animation speed or something..gonna compare it against another mod, stare at it, that kind of thing.
    Code:
    from header_common import *
    from header_animations import *
    
    ####################################################################################################################
    #  There are two animation arrays (one for human and one for horse). Each animation in these arrays contains the following fields:
    #  1) Animation id (string): used for referencing animations in other files. The prefix anim_ is automatically added before each animation-id .
    #  2) Animation flags: could be anything beginning with acf_ defined in header_animations.py
    #  3) Animation master flags: could be anything beginning with amf_ defined in header_animations.py
    #  4) Animation sequences (list).
    #  4.1) Duration of the sequence.
    #  4.2) Name of the animation resource.
    #  4.3) Beginning frame of the sequence within the animation resource.
    #  4.4) Ending frame of the sequence within the animation resource.
    #  4.5) Sequence flags: could be anything beginning with arf_ defined in header_animations.py
    # 
    ####################################################################################################################
    
    #plan : 
    # basic movement : walk ride etc. 0 -20000
    #  on_foot  : 0     - 10000
    #  horse    : 10000 - 20000
    # combat         :                20000 - 40000
    # fall           :                4000 - 70000
    # act            : misc.          70000 - ...
    
    amf_priority_jump           = 2
    amf_priority_ride           = 2
    amf_priority_continue       = 1
    amf_priority_attack         = 10
    amf_priority_cancel         = 12
    amf_priority_defend         = 14
    amf_priority_defend_parry   = amf_priority_defend + 1
    amf_priority_throw          = amf_priority_defend + 1
    amf_priority_blocked        = amf_priority_defend_parry
    amf_priority_parried        = amf_priority_defend_parry
    amf_priority_kick           = 33
    amf_priority_jump_end       = 33
    amf_priority_reload         = 60
    amf_priority_mount          = 64
    amf_priority_equip          = 70
    amf_priority_rear           = 74
    amf_priority_striked        = 80
    amf_priority_fall_from_horse= 81
    amf_priority_die            = 95
    
    
    
    horse_move = 10000
    combat     = 20000
    defend     = 35000
    blow       = 40000
  10. GrizzlyAdamz

    AGI-based movement speed modifier

    Hey, where should I look to figure out how Blood&Steel adjusted the effect AGI has on running speed? A character with ~60 AGI probably moved 2x as fast in that mod.
  11. GrizzlyAdamz

    [LEGACY] Quick Questions // Quick Answers

    Is there a list of sub-mods?
    This is ~4 years old, it couldn't still be up-to-date, could it?
  12. GrizzlyAdamz

    movement and attack too fast

    Probably too late to help, but you can adjust combat speed in the menu, maybe that'll do the trick.
  13. GrizzlyAdamz

    Non-partisan mounted troops?

    Welp, thats one more thing on my 'roving tourney-goer phase' checklist:
    -Collect foreign samurai  [✓]
  14. GrizzlyAdamz

    Non-partisan mounted troops?

    So far, seems like peasants/ronin can't become mounted troops. In order to avoid morale penalties, will I have to go far afield to secure my horsemen? Or is there a non-partisan mounted troop hiding out there?
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