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.
A character with ~60 AGI probably moved 2x as fast in that mod.
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
GrizzlyAdamz said: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.
jacobhinds said:GrizzlyAdamz said:snip
Go to module.ini and add the line can_run_faster_with_skills = 1
#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),
#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),