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VokialBG

    
     
Honorable
Legendary Hero
First in line
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posted January 21, 2008 06:44 PM |
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Edited by VokialBG at 18:45, 21 Jan 2008.
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After extracting use right click on the file:
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Vlaad

     
     
Admirable
Legendary Hero
ghost of the past
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posted January 21, 2008 08:36 PM |
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Is the Avatar of Death spell hard-coded or can be modified?
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VokialBG

    
     
Honorable
Legendary Hero
First in line
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posted January 21, 2008 08:44 PM |
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Edited by VokialBG at 20:44, 21 Jan 2008.
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Quote: Is the Avatar of Death spell hard-coded or can be modified?
Yes you can, the .xdb is in "GameMechanics\RPGStats" - AvatarOfDeath.xdb.
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Vlaad

     
     
Admirable
Legendary Hero
ghost of the past
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posted January 21, 2008 10:28 PM |
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Thanks. What about its animation?
This line...
<Texture href="/UI/H5A2/Icons/Heroes_Specializations/AvatarOfDeath.(Texture).xdb#xpointer(/Texture)"/>
...is just the icon, right?
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magnomagus

     
     
Admirable
Legendary Hero
modding wizard
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posted January 21, 2008 10:54 PM |
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Quote: Thanks. What about its animation?
What do you mean by its animation?, you can change it to any creature you want.
About the icon: yes, but there are always two files, a .xdb and a .dds, the xdb is used for adressing to the icon and makes some settings.
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Daystar

    
     
Honorable
Legendary Hero
Back from the Dead
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posted January 21, 2008 10:59 PM |
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Are there any textures what are utterly transparent?
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How exactly is luck a skill?
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Vlaad

     
     
Admirable
Legendary Hero
ghost of the past
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posted January 21, 2008 11:09 PM |
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Edited by Vlaad at 23:10, 21 Jan 2008.
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Quote:
Quote: Thanks. What about its animation?
What do you mean by its animation?, you can change it to any creature you want.
Thank you. Could you please tell me what files I'd have to change? Where are they located?
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magnomagus

     
     
Admirable
Legendary Hero
modding wizard
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posted January 22, 2008 12:13 AM |
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Quote: Could you please tell me what files I'd have to change? Where are they located?
The file Vokial mentioned is the only file you need to change (with the exception of the icon, if you want to change the icon). You will see that when you open it the lines are very easy to understand.
The file is located in the data.pak, after you have extracted and modified it you must repack it as .h5u and it will work as a mod.
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Gnoll_Mage

   
    
Responsible
Supreme Hero
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posted January 22, 2008 12:33 AM |
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What's the difference between attack00 and attack01?
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sfidanza

  
    
Promising
Supreme Hero
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posted January 22, 2008 01:24 AM |
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These anim codes can be called from two places:
- automatically by the game (in combat or advmap). I think only attack00 is used here, never attack01, but I might be wrong
- manually in dialog scenes. Here any code can be called (and thus defined in the AnimSet), I assume that's where attack01 is used.
Which creature/hero are you looking at?
For example, Freyda has an anim called "assent " (notice the space at the end), which is obviously only called manually from dialog scenes.
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Gnoll_Mage

   
    
Responsible
Supreme Hero
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posted January 22, 2008 01:49 AM |
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I did a test battle and I'm pretty sure I saw both attacks, so it looks like they are randomly picked I guess...
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Gnoll_Mage

   
    
Responsible
Supreme Hero
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posted January 22, 2008 08:39 PM |
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Is it possible to change the delay between making a creature do their ranged attack, and the missile actually beginning to move across the screen (and if so, how)?
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radar

   
     
Responsible
Legendary Hero
Castle/Haven player
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posted January 22, 2008 09:06 PM |
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View several files n GM\Shot folder. Each shooter has linked such file in his Visual. Sorry I'm not explaining it further but I'm little tired. It shouldn't cause you any probles tho.
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Gnoll_Mage

   
    
Responsible
Supreme Hero
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posted January 22, 2008 11:42 PM |
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Hmm, I've been playing around with those values for a while and it seems to be very hard to get things just right (as, as far as I'm aware, I can't test shots in the editor). Just happened to get something roughly right by chance.
Another q. for someone: to make a creature a large creature, do I just need to change CombatSize in the creature file, or does something else need to be done? I can't find anything else regarding it, but you never know...
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Cepheus

    
     
Honorable
Legendary Hero
Far-flung Keeper
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posted January 22, 2008 11:55 PM |
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Just change CombatSize to "2". Not aware if it's necessary but I think you also have to add LARGE_CREATURE in the ability strings to make "Large Creature" show up in their ability list.
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magnomagus

     
     
Admirable
Legendary Hero
modding wizard
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posted January 23, 2008 12:10 AM |
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Quote: Just change CombatSize to "2". Not aware if it's necessary but I think you also have to add LARGE_CREATURE in the ability strings to make "Large Creature" show up in their ability list.
I have tried that with demons and ghosts, they became somewhat larger but not as large as normal large creatures. I wonder if it is possible to make creatures even more large.
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Cepheus

    
     
Honorable
Legendary Hero
Far-flung Keeper
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posted January 23, 2008 12:16 AM |
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It certainly is, we're doing it in ToK with the Flying Saucer. Try setting CombatSize to 3.
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"Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII
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magnomagus

     
     
Admirable
Legendary Hero
modding wizard
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posted January 23, 2008 01:29 AM |
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Daystar

    
     
Honorable
Legendary Hero
Back from the Dead
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posted January 23, 2008 03:23 AM |
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If you make each animation the model uses an effect, and double the size of the effect perhaps?
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How exactly is luck a skill?
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radar

   
     
Responsible
Legendary Hero
Castle/Haven player
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posted January 23, 2008 11:55 AM |
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Edited by radar at 11:59, 23 Jan 2008.
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Quote: Just change CombatSize to "2". Not aware if it's necessary but I think you also have to add LARGE_CREATURE in the ability strings to make "Large Creature" show up in their ability list.
Cepheus, you did learn nothing 
Only Combat Size tag.
Same with making creature shooter.
Quote: I did a test battle and I'm pretty sure I saw both attacks, so it looks like they are randomly picked I guess...
Yes, you are right, game chooses between attack00 and 01. That's why, ie, Paladin once attacks "normally", other time he jumps with his horse and attacks from little higher.
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