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-   -   Need help modding battle rewards (http://forum.fulqrumpublishing.com/showthread.php?t=27372)

Loopy 10-24-2011 02:06 AM

Need help modding battle rewards
 
I'm trying to mod my game so that instead of needing to dig for treasure you are instead automatically rewarded with whatever would have been dug up. I'm really noob at programming so I'm having some problems since lots of stuff can't be straight copied from the dig function to battle rewards function. The Original dug-chest spawning function looks like this:

Code:

function custom_genbox( racemask ) -- äëÿ ñóíäóêîâ äðàêîí÷èêà

  local K = Boxgen.rnd(100)

  K = K - 5
  if K < 0 then
    local r = Boxgen.rnd(3)

    if r == 0 then
      Boxgen.parcount( "rune_might", "1" )
    elseif r == 1 then
      Boxgen.parcount( "rune_magic", "1" )
    else
      Boxgen.parcount( "rune_mind", "1" )
    end

    return true
  end

  K = K - 5
  if K < 0 then
    local r = Boxgen.rnd(100)

    if r < 50 then
      Boxgen.parcount( "crystals", "1" )
    elseif r < 80 then
      Boxgen.parcount( "crystals", "2" )
    elseif r < 95 then
      Boxgen.parcount( "crystals", "3" )
    else
      Boxgen.parcount( "crystals", "5" )
    end

    return true
  end

  K = K - 15
  if K < 0 then -- ïðîñòîé ñâèòîê

    local r = Boxgen.rnd(100)
    local count = 3
    if r < 80 then
      count = 1
    elseif r < 95 then
      count = 2
    end

    if not Boxgen.scroll( Game.MapLocDifficulty(), count ) then
      -- cant add scroll, add money
      Boxgen.parcount( "money", "*7" ) -- ãåíåðèì äåíåã Mini,Small,Average
    end

    return true
  end

  K = K - 3
  if K < 0 then -- ìàãèÿ ñòðàíñòâèé

    if not Boxgen.scroll( ) then
      -- cant add scroll, add money
      Boxgen.parcount( "money", "*7" ) -- ãåíåðèì äåíåã Mini,Small,Average
    end

    return true
  end

  -- Boxgen.parcount( "money", "*7" ) -- ãåíåðèì äåíåã Mini,Small,Average
  local r = Boxgen.rnd(100)
        if r < 40 then
          Boxgen.parcount( "money", "*1" ) -- ãåíåðèì äåíåã Mini
        elseif r < 75 then
          Boxgen.parcount( "money", "*2" ) -- ãåíåðèì äåíåã Small
        else
                Boxgen.parcount( "money", "*4" ) -- ãåíåðèì äåíåã Average
        end


  return true

end

While my added-in section (to the bottom of function calc_bonus( fake_win )) is
Code:

for i=1, 4 do
  local K = Game.Random(1,100)

  if K < 5 then
    local r = Game.Random(1,3)

    if r == 0 then
      Bonus.add("rune_might",1)
    elseif r == 1 then
      Bonus.add("rune_magic",1)
    else
      Bonus.add("rune_mind",1)
    end

  elseif K < 10 then
                local r = Game.Random(1,100)

                if r < 50 then
                        Bonus.add( "crystals", "1" )
                elseif r < 80 then
                        Bonus.add( "crystals", "2" )
                elseif r < 95 then
                        Bonus.add( "crystals", "3" )
                else
                        Bonus.add( "crystals", "5" )
                end
        elseif K < 25 then
                local r = Game.Random(1,100)
                local count = 3
                if r < 80 then
                        count = 1
                elseif r < 95 then
                        count = 2
                end

                --if not Boxgen.scroll( Game.MapLocDifficulty(), count ) then
                        -- cant add scroll, add money
                Bonus.add( "money", common_update_money( gold )*7 ) -- ãåíåðèì äåíåã Mini,Small,Average
                --end
        elseif K < 28 then -- ìàãèÿ ñòðàíñòâèé

                --if not Boxgen.scroll( ) then
                        -- cant add scroll, add money
                Bonus.add( "money", common_update_money( gold )*7 ) -- ãåíåðèì äåíåã Mini,Small,Average
    else
                local r = Game.Random(1,100)
                if r < 40 then
                        Bonus.add( "money", common_update_money( gold )*1 ) -- ãåíåðèì äåíåã Mini
                elseif r < 75 then
                        Bonus.add( "money", common_update_money( gold )*2 ) -- ãåíåðèì äåíåã Small
                else
                        Bonus.add( "money", common_update_money( gold )*4 ) -- ãåíåðèì äåíåã Average
                end

    end
  end

I need to know how to create scrolls for the character, the money and run creation work fine already.

Also, I need to know how to get the number of chests that are in the area (dependent on the pet digging level + the item that gives dig spots), I have it forced to 4 rewards at the moment but the original pet function uses

Code:

        local limits = {tonum(Attack.get_custom_param("green")), tonum(Attack.get_custom_param("red"))}
        if hero_item_count("sp_pet_digger")>0 then
                limits[1] = limits[1] + 1
                limits[2] = limits[2] + 1
        end

Which also doesn't work for me.


Anyone here who can help me with this?

mark356 11-20-2024 01:25 PM

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LutzO 04-06-2025 10:31 AM

Wow, that sounds pretty tricky—I know the feeling when you're trying to tweak something and it just doesn’t behave the way you expect. I’m not much help with the code myself, but I really hope you figure it out soon!


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