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  #21  
Old 01-08-2009, 09:04 PM
Csimbi Csimbi is offline
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Hi all,
I have refactored the Training Camp mod in a way that it does not require the KBMaster framework anymore.
Be sure to check the readme (included); there is a trade-off to getting rid of the KBMaster framework(!):
Code:
Training Camp Mod u1
====================

A "mobile" training camp. It allows you to upgrade certain troops you have in your army (leadership governs the number of the upgraded units you get) - naturally, you have to pay a sum for the upgrade.

It is based on the mod_17_Master_104_Training_camp.kfs, however this has been re-factored not to require the KBMaster (compatibility mod).
Read the update notes for additional changes.

The trade-off by using this one instead of the KBMaster version is this: since some files have been directly modified, there may be conflict(s) with other mods.
These files are:
 - items.txt
 - itextures.dat
 - logic_hero.lua

Credits are due to SayNt for the original mod.

Known issues
============
Issue #1.
Symptom: Sometimes the dialog options to purchase units do not show up properly.
Problem: It appears this happens when you increase your leadership or decreases leadership requirements for units (by picking a skill) and do not re-open the hero screen before talking with the army camp merchant. I seems that it is not possible to fix this without modifying other scripts - I decided to leave it alone instead.
Solution: Leave the dialog, close the hero screen and open them again.

Updates
=======
u0 - Improved the text in the dialog (and, consequently the Russian language files have been completely removed). Made minor tweaking to the code as well and totally changed the way you are charged for the upgrades (just talk to the trainer, he will tell you).
u1 - Several changes:
 - The amount of available gold is now shown in the dialog.
 - It is no longer necessary to use the item anymore; the units are upgraded instantly once you made your choice.
 - It is no longer necessary to open the dialog over and over again - after upgrade, you are taken back to the dialog where you were.
 - Merged the two script files into one.
 - Refactored repeated code sections into re-usable functions.
 - Moved code that is commonly usable (by other mods) into a separate script file (new_scripts.lua)
 - Made the upgrade more expensive: now you get 50% for the old stack (was 75%) and you need to pay 125% for the upgraded stack (was 110%). (training_camp.lua -> TRAINING_CAMP_LAYOFF_COEFF = 0.5 and TRAINING_CAMP_UPGRADE_COEFF = 1.25)

Usage
=====
 1. Start a new game or load an existing game.
 2. Wait for a short while (10 secs or so), and the training camp item will be added to your inventory.
 3. Right-click on the item and select "talk". This allows you to review the offers and make a selection.
 4. Once you make a selection, the appropriate stack will be upgraded and the gold will be taken from you.
 5. Enjoy.

Installation
============
Put the mod_17_training_camp_refactor.kfs file in the <King's Bounty>\DATA\MODS directory (if the directory does not exist, you need to create it).

Uninstallation
==============
Delete the file(s) you added during the installation.


16th of January, 2009
Csimbi
Note: if you wish to use this with the Army Camp refactored mod, you need to make changes to a few files (I made it easy though)!

***Edit:
This is for the 1.7 English version.

***Edit1:
Updated the package. See note(s) on u1.
Attached Files
File Type: zip mod_17_training_camp_refactor.zip (76.9 KB, 182 views)

Last edited by Csimbi; 01-16-2009 at 11:48 AM.
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  #22  
Old 01-08-2009, 10:42 PM
Csimbi Csimbi is offline
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Join Date: Dec 2008
Posts: 254
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Hi all,
I have refactored the Rune Changer mod in a way that it does not require the KBMaster framework anymore.
Be sure to check the readme (included); there is a trade-off to getting rid of the KBMaster framework(!):
Code:
Rune Exchange (aka. Rune Changer) Mod u1
========================================

A rune exchange. It allows you to exchange runes to another type. The exchange ratio is 2:1.

It is based on the mod_17_Master_102_rune_changer.kfs, however this has been re-factored not to require the KBMaster (compatibility mod).
Read the update notes for additional changes.

The trade-off by using this one instead of the KBMaster version is this: since some files have been directly modified, there may be conflict(s) with other mods.
These files are:
 - items.txt
 - itextures.dat
 - logic_hero.lua

Credits are due to SayNt for the original mod.

Updates
=======
u0 - Improved the text in the dialog (and, consequently the Russian language files have been completely removed). Made minor tweaking to the code.
u1 - Several changes
 - Fixed a localization issue - the name of the runes were not displayed correctly in the last two exchange options (Magic rune).
 - Fixed a bug - exchanging a Magic rune would not not give you the expected Might rune.
 - The name of the mod has been changed to "Rune Exchange" - I think it's more appropriate.
 - It is no longer necessary to use the item anymore; the runes are exchanged instantly once you made your choice.
 - It is no longer necessary to open the dialog over and over again - after an exchange, you are taken back to the dialog where you were.
 - Merged the two script files into one.
 - Refactored repeated code sections into re-usable functions.
 - Moved code that is commonly usable (by other mods) into a separate script file (new_scripts.lua)

Usage
=====
 1. Start a new game or load an existing game.
 2. Wait for a short while (10 secs or so), and the rune changer item will be added to your inventory.
 3. Right-click on the item and select "talk". This allows you to review the offers and make a selection.
 4. Once you make a selection, the appropriate runes will be exchanged.
 5. Enjoy.

Installation
============
Put the mod_17_rune_changer_refactor.kfs file in the <King's Bounty>\DATA\MODS directory (if the directory does not exist, you need to create it).

Uninstallation
==============
Delete the file(s) you added during the installation.


16th of January 2009
Csimbi
This is for the 1.7 English version.

Note: if you wish to use this with the any of the other "refactored" mods, you need to make changes to a few files (I made it easy though)!

***Edit
The package has been updated. See the note(s) about u1.
Attached Files
File Type: zip mod_17_rune_exchange_refactor.zip (73.0 KB, 166 views)

Last edited by Csimbi; 01-16-2009 at 08:17 PM.
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  #23  
Old 01-18-2009, 10:47 PM
NolatRebme NolatRebme is offline
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Join Date: Jan 2009
Posts: 4
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Hey Csimbi, I tried using all of your mods and they work great...sorta.

Like I can only use one of your mods at a time. If I try using all three, only the rune exchanger appears. If I remove that, I only get the army shop.

And when I do get the army shop, the dialogue comes out all garbled and appears to just be lines of code. I've tried reinstalling the game to use your mods to no avail. Any idea what could be happening?
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  #24  
Old 01-18-2009, 10:49 PM
NolatRebme NolatRebme is offline
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Oh, and also sometimes my army shop thing doesn't appear to work. I'll try to talk to it, but I'll only get the single 'cancel' option.
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  #25  
Old 01-19-2009, 12:25 AM
Keneth Keneth is offline
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Posts: 378
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Obviously the mods can't work together, they probably use the same files, that's why they were rewritten for KBMaster compatibility mod. If you want to use all of them, use the mod pack.
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  #26  
Old 01-19-2009, 11:27 AM
NolatRebme NolatRebme is offline
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oh man, I didn't even see that. Thanks for the link.
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  #27  
Old 05-30-2009, 04:40 PM
pcbun pcbun is offline
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Join Date: May 2009
Posts: 51
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I am interested in modding the game, and by using part of this mod, I create another mod, however, I dun know how to rename the 11111111.chat so that I can run both this mod and my mod at the same time. Can anyone give some hint so that I can amend the mod?
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  #28  
Old 05-31-2009, 11:47 AM
TheWizardKs TheWizardKs is offline
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Join Date: May 2009
Posts: 9
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Quote:
Originally Posted by pcbun View Post
I am interested in modding the game, and by using part of this mod, I create another mod, however, I dun know how to rename the 11111111.chat so that I can run both this mod and my mod at the same time. Can anyone give some hint so that I can amend the mod?
that file is the dialog that you see from one of the mods included in the pack. You should not need to change it. Making new chat/dialog files is not easy. It took a good day to search and browse this site to find out alot of details discussed in months past. Lots of good info, too bad there is not much activity now.

Look around and use the advanced search to search this forum.
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  #29  
Old 05-31-2009, 02:44 PM
pcbun pcbun is offline
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I just find out the answer at other web site. I just think the linking is so strang. It need a software to translate the 02000000000000000100000001000000020000000C00000042 454 line into some meaningful words. After hours of work and improvement, my mod work fine now
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