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Adventure mode All you want to know about adventure mode (may contain SPOILERS)

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  #1  
Old 12-01-2008, 07:04 PM
ender ender is offline
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Quote:
Originally Posted by Keneth View Post
If you find me that mod I can tell you whether or not it will work on the newest version. (or try to make it work if it doesn't) Alternatively you can try my TNG mod and attempt to get Skye which gives +100% slower rage loss.

http://forum.1cpublishing.eu/showthr...russian&page=6

to BobbRobb:

1. shot Rage Spirits animation

mod_164_eng_anim_spirit.zip
mod_16b7_eng_anim_spirit.zip

2. weak (very weak, weak, slightly weaker) enemies do not attack

mod_164_eng_armywalk.zip
mod_16b7_eng_armywalk.zip

3. At the Warrior depending on level of ability "Rage" is chance (10 %, 20 %, 30 %) to receive a rage potion after fight.
At the Mage depending on level of ability "Alchemist" is chance (10 %, 20 %, 30 %) to receive a mana potion after fight.

mod_164_eng_bonus.zip
mod_16b7_eng_bonus.zip

4. Camera range increased from 18 to 32

mod_164_eng_camera.zip
mod_16b7_eng_camera.zip
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  #2  
Old 12-01-2008, 10:11 PM
Keneth Keneth is offline
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Hrm, I'm not completely certain if arena.lua was changed in the latest patch. But it should be fairly easy to copy the functions and make a new version of the file just in case.

Actually, you can probably do this yourself open arena.lua (found in ses.kfs) with a text editor and search for "calc_bonus()" then add the code in the next line like this:

Before:
Code:
function calc_bonus() --ftag:bonus

  local enemyHeroK = 1.5 + Game.Config( "enemy_hero_money_exp_bonus_k") * Logic.enemy_hero_level()
  if Logic.enemy_hero_level() == 0 then enemyHeroK = 1 end
After:
Code:
function calc_bonus() --ftag:bonus

  if (Game.Random(1,100) <= tonumber(Logic.hero_lu_skill("alchemist"))*10) then
    Logic.hero_add_item("mana_potion")
  end
  if (Game.Random(1,100) <= tonumber(Logic.hero_lu_skill("rage"))*10) then
    Logic.hero_add_item("rage_potion")
  end

  local enemyHeroK = 1.5 + Game.Config( "enemy_hero_money_exp_bonus_k") * Logic.enemy_hero_level()
  if Logic.enemy_hero_level() == 0 then enemyHeroK = 1 end
Save the file and put it back in or inside a kfs file in your mod folder. If you have trouble doing that much let me know and I'll help.

Last edited by Keneth; 12-01-2008 at 10:29 PM.
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  #3  
Old 12-02-2008, 12:25 AM
Lari Lari is offline
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Quote:
Originally Posted by Keneth View Post
After:
Code:
function calc_bonus() --ftag:bonus

  if (Game.Random(1,100) <= tonumber(Logic.hero_lu_skill("alchemist"))*10) then
    Logic.hero_add_item("mana_potion")
  end
Awesome answer.
Would this add the item at the end of combat? ->

Code:
function calc_bonus() --ftag:bonus
 
 if 1 then
   Logic.hero_add_item("the_boots_that_i_miss_to_complete_the_knight_set")
 end
Obviously i wll substitute the right name, after i look in item.txt. May i skip the "if 1 then" part?
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  #4  
Old 12-02-2008, 12:41 AM
Keneth Keneth is offline
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Posts: 378
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I've never worked with Lua but I'm pretty sure that if statements are unnecessary unless you want a condition. Hence all you need to add is the call to Logic.hero_add_item() function (end is part of the if-then-else statement and is used instead of brackets to end a block so you don't need it either).
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