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#1
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#2
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Hi all,
I have refactored the Army Shop 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:
Army Shop Mod u5 ================ A "mobile" shop. It allows you to hire unit into the existing army slots, up to their maximum count - however, you have to pay double price for the new recruits. It is based on the mod_17_Master_103_army_shop.kfs, however this has been re-factored not to require the KBMaster (compatibility mod). 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 (by picking the appropriate skill) and do not close the hero dialog 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 and open it again. Updates ======= u0 - Improved the text in the dialog. u1 - Earlier, if you did not have enough gold, you could not buy recruits at all. I implemented a check vs. the amount of gold you have - so you can still buy the amount of units you can afford. u2 - Fixed a bug: now the "Use" option of the item is disabled properly (you must talk with the merchant before you can use it). Updated text on all dialogs (and, consequently the Russian language files have been completely removed). Re-factored the scripts a bit again and added additional checks. u3 - Fixed a bug: now the proper dialog options will be shown right away. u4 - 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 purchased right away as you make your choice. - It is no longer necessary to open the dialog over and over again - after purchase, you are taken right back 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) u5 - Very minor refactor again. Usage ===== 1. Start a new game or load an existing game. 2. Wait for a short while (10 secs or so), and the army shop 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 amount of recruits will be added and the gold will be taken from you. 5. Enjoy not having to rush back to certain places periodically (vs. paying double price). Installation ============ Put the mod_17_army_shop_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. *** Edit2 Updated the package. See note about "u1". *** Edit3 Updated the package yet again. See note about "u2". *** Edit4 Updated the package yet again. See note about "u3". *** Edit5 Updated the package yet again. See note about "u4". *** Edit6 Updated the package yet again. See note about "u5". Last edited by Csimbi; 01-16-2009 at 11:46 AM. |
#3
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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? |
#4
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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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#6
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oh man, I didn't even see that. Thanks for the link.
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#7
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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 ***Edit: This is for the 1.7 English version. ***Edit1: Updated the package. See note(s) on u1. Last edited by Csimbi; 01-16-2009 at 11:48 AM. |
#8
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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 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. Last edited by Csimbi; 01-16-2009 at 08:17 PM. |
#9
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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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#10
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Look around and use the advanced search to search this forum. |
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