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Old 11-22-2011, 12:18 AM
MattCaspermeyer MattCaspermeyer is offline
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Join Date: Aug 2010
Posts: 547
Post *.TXT New Files and Changes List

Okay, here's the *.TXT files new files and changes list. The list is a bit technical, but serves a bit also as a little self-tutorial on modding showing that for every Descriptive name there is also a code name associated with it. Also it shows the parameter style of certain files.

Text Files - *.TXT
------------------
  • New Files:
    • diana_babies.txt - this file contains the list wife's babies and their bonuses.
    • feanora_babies.txt - this file contains the list wife's babies and their bonuses.
    • gerda_babies.txt - this file contains the list wife's babies and their bonuses.
    • mirabella_babies.txt - this file contains the list wife's babies and their bonuses.
    • neoka_babies.txt - this file contains the list wife's babies and their bonuses.
    • orcelyn_babies.txt - this file contains the list wife's babies and their bonuses.
    • rina_babies.txt - this file contains the list wife's babies and their bonuses.
    • xeona_babies.txt - this file contains the list wife's babies and their bonuses.
  • Changed Files:
    • arena.txt - exptable=... added levels 31-46 to the spirit levels as well as made the delta-delta between level increases consistent (table wasn't consistent at a few levels before). I doubt if you can actually make it to level 46, but you might if you play the Warrior.
    • config.txt
      • spell_power_config - there are new parameters identified below.
        • mod=7 - this is the modulus of the spell increase per mod intellect
        • inc=10 - this is the percent increase per mod intellect
        • mod_limit=4 - this is a lower limit on how low the intellect may be modified for computing the intellect spell power increase
        • inc_limit=5 - this is a lower limit on how much the increase percent can be modified
        • den_scholar=2 - This divides the mod bonus parameter count value by this value for HOMM3 babies with the scholar skill.
        • spell_level_min_limit = 1 - This is the minimum spell level for enemy heroes.
        • spell_level_max_limit = 3 - This is the maximum spell level for enemy heroes.
        • level_inc_elevel = 10 - This divides into the enemy hero's level or intellect to determine their spell levels (via math.ceil).
      • hero_level_up_den - this is a new section with parameters identified below.
        • stat_den = 15 - This value is used to divide into a hero's level to determine when a stat increases. See LOGIC_HERO.LUA.
        • limit_den = 10 - This value is used to divide into a hero's level to determine when a limit increases. See LOGIC_HERO.LUA.
    • effects.txt: new "effect_entangle" - this contains the new "effect_entangle" effect and its pertinent parameters.
    • hero.txt
      • exptable=… - change to Hero's Experience Table - made the delta-delta between levels more consistent (a few levels were not consistent).
      • Warrior
        • Rage +10 - starting rage is now 30.
        • skill_open +rage_control - The skill "rage_control" is added to the starting Warrior's skill list.
        • army= - Change to the Warrior's starting army list: 4 Bowmen, 6 Swordsmen, 4 Guardsmen
        • level_up changes
      • Paladin
        • mana +5 - starting mana is now 20.
        • rage +5 - starting rage is now 20.
        • skill_open +glory - The skill "glory" is added to a starting Paladin's skill list.
        • army= - Change to the Paladin's starting army list: 7 Priests, 7 Guardmen, 3 Inquisitors
        • level_up changes
      • Mage
        • mana +10 - starting mana is now 30.
        • skills_open +alchemist - The skill "alchemist" is added to a starting Mage's skill list.
        • army= - Change to the Mage's starting army list: 2 Priests, 1 Inquisitor, 1 Archmage
        • spell_fire_ball=-2 - Mage starts with 2 Fire Ball scrolls.
        • spell_defenseless=1 - Mage starts with learned Helplessness.
        • spell_fire_arrow=1 - Mage starts with learned Fire Arrow.
        • level_up changes
    • items.txt
      • diplomat_sign: sp_gain_power_pacifism - Changed the name of sp_spell_peace to that shown to make it consistent with the spell name.
      • gryphon_banner: sp_lead_unit_griffin - Changed the name of sp_lead_griffin to that shown to make it consistent with unit leadership bonus names.
      • mirror_shield: sp_gain_power_pain_mirror - Changed the name of sp_spell_mirror to that shown to make it consistent with the spell name.
      • adept_staff: sp_gain_power_lightning - Changed the name of sp_lightning to that shown to make it consistent with the spell name.
      • arhmage_staff: sp_gain_power_lightning - Changed the name of sp_lightning to that shown to make it consistent with the spell name.
      • hammer_kingtorn: sp_lead_unit… - Changed the name sp_lead_dwarf to the individual units so that the bonus works correctly.
      • shield_mifril: sp_lead_unit… - Changed the name sp_lead_dwarf to the individual units so that the bonus works correctly.
      • demetrios1: sp_lead_unit… - Changed the name sp_lead_demon to the individual units so that the bonus works correctly.
      • demetrios2: sp_lead_unit… - Changed the name sp_lead_demon to the individual units so that the bonus works correctly.
      • demetrios3: sp_lead_unit… - Changed the name sp_lead_demon to the individual units so that the bonus works correctly.
      • set_knight: sp_lead_unit… - Changed the name sp_lead_warrior to the individual units so that the bonus works correctly.
    • logic.txt
      • features=… - added wood and cutie to the list of features.
      • difficulty_k
        • eunit=… - New enemy unit statistic scaler for difficulty_k.
        • minstatinc=… - New minimum enemy unit statistic increase for difficulty_k.
        • emanaregen=… - New enemy hero mana regen based on percent mana limit for difficulty_k.
        • ehlvldbc=… - New enemy hero level they need to get +1 spell cast per round for difficulty_k.
        • ehmanadbc=… - New enemy hero mana limit they need to get for +1 spell cast per round for difficulty_k.
        • roundmrgk1 - New round at which mana_rage_gain_k goes to 1/2
        • roundmrgk2 - New round at which mana_rage_gain_k goes to 1/4
        • roundmrgk3 - New round at which mana_rage_gain_k goes to 0
        • roundehero - New rounds to add to mana_rage_gain_k when fighting enemy heroes
        • roundtower - New rounds to add to mana_rage_gain_k when fighting gremlin towers
        • roundboss - New rounds to add to mana_rage_gain_k when fighting bosses
      • ehero_max_spells=… - New parameter that is used to set the maximum spells an enemy hero selects from for auto casting their spells. On slower computers, setting this to a lower value may increase performance.
    • morale.txt
      • The skill "shot_commander" gives +1 morale to ranged projectile units at level 3.
      • The skill "inquisition" gives +1 morale to Priests and Inquisitors at level 1.
      • Werewolf Elves and Werewolves give +1 morale to Wolves.
      • Ents and Ancient Ents give +2 morale to Royal Thorns.
      • Royal Thorns give +3 morale to Thorns and Thorn Warriors.
      • Barbarians and Berserkers give +2 morale to all Bears, Hyenas, and Wolves.
      • All Bears give +2 morale to all Barbarians.
      • The skill "megamage" gives +1 morale to all mages at level 3.
      • The skill "tolerance" gives +1 morale to all units (except the undead) at level 2.
    • skills.txt - note that the section names are spelled correctly (like traning really doesn't have the "i" so this is particurly important when use search functions) and that virtually all skills have had their rune requirements updated.
      • traning (Training):
        • script = skill_traning - This skill now includes a function call to increase the hero's abilities.
        • Level 1| pars=+1,+2,+5%,2 - The skill "traning" now has 4 parameters: 1) +Hero Attack, 2) +Unit Attack / Defense, 3) +Unit Krit, 4) Applies to 1-Unit Level.
        • Level 1| fight {…} - Adds fight bonuses for all Units <= Level 3: 1) +param2 Attack, 2) +param2 Defense, 3) +param3% Krit
        • Level 2| pars=+2,+3,+15%,3 - The skill "traning" now has 4 parameters: 1) +Hero Attack, 2) +Unit Attack / Defense, 3) +Unit Krit, 4) Applies to 1-Unit Level.
        • Level 2| fight {…} - Adds fight bonuses for all Units <= Level 4: 1) +param2 Attack, 2) +param2 Defense, 3) +param3% Krit
        • Level 3| pars=+3,+4,+30%,4 - The skill "traning" now has 4 parameters: 1) +Hero Attack, 2) +Unit Attack / Defense, 3) +Unit Krit, 4) Applies to 1-Unit Level.
        • Level 3| fight {…} - Adds fight bonuses for all Units <= Level 5: 1) +param2 Attack, 2) +param2 Defense, 3) +param3% Krit
      • rage_control (Rage Control):
        • Level 1| pars=+5 - Parameter update
        • Level 2| pars=+15 - Parameter update
      • start_defense (Combat Readiness):
        • script = skill_start_defense - This skill now includes a function call to increase the hero's abilities.
        • Level 1| pars=10%,+1 - The skill "start_defense" now has 2 parameters: 1) +Physical Resistance, 2) +Hero Defense
        • Level 2| pars=20%,+2 - The skill "start_defense" now has 2 parameters: 1) +Physical Resistance, 2) +Hero Defense
        • Level 3| pars=40%,+3 - The skill "start_defense" now has 2 parameters: 1) +Physical Resistance, 2) +Hero Defense
      • spirit_master (Master of Spirits):
        • Level 1| pars=5% - Parameter update
        • Level 2| pars=15% - Parameter update
      • shot_commander (Ranged Specialist):
        • Level 1| pars=-5%,+5%,+10% - The skill "shot_commander" now has 3 parameters: 1) -Leadership Requirement, 2) +Health%, 3) +Krit%
        • Level 1| fight {…} - Adds fight bonuses to projectile units: 1) Attack/Defense: +Unit Level, 2) Krit: +Param3, 3) Health: +Param2
        • Level 2| pars=-10%,+10%,+20% - The skill "shot_commander" now has 3 parameters: 1) -Leadership Requirement, 2) +Health%, 3) +Krit%
        • Level 2| fight {…} - Adds fight bonuses to projectile units: 1) Attack/Defense: +Unit Level, 2) Krit: +Param3, 3) Health: +Param2, 4) Initiative: +1
        • Level 3| pars=-15%,+15%,+30% - The skill "shot_commander" now has 3 parameters: 1) -Leadership Requirement, 2) +Health%, 3) +Krit%
        • Level 3| fight {…} - Adds fight bonuses to projectile units: 1) Attack/Defense: +Unit Level, 2) Krit: +Param3, 3) Health: +Param2, 4) Initiative: +1, Morale: +1 (in MORALE.TXT)
      • brutality (Frenzy):
        • Level 1| pars=+1 - Parameter update
        • Level 2| pars=+3 - Parameter update
      • iron_fist (Iron Fist):
        • Level 1| pars=-5%,+5%,+1,+10 - The skill "iron_fist" now has 4 parameters: 1) -Leadership Requirement, 2) +Health%, 3) +Attack, and 4) +Rage
        • Level 1| fight {…} - Adds fight bonuses to warrior units: 1) Attack / Defense: +Unit Level, 2) Health: +Param2
        • Level 2| pars=-10%,+10%,+3,+30,+20% - The skill "iron_fist" now has 5 parameters: 1) -Leadership Requirement, 2) +Health%, 3) +Attack, 4) +Rage, and 5) +Krit%
        • Level 2| fight {…} - Adds fight bonuses to warrior units: 1) Attack / Defense: +Unit Level, 2) Health: +Param2, 3) Krit: +Param5
        • Level 3| pars=-15%,+15%,+6,+60,+30% - The skill "iron_fist" now has 5 parameters: 1) -Leadership Requirement, 2) +Health%, 3) +Attack, 4) +Rage, and 5) +Krit%
        • Level 3| fight {…} - Adds fight bonuses to warrior units: 1) Attack / Defense: +Unit Level, 2) Health: +Param2, 3) Krit: +Param5
      • rush (Onslaught):
        • Level 1| pars=+1,+0 - The skill "rush" now has 2 parameters: 1) +Init, 2) +Speed
        • Level 2| pars=+1,+1 - The skill "rush" now has 2 parameters: 1) +Init, 2) +Speed
        • Level 3| pars=+2,+2 - The skill "rush" now has 2 parameters: 1) +Init, 2) +Speed
      • dark_commander (Dark Commander):
        • Level 1| pars=+2 - Parameter update
        • Level 1| unit=… - The "dark_commander" skill now increases the abilities of all "evil" troops.
        • Level 2| pars=+4,+1 - Parameter update
        • Level 2| unit=… - The "dark_commander" skill now increases the abilities of all "evil" troops.
        • Level 3| pars=+8,+1,+1 - The skill "dark_commander" now has 3 parameters: 1) +Attack, 2) +Init, 3) +Speed
        • Level 3| unit=… - The "dark_commander" skill now increases the abilities of all "evil" troops.
        • Level 3| filter {…} - The "dark_commander" skill now increases speed at level 3.
      • explorer (Scouting):
        • script = skill_explorer - This skill now includes a function call to increase the hero's abilities.
        • Level 3| pars=+1 - The skill "explorer" now adds +1 Intellect at level 3.
      • holy_rage (Holy Anger):
        • script=skill_holy_rage - This skill now includes a function call to increase the hero's abilities.
        • Level 1| pars=+5,1,+5 - The skill "holy_rage" now has 3 parameters: 1) +Attack vs Undead & Demons / +Krit to Phoenix 2) +Init / Speed to Phoenix; 3) +Order Spell Power, +Attack / Defense / Damage / Health to Phoenix;
        • Level 1| fight {…} - Adds to the Damage, Attack, Defense, Health, Krit, Init, and Speed of the Phoenix.
        • Level 2| pars=+15,2+10 - The skill "holy_rage" now has 3 parameters: 1) +Attack vs Undead & Demons / +Krit to Phoenix 2) +Init / Speed to Phoenix; 3) +Order Spell Power, +Attack / Defense / Damage / Health to Phoenix;
        • Level 2| fight {…} - Adds to the Damage, Attack, Defense, Health, Krit, Init, and Speed of the Phoenix.
        • Level 3| pars=+30,3,+15 - The skill "holy_rage" now has 3 parameters: 1) +Attack vs Undead & Demons / +Krit to Phoenix 2) +Init / Speed to Phoenix; 3) +Order Spell Power, +Attack / Defense / Damage / Health to Phoenix;
        • Level 3| fight {…} - Adds to the Damage, Attack, Defense, Health, Krit, Init, and Speed of the Phoenix.
      • glory (Glory):
        • Level 1| pars=+200,-2% - The skill "glory" now has 2 parameters: 1) +Leadership, 2) -Leadership Requirement
        • Level 2| pars=+500,-5% - The skill "glory" now has 2 parameters: 1) +Leadership, 2) -Leadership Requirement
        • Level 3| pars=+1000,-10% - The skill "glory" now has 2 parameters: 1) +Leadership, 2) -Leadership Requirement
      • learning (Learning):
        • Level 1| pars=+5% - Parameter update
        • Level 3| pars=+30% - Parameter update
      • charm (Trophies):
        • Level 1| pars=5% - Parameter update
        • Level 2| pars=15% - Parameter update
      • trading (Trade):
        • Level 1| pars=20%,10% - Parameter update
        • Level 2| pars=50%,30% - Parameter update
        • Level 3| pars=100%,60% - Parameter update
      • diplomacy (Diplomacy):
        • Level 2| pars=15% - Parameter update
        • Level 3| pars=30% - Parameter update
      • holy_knight (Keeper of the Light):
        • Level 1| pars=+20%,+10% - Parameter update
        • Level 2| pars=+50%,+25% - Parameter update
        • Level 3| pars=+100%,+50% - Parameter update
      • tolerance (Tolerance): Level 2| pars=+1 - The skill "tolerance" gives +1 morale to all units (except the undead) at level 2.
      • rune_stone (Runic Stone):
        • Level 1| pars=+5,+1 - The skill "rune_stone" now has the parameters: +runes and +defense
        • Level 2| pars=+10,+2 - The skill "rune_stone" now has the parameters: +runes and +defense
        • Level 3| pars=+15,+3 - The skill "rune_stone" now has the parameters: +runes and +defense
      • inquisition (Inquisition):
        • script = skill_inquisition - This Skill now includes a function call to increase the hero's abilities.
        • Level 1| pars=-10%,+10,+1,+20 - The Skill "inquisition" now has 4 parameters (Unit Bonuses Apply to Priest & Inquisitor): 1) -Leadership Requirement, 2) +Mana / Rage / Health, 3) +Intellect / Init / Speed / Morale, 4) +Krit
        • Level 1| fight {…} - This adds fight bonuses to Priests and Inquisitors: 1) Attack / Defense: +Unit Level, 2) Krit: +Param4, 3) Health: +Param2, 4) Init / Speed: +Param3
      • wizdom (Wisdom):
        • Level 1| pars=+5,+5 - Parameter update
        • Level 2| pars=+15,+15 - Parameter update
        • Level 3| pars=+30,+30 - Parameter update
      • alchemist (Alchemy):
        • Level 1| pars=10 - Parameter update
        • Level 2| pars=25 - Parameter update
      • meditation (Meditation):
        • Level 1| pars=+20% - Parameter update
        • Level 2| pars=+50% - Parameter update
      • concentration (Concentration):
        • Level 1| pars=2 - Parameter update
        • Level 2| pars=6 - Parameter update
        • Level 3| pars=12 - Parameter update
      • healer (Healer):
        • deps=order,dist - The "healer" skill now requires the skills "order" and "dist".
        • Level 1| deps=1,1 - Update to level requirement for dependent skills.
        • Level 1| pars=+5%,+2% - The Skill "healer" now has 2 parameters: 1) +Spell Power, 2) +Unit Health
        • Level 1| fight {…} - This adds a fight bonus to unit health
        • Level 2| deps=1,1 - Update to level requirement for dependent skills.
        • Level 2| pars=+15%,+5% - The Skill "healer" now has 2 parameters: 1) +Spell Power, 2) +Unit Health
        • Level 2| fight {…} - This adds a fight bonus to unit health
        • Level 3| deps=1,1 - Update to level requirement for dependent skills.
        • Level 3| pars=+30%,+10% - The Skill "healer" now has 2 parameters: 1) +Spell Power, 2) +Unit Health
        • Level 3| fight {…} - This adds a fight bonus to unit health
      • megamage (Archmage):
        • Level 1| pars=-5%,+1,+5% - The Skill "megamage" now has 3 parameters: 1) -Leadership Requirement, 2) +1 Intellect, 3) +Health
        • Level 1| fight {…} - This adds fight bonuses to mages: 1) Attack / Defense: +Unit Level, 2) Health: +Param3
        • Level 2| pars=-10%,+2,+10%,+20% - The Skill "megamage" now has 4 parameters: 1) -Leadership Requirement, 2) +1 Intellect, 3) +Health, 4) +Krit
        • Level 2| fight {…} - This adds fight bonuses to mages: 1) Attack / Defense: +Unit Level, 2) Health: +Param3, 3) Krit: +Param4
        • Level 3| pars=-15%,+3,+15%,+30% - The Skill "megamage" now has 4 parameters: 1) -Leadership Requirement, 2) +1 Intellect, 3) +Health, 4) +Krit
        • Level 3| fight {…} - This adds fight bonuses to mages: 1) Attack / Defense: +Unit Level, 2) Health: +Param3, 3) Krit: +Param4
      • necromancy (Neromancy):
        • script = skill_necromancy - This Skill now includes a function call to increase the hero's abilities.
        • Level 1| pars=10-20%,skeleton,-5%,+5% - The Skill "necromancy" now has 4 parameters: 1) Raise Percent Range, 2) Undead Type, 3) -Leadership Requirement, 4) Undead +Defense%
        • Level 1| fight {…} - This adds fight bonuses to the Undead: 1) Defense: +Param4, 2) Magic Resistance: +Param4, 3) Magic Damage: +1
        • Level 2| pars=30-50%,zombie,-10%,+15% - The Skill "necromancy" now has 4 parameters: 1) Raise Percent Range, 2) Undead Type, 3) -Leadership Requirement, 4) Undead +Defense% / +Health%
        • Level 2| fight {…} - This adds fight bonuses to the Undead: 1) Defense / Health: +Param4, 2) Magic Resistance: +Param4, 3) Magic Damage: +2
        • Level 3| pars=60-100%,ghost,-15%,+30% - The Skill "necromancy" now has 4 parameters: 1) Raise Percent Range, 2) Undead Type, 3) -Leadership Requirement, 4) Undead +Defense% / +Health% / Krit%
        • Level 3| fight {…} - This adds fight bonuses to the Undead: 1) Defense / Health / Krit: +Param4, 2) Magic Resistance: +Param4, 3) Magic Damage: +3
      • high_magic (Higher Magic):
        • script=skill_hi_magic - This Skill now includes a function call to increase the hero's abilities.
        • Level 1| pars=1,100%,+1,+10 - The Skill "high_magic" now has parameters: +1 spell casts for rounds, +not used, +intellect, and +mana
        • Level 2| pars=3,100%,+3,+30 - The Skill "high_magic" now has parameters: +1 spell casts for rounds, +not used, +intellect, and +mana
        • Level 3| pars=6,100%,+6,+60 - The Skill "high_magic" now has parameters: +1 spell casts for rounds, +not used, +intellect, and +mana
      • destroyer (Destroyer):
        • Level 1| pars=+10% - Parameter update
        • Level 2| pars=+25% - Parameter update
    • special_params.txt
      • sp_lead_unit… - These bonuses are the new leadership requirement bonuses for each unit and sometimes a pair of units if they are very similar and of the same level.
      • sp_lead_(race) - These bonuses are the old race bonuses. They have been left here, but the sp_lead_unit… bonuses must be used otherwise the leadership requirements won't be computed properly.
      • sp_lead_(group) - These bonuses are the old group bonuses. They have been left here, but the sp_lead_unit… bonuses must be used otherwise the leadership requirements won't be computed properly.
      • sp_add_... - These bonuses add to value of a unit skill
      • sp_duration… - These bonuses add to the druation of a unit skill
      • sp_gain_... - These bonsus scale the value of a unit skill
      • sp_add_damage... - These bonuses add to the damage of bless and weakness.
      • sp_add_infliction... - These bonuses add to the infliction chance for those spells with inflictions.
      • sp_add_penalty... - These bonuses add to a spell's penalty effect.
      • sp_add_periphery_damage... - These bonuses add to the periphery damage of a spell.
      • sp_add_power… - These bonuses add to spell's power.
      • sp_add_(type)_special… - These bonuses add to the power of a (type) of special attack that the unit uses (i.e. shock, krit, power, etc.).
      • sp_chance_effect… - These bonuses add to the chance a unit casts its special effect.
      • sp_chance_feat… - These bonuses add to the chance a unit casts its feature.
      • sp_dur_mod - This bonus is used to modify the modulus for spell power increase per modulus intellect.
      • sp_duration… - These bonuses add to the duration of a spell or effect.
      • sp_gain_infliction… - These bonuses apply a multiplicative bonus to the chance of an infliction.
      • sp_gain_penalty… - These bonuses apply a multiplicative bonus to the penalty.
      • sp_gain_periphery_damage… - These bonuses apply a multiplicative bonus to the periphery damage of a spell.
      • sp_gain_power… - These bonuses apply a multiplicative bonus to the spell's power.
      • sp_gain_(type)_special… - These bonuses apply a multiplicative bonus to the special's power; (type) is shock, krit, etc.
      • sp_lvl_inc… - These bonuses apply an additive bonus to the base level damage of a spell.
      • sp_power_effect… - These bonuses apply an additive bonus to the percent power of an effect.
      • sp_power… - These bonuses apply various bonuses to the spell power per intellect formula.
      • sp_special_attacks… - These bonuses apply an additive bonus to the special attack of a unit.
      • sp_spell_defense - New spell bonus for defensive spells.
      • sp_kid… - These bonuses are used to allow proper computation of children bonuses due to a bug in hero_lu_item_on_body.
    • specials.txt
      • special_difficulty… - These new specials are for the new difficulty level bonuses.
      • special_summon_bonus - This is the new bonus used to apply a bonus to a summoned (phoenix & evil book) unit.
      • special_rooted - This is the new Ent's special ability.
      • feat_lump_bleeding - This is the new Bleeding effect caused by Zerock's "lump" & "quake" abilities.
    • spells.txt
      • Changes:
        • Virtually all spells have had their price, mana, and crystals updated
        • Some spells have had their spell parameters updated
        • The custom parameters of most spells were inconsistent so their names were changed to make them consistent (i.e. some used power, bonus, penalty, and special names in an inconsistent way and it was very confusing)
      • New custom spell parameters:
        • hero= - set this to 1 to have the hero's level effect the spell's power
        • holy_rage= - set this to 1 to have the skill Holy Rage effect the spell's power
        • astral= - set this to 1 to have damage type increased by spell power
        • fire= - set this to 1 to have damage type increased by spell power
        • magic= - set this to 1 to have damage type increased by spell power
        • physical= - set this to 1 to have damage type increased by spell power
        • poison= - set this to 1 to have damage type increased by spell power
        • res_fire= - Resistance type specified is increased by spell power.
        • res_magic= - Resistance type specified is increased by spell power.
        • res_physical= - Resistance type specified is increased by spell power.
        • res_poison= - Resistance type specified is increased by spell power.
      • Important Spell Changes:
        • spell_defenseless (Helplessness): script_calccells = calccells_complex_enemy - Calc cells script updated since spell is now mass at level 3.
        • spell_invisibility (Invisibility): script_calccells = calccells_all_ally_level - Calc cells script updated since spell now has a unit level requirement.
        • spell_ram (Sheep): nfeatures = magic_immunitet, pawn, boss, plant, undead, golem - The nfeatures list has been updated to include: plants, undead, and golems (none of these can be sheeped).
    • wifes.txt
      • Includes the "wife"_babies.txt files
      • Adds wife_orcelyn
      • Adds wife_diana
      • Other wives price, wife_slots, children, fight, and mods have been updated.

Okay, that's it. It is possible that some of the parameter values are now slightly different since this list was made about a month ago, but I did go through it once and attempt to update it to the latest changes.

This change list gives you a feel for where things are and how to change them. Note that morale.txt, for instance, is the file to change for all the morale bonuses. You can add a fight {morale} bonus to skills.txt, but it will not show up properly in the hero's army slots and army cards.

In skills.txt, there are the parameters that are shown in the Skill Name Description when you mouse over it and then there are also the actual bonuses to units in the fight {...} section for that skill. Unfortunately, I do not know a way to link these and so therefore since the values are in two places this possibly serves as a source of bugs if you change a value in one place, but forget to change it in the other as the values will not be the same.

Also note that I've done my best to make my work itself mod-able. You can see that I attempted to add bonuses to many facets of the game where they did not exist. The idea was to make a system that allowed people to create new items, etc. with the new bonuses I added.

Another factor I used to make changes was to make the system consistent. For certain spells, their bonus name did not match the spell name. In order to aid in the LUA script updates, I needed to make names consistent so that an LUA function only needed the spell's name to then determine if there were any bonuses for that spell.

All these go to make the fileset that I've modified its own basis for new mods. This was a lot of work to go through all the game's original files and try to make things as consistent as possible, but I think it was worth it. This should make future mods easier because you don't have to know all the name variants for a spell, its bonuses, and other effects.

Once gain, feel free to comment! The last major file group is the LUA script files. I hope to post those changes no later than a week or two from now...

/C\/C\

Click here for the *.ATOM List
Click here for the *.LNG List
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