Immersive Middle-earth (v. 1.4) An attempt to make the original BFME1 more personable |
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Register and log in to move these advertisements down Stat VariationTutorial for BFME, BFME 2, ROTWK
Now obviously those upgrades don't exist, so you'll need to create them. I don't see the point in posting out many lines of basic code, as I think it'll insult your intelligence. Basically just make clones of the following upgrade though:
Now that's done, the next part is to actually make the stats change dependent on the upgrades. For this I use an #include file (to save myself repeating the same code in every INI). This #include (called statvariation.inc) contains the following code:
The 'weapon' variable actually triggers a new weapon, so that units can get varying levels of accuracy/attack speed/poison damage etc. The same could be done for 'armour', but I was too lazy to make so many armour sets. 'Armour' and 'health' trigger simple attribute modifiers which give small positive/negative bonuses to the unit. Now it's no good just leaving this include file around and not referencing it, so I saved it to the standard includes folder and put the following in the INI:
That whole step isn't fully required (or possible for BFME1 modders), but it's just a nice way of making your task easier. You need to set up the attributemodifiers/weapons now, so I have this code in attributemodifers.ini:
Do whatever you want here, although note that if you use the 'HEALTH' modifier as opposed to 'HEALTH_MULT' then you can't use negative values (well you can, but it won't work). For the last stage I want to set up the weapons:
This basically links to 6 different items in weapon.ini, dependant on the Conditions (defined earlier in statvariations.inc). Feel free to alter these weapons as much (or as little) as you like. Generally I do the following: Melee units - Varying levels of damage, occassional changes of DamageTypes to make them more/less effective. Archer units - Different accuracy ratings as well as varying levels of damage. Means you might get a really skilled marksman who can't deal much damage alongside a poorly skilled one who deals heavy damage. Evil units - Some randomly get poisoned weapons. And that's all. Nothing too complicated here, it's basically just 'teaching an old dog new tricks', using old code in new and exciting ways. Feel free to use this in anyway you see fit. CreditsCommentsDisplay order: Newest first zimoo - Tuesday May 29, 2007 - 7:07 Well what you could do is do the uniquer variations (accuracy, radius damage, poison etc) through use of various weaponstates (I don't know if WEAPONSET_HERO_MODE would work with units, but it'd be worth a try) then do all the 'standard' damage variations through attributemodifiers. Bart (Administrator) - Tuesday May 29, 2007 - 5:43 Very original. I do wonder, how to do this in BFME 1, where there aren't hundreds of CaH weapon states? Sulherokhh (Team Chamber Member) - Tuesday May 29, 2007 - 4:35 Great idea! Sweet and neat! That lends itself to those units that have already lua-coded weapon/armor differentiation. I guess this will be useful many times! :) |
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