vladimirmakeev / d2moddingtoolset Goto Github PK
View Code? Open in Web Editor NEWMss32 proxy DLL for Disciples 2
License: GNU General Public License v3.0
Mss32 proxy DLL for Disciples 2
License: GNU General Public License v3.0
Proposal:
It would be nice to unlock new equipment slot which theoretically was supposed to be added to game. Armor type slot.
Proposal2:
Currently I think that changing or adding new custom dota type attack does`t work correctly, e.g when unit have it already in Gunits (2nd attack frostbite), then changing it for different one doesn't work for GDynUpgr, it only include attack value from Gattacks.
Proposal3:
Bonuses(attack, def, int etc) on different tile.terrain or ground, which that includes terrain changes from end of turn, rods etc.
Proposal4:
In setting.lua adding new function which would deffine how many times per day we could use given spell and if possible include it together with Spell Tiers e.g Limit to use spells tiers like from 1-xx times per day for each Tier separately.
It will be nice to have an option to change unit attack sequence when initiative debuff or buff is applied (for example, when enemy casts Lower Initiative debuff on that unit). If I'm not mistaken, at the moment unit attack sequence calculated at the start of the round, so enemy unit with Lower Initiative, applied by your caster, can attack prior to your units even if his initiative became lower after debuff.
Нет построенного храма для лидера Воина (Руссобит-М).
Даже на ванильных картах и сагах, когда новую запускаешь.
Сами карты не пересохранял.
-- Allow scenarios with prebuilt capital cities
preserveCapitalBuildings = true,
-- Start with pre built temple in capital for warrior lord
buildTempleForWarriorLord = true,
dll и скрипты последние (16.07.2022 скачал)
I saw a lot of interesting ideas that were implemented into the game
what do you think about it?
Add more bonuses for the Warrior Master and Guilder to keep them on the mage Lord
Add more attack effects
Examples:
Hit chance decreased
Max Life Reduction
Armor Piercing (Doesn't break, but bypasses it as if it wasn't there)
Swap Formation (an attack that can move a unit to a different square)
Blocking Defense
Block Attack Range
Block of Wards / Immunity
More interesting expansion of cities after reaching the 5th tier
To be able to add armor to the city, a slot for another unit, more regeneration or some interesting recruitments of neutral commanders
Perfectly for the multi game, the ability for the other person to view the capitals of unit development
Wards should prevent positive effects of attacks or spells from being applied on a unit. These effects are Heal, Cure, Revive, Boost Damage, Give Attack, Bestow Wards. For example, it can be needed to create mechanical Golem, which cannot be healed, revived or boosted. At the moment immunity to Boost Damage, for example, does not prevent human player from using attack (potion) of Druidess on that unit, while computer player becomes unable to use it.
Hello everyone!
Is it possible to create a mechanic that would generate neutral units in different branches? As it is in heroes of might and magic every week, so in disciples they would generate every 11th turn, for example. That's what's missing from this game + in a way it would make it easier for mapmaker to create maps.
If it were possible, the gameplay would definitely come out on the + (especially on multi) ;)
dll и Scripts версии 0.12
Руссобит-М
Не работает отображение опыта за убийство отряда.
Делаю по инструкции - игра не запускается.
- Add interface text to `TApp.dbf` and `TAppEdit.dbf` that contains `%XPKILL%` keyword, for example: `X015TA0011` `Bounty: %XPKILL%`;
- Add text box with name `TXT_XP_KILLED` to `DLG_R_C_STACK` in `Interf.dlg` and `ScenEdit.dlg` files, for example:
```
TEXT TXT_XP_KILLED,161,527,396,549,\hC;,"X015TA0011",""
```
- Add text boxes with names `TXT_XP_KILLED` and `TXT_XP_KILLED_STACK` to `DLG_R_C_CITY` in `Interf.dlg` and `ScenEdit.dlg` files, for example:
```
TEXT TXT_XP_KILLED,444,531,619,553,\hC;,"X015TA0011",""
TEXT TXT_XP_KILLED_STACK,165,531,339,553,\hC;,"X015TA0011",""
```
- Add text box with name `TXT_XP_KILLED` to `DLG_R_C_RUIN` in `Interf.dlg` and `ScenEdit.dlg` files, for example:
```
TEXT TXT_XP_KILLED,130,486,360,508,\hC;,"X015TA0011",""
```
После установки мода выдаёт такую ошибку. Что с настроенными скриптами, что сразу после установки.
Russobit-M лицензия (для запуска эмулирую первый диск)
Please add a second level of Lower Initiative debuff (similarly to Lower Damage debuff). If it is possible, it will be nice to have BATLOWERI2 field for it in GVars.dbf and ability to set LEVEL field to 2 in Gattacks.dbf for Lower Initiative attack (CLASS = 11).
It will be nice to have possibility to sell items in any city, so you can trade obtained valuables without the need to go to a merchant, which can be only one on the map and can be located very far away (so this trip only wastes time and prevents fast development). For example, it can be a special button in a city window, which you press and then select one of the items in your inventory, which will be traded for money.
Another interesting option is possibility to buy potions in all your cities (which is often needed, especially when you play by Mountain Clans with slow units taking damage almost in every battle, and are hard to obtain because usually there is one or few merchants on the map). It can be implemented as special button in a city window, which will show merchant's dialog, where you can buy potions and sell items. If it is possible to do, then the main suggestion to sell items in any city can be implemented as city merchant with empty inventory.
Proposal:
It will be nice to have an option to preconstruct a Temple building when a Warrior lord is taken and to add an extra bonus for his armies (in my opinion the most interesting bonus is +25% of an extra experience for all units, but it also can be an extra health, initiative, accuracy, damage or armor).
Justification:
Unfortunately, a Warrior lord is the weakest one among the lords at the moment. Unlike Mage and Diplomat lords (who has a Magic Tower and Guild buildings at the start), a Warrior lord has no preconstructed building and gives only 15% regeneration bonus, which is nothing against bonuses of Mage lord (spent 50% less resources for spell research and can cast spells two times per day) and Diplomat lord (building of the cities is 50% cheeper and Thief has much more abilities).
Hi
Is it possible to add another category in the map editor under "terrain" - (special terrains), for other objects like "other" or something similar?
Is there a way to add sound to our object?
Здравствуйте, хотелось бы иметь возможность совмещать разные типы атак у юнитов, напр:
Атакующие/защитные, атакующие/призывные.
Примеры конкретных комбинаций: Алхимик у Гномов, который смог бы давать ход своим или отравлять врагов.
Повелитель стихий (Элементалист), который атакует противника или вызывает элементалей.
Лорд Тьмы, атакующий либо дающий защиту от магии стихий.
Вызыватели, которые альтернативной атакой могли бы бафать союзников и т.д.
Сейчас этого не хватает для создания гибких персонажей при прокачке.
Просьба добавить отображение величины и точности критического урона в окне характеристик лидера когда он имеет способность Критический удар (L_CRITICAL_HIT с идентификатором 17 в файле LleadA.dbf). Эту способность можно изучить на 15 уровне если играешь за лорда Полководец, но в характеристиках бонусный урон при этом не отображается, а хотелось бы чтоб он отображался так же как и у юнитов с критическим ударом.
It will be nice to have Ward and Immunity for Critical Hit, so it would be possible to create a unit with immunity or resistance to critical damage (which is ultimate attack at the moment) similar to how we can add durability to poison, frostbite, blister and shatter attacks.
Please add a global settings with daily income of the cities, which will affect income on any scenario or campaign without the need to add a scenario variables. In this case a scenario variables should be used to override a daily income of the cities in a particular scenario. This global settings will be used as a part of the mod, which affects game economy.
Hello!
The idea and the project itself are astounding. It opens up new horizons in modding. However, as it seems to me, lua cannot unleash the full potential of that.
I am a software engineer, but my stack is spring + angular, so, unfortunately it is difficult to delve into the cpp project. Nevertheless, I would like to. I know there are usually a lot of prerequisits for deployment and compilation, such as environment, os, packages and dependent software. I think it would be great to have some basic starting tutorial including description of the aforementioned issues.
I have already tried to compile mss32, but could not manage it well.
Пожалуйста добавьте в проект информацию касательно процесса сборки решения. Какая нужна версия Visual Studio? Какой должен быть Стандарт языка C++, если это важно? Какими в свойствах проекта должны быть Версия пакета SDK для Windows и Набор инструментов платформы?
Уже несколько дней безрезультатно пытаюсь собрать проект чтобы внести свои правки. Зависимости вроде удалось собрать с горем пополам, а вот mss32 пока никак. Выдаёт кучу ошибок вида:
Ошибка C2027 использование неопределенного типа "std::_Get_first_parameter<_Ty>" xmemory0 266
Мои параметры:
Среда разработки - Visual Studio 2017
Стандарт языка - Стандарт ISO C++17 (/std:c++17)
Версия пакета SDK для Windows - Visual Studio 2017 (v141)
Набор инструментов платформы - 10.0.17763.0
Добрый день, Vladimir!
Будьте добры, добавьте возможность выводить в карточку юнита дополнительную информацию.
Было бы здорово выводить информацию согласно содержимому скрипту lua (в идеале выбирать к какому элементу интерфейса она относится).
Я бы очень хотел видеть такую инфу, как, например, регенерацию - очень знаете ли важная и полезная вещь и для PvE и PvP 😉
Hi
Is it possible to add new neutral terrains (but not as objects ) to the map editor to introduce more diversity for neutral units ;)?
(I am more concerned with instructions on how to accomplish this).
+How can you change the field of view for a single unit in the game files out of curiosity question ;)?
Please add an option, which will allow to change regeneration bonus of native terrain from 10% to another amount.
Добрый день.
Просьба добавить возможность применения своих типов урона, чтобы они суммировались в бафах/дебафах.
Напр. давно хочу сделать урон землёй от осколков у горгулий и шок воздухом у различных магов (напр. гномов), и чтобы эти dot'ы не конфликтовали с Frostbite и Blister, а складывались. Даже если это будет копией существующего эффекта (напр. тот же Blister), с указанием анимации и картинки (к примеру Petrify), то это существенно разнообразит игру.
Помимо суммирования урона это добавит по-настоящему крутое нанесение и сопротивление разнообразным типам урона (да, я сторонник стандартных источников атаки), таким как "Ненависть к отступникам" (У Паладинов, Защитников Веры и Святых Мстителей по отношению к Черным Паладинам и Воинам Ада через кастомный select target, хе-хе)
В перспективе хотелось бы иметь полностью пользовательские типы атаки :)
When I used mss32 v0.11 the Critical Hit text was shown in Attack section of unit encyclopedia, and it was nice. But now I'm switched to mss32 v0.14 and the Critical Hit text is shown in Damage and Power (Accuracy) sections [for example, Damage: 80 (Critical Hit 20)]. How can I move it back to Attack section? Is there any setting for this?
At the moment Rod-planting cost is the same for all races and specified in GVars.dbf in a ROD_COST column. Please add an ability to specify different costs for every race, so it can be possible to require some amount of mana to plant a rod (land transformation seems to be some magic-involved action, so it is logical to spend mana for it).
Please add an option which will allow to apply poison, frostbite, blister, lower initiative and lower damage effects on retreating units.
I'm really impressed by what is happening in this repository, and I will keep an eye on it, and eventually help with some things.
It stands for modding toolset, but currently it looks like a script loader, which is fine, but what is a "script"?
What are script's capabilities? Is the script name connected somehow to its content, or is it irrelevant?
I looked through scripts directory, and I see some functions, and the implementation is clear, but when and by what they are called?
Are scripts self-sufficient or the actual triggers etc are contained in some other directories in the project?
Some big-picture of all of that could actually ease contribution.
Please add possibility to add multiple wards when one artefact is equipped by hero. For example, Weapon, Death and Poison wards at the same time.
Now if I add two lines with different wards (TYPE = 12 or TYPE = 14) into GmodifL.dbf for one modificator, which is specified in MOD_EQUIP column of GItem.dbf, then only one ward from the last line is applied (while many bonuses for different stats works fine, for example, damage and initiative bonuses).
Добрый день. Добавляет ли ваша модификация возможность изменять количество веток развития для юнитов? Если нет, то насколько сложно это реализовать?
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