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Thread: Hero Abilities

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  1. #1
    irishron's Avatar Cura Palatii
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    Default Re: Hero Abilities

    Can't. Against the rules.

    Move the Crusedss in the mods folder to your desktop and unpack it, again.

  2. #2

    Default Re: Hero Abilities

    ok..i understand..anyway i found this other tutorial here that explains how to specifically unpack files..

    ps.. for other readers..here are some very helpful links in order to unpack

    1 http://www.twcenter.net/forums/showthread.php?t=405322

    2 http://www.twcenter.net/forums/showthread.php?t=355307
    (especially this one cause it has some attached files, not originally included ,yet necessary in roder to unpack with gold edition!!)
    Last edited by Noobio; April 29, 2011 at 02:43 PM.

  3. #3

    Default Re: Hero Abilities

    can someone explain why when adding more effects to the "heart of the lion" ability ("courage of the hero",in TA) through the descr_hero_abilities.xml (just that,no changes whatsoever to other files ,like expanded.txt or battle.sd ) i get a visual bug ,on the battle ui ?

    the right-upper frame of the battle ui "translocates" a bit lower , covering the disk with the various buttons ..this happens only when the general is selected (and while,obviously, the ability is on..)


  4. #4

    Default Re: Hero Abilities

    could someone please explain or even take a wild guess on why i get the following problems ?

    -UI bug..
    the right upper frame traslocates a bit lower when using an ability (even without changes to battle.sd.xml and battlepage_04.tga)
    mostly one in particular.."the heart of the lion"..no matter what i do,even when i only edit it in descr_hero_abilities.xml for trying out different abilities with all other "major" files clean and original (expanded.txt and its strings.bin /battle.sd and battlepage_04) i get the bug..

    -when trying to use my new custom-made battle.sd.xml and battlepage_04 i get a crash only when selecting a "hero"
    (even though all coordinates entries are in place..)

    -what other files interact with expanded.txt (and its strings.bin)...battle.sd.xml...battlepage_04...descr_hero_abilities.xml ???
    why is it than even when replacing everything with the clean-original files when loading a previous save i get the old tooltips (eventhough both expanded.txt and its strings.bin are replaced) ? do other files get involved too ?

    ps..
    i'm using the Third Age and i'm trying to insert 17 abilities ecah one of them with 3 tooltips and button sprites
    as in ....normal...selected...disabled

    do all relative entries in different files have to be in the same order ? as in ability 1 then 2 in descr_hero_abilities.xml so also abiltiy 1 and then 2 in expanded.txt and battle.sd.xml and so on?

    EDIT just found an "error" in the Third Age files..they had a "wrong" entry between descr_hero_ab and battle.sd regarding the "heart of the lion" in descr_hero_abilities.xml there's one sprite entry "HERO_ABILITY_...BUTTON_IMAGE_SELECTED" while in battle.sd.xml there are only "HERO_ABILITY...BUTTON_IMAGE" and "HERO_...BUTTON_IMAGE_DISABLED" so if someone tries to give it a duration (as it was originally instant ,since med2tw ) you'll get a bug because no entry in battle.sd.xml corrisponds to the "image-selected" entry in descr_hero_ablities...



    at least that explains the ui bug..
    Last edited by Noobio; June 10, 2011 at 03:03 PM.


  5. #5
    UndyingNephalim's Avatar Primicerius
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    Default Re: Hero Abilities

    Are lock_morale, rally_units, army_morale, army_fatigue, soldier_combat_effectiveness, and unit_infighting the only effects that can be used in hero abilities? I noticed the "Super Banana Bomb" joke ability uses "projectile" as an effect. A list of all possible effects that can be used for hero abilities would be quite nice and appreciated.

  6. #6

  7. #7
    Incredible Bulk's Avatar Vicarius
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    Default Re: Hero Abilities

    So where can I go to see how to add the hero abilities to a MTW2 mod called Thera for personal a use? Since this thread is for the vanilla game

  8. #8
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Hero Abilities

    Thera is based on the kingdoms extension. This tutorial will work for that as well.










  9. #9
    Incredible Bulk's Avatar Vicarius
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    Default Re: Hero Abilities

    Great thanks

  10. #10
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Hero Abilities

    One is glad to be of service










  11. #11

  12. #12
    Kenn_dm's Avatar Foederatus
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    Default Re: Hero Abilities

    Hey guys,

    I enjoy modding my game (retrofit) and I keep on finding new tutorials , like this one for instance to add hero abilities, that I find so interesting that I need to test it for in my game

    But now I have a little question about the sounds for the hero abilities. I added Richard the Lionheart and Philip of France, both with their respective hero ability. It seems everything is working well except the sound. I already deleted the EVENTS.dat and EVENTS.idx files once (had to do this to make something else work).

    So I wonder can I safely delete the SFX.dat and SFX.idx so they regenerate (unless this is not necessary)? And will the mod still use the sounds from the original game even if they are not in the sounds folder for retrofit (for example the sound when you select a building) + use the new ones added to the SFX folder (for example hero ability the heart of the lion) with the newly regenerated SFX files?

    Sorry if my question is not clear enough, I will try to explain it again if that's the case.

  13. #13
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Hero Abilities











  14. #14

    Default Re: Hero Abilities

    Hi!
    i have poblem!
    i have Medieval 2 TW .Pack Extractor v1.0 and want that throw document from data_0, data_1 .... and can't he have problem -exception from HRESULT : 0x8007000B-
    Whether some know in why is problem.

  15. #15
    Gigantus's Avatar I am not special - I am a limited edition.
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  16. #16

    Default Re: Hero Abilities

    Is there a way to get this to work for custom battle/ multiplayer?

  17. #17
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Hero Abilities

    The abilities can only be given via script - either descr_strat, campaign_script for the campaign game (single or hotseat) or descr_battle in historical battles.










  18. #18

    Default Re: Hero Abilities

    Quote Originally Posted by Gigantus View Post
    The abilities can only be given via script - either descr_strat, campaign_script for the campaign game (single or hotseat) or descr_battle in historical battles.
    Damn. Do you think it would be possible to add one of these abilities (for example the kill effectiveness boost) on a great cross instead of the holy effect?

  19. #19
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Hero Abilities

    The hero abilities are area effects (check that file for details), you can assign them to projectiles, but not as an ability.










  20. #20

    Default Re: Hero Abilities

    Quote Originally Posted by Gigantus View Post
    The hero abilities are area effects (check that file for details), you can assign them to projectiles, but not as an ability.
    Sweet. How would I move them to decr_area_effects? Or would they work from the decr_hero_abilities?

    In decr_hero_abilities, for example: <kill_chance_modifier> - where is this defined? Is it hardcoded or maybe in a different file somewhere?
    Last edited by AleksiMizaro; October 23, 2016 at 07:06 AM.

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