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Secondary Skills Modding
Author Message
Macron1 

Joined: 02 Apr 2013
Posts: 578
Posted: 2016-12-03, 10:56   Secondary Skills Modding

I propose to discuss new secondary skills that could be made using current bonus system http://wiki.vcmi.eu/index...es#SPELL_DAMAGE (not some imaginable things possible in future.

Darkness

Code:
{
"type":"DARKNESS",
"val": n
}


Creates a vail of darkness around hero, hiding his movements from enemy.
Basic: radius of darkness is 2
Advanced: 3
Expert: 4 (think can cover all town visited by hero.

Elementalist

Code:

{
"type":"SPECIFIC_SPELL_DAMAGE",
"val":n,
"subtype":"spell.earthElemental"  / "spell.airElemental" / "spell.fireElemental" / "spell.waterElemental"
}


Increases power of elemental summoning spells (maybe also grants these summoning spells to spell book)
Basic: by 15%
Advanced: by 30%
Expert: by 50%

Hardiness

Code:

{
"type":"STACK_HEALTH",
"val": n,
"valueType":"PERCENT_TO_BASE"
}


Increases HP of troops due to hard and harassing training:
Basic: by 10%

Holiness

Code:

{
"type":"OPENING_BATTLE_SPELL",
"val": n,
"subtype":"spell.prayer"
}


Casting mass Prayer at start of the battle
Basic: 1st level prayer
Advanced: 2nd level prayer
Expert: 3rd level prayer

Supply

Code:

{
"type":"SHOTS",
"val": n,
"valueType":"PERCENT_TO_BASE"
}


Increases number of shots of shooting troops
Basic: 20%
Advanced: 30%
Expert: 50%

Slayer

Code:

{
"type":"SLAYER",
"val": n}


All troops become experienced in killing monsters.
Basic: basic slayer (more damage to KING1)
Advanced: advanced slayer (more damage to KING2)
Expert: expert slayer (more damage to KING3)

Defender

Code:

{
"type":"DEFENSIVE_STANCE",
"val": n
}


When troops gain defensive stance instead of moving, they get bonus to defence.
Basic: 15%
Advanced: 25%
Expert: 35%

Fencing

Code:

{
"type":"ADDITIONAL_RETALIATION",
"val": n
}


Troops are trained to fence and receive additional retaliations to enemy attacks.
Basic: 1 retaliation
Advanced: 2 retaliations
Expert: 3 retaliations

Minery

Code:

{
"type":"GENERATE_RESOURCE",
"subtype":"resource.ore",
"val": n
}


Your hero produces amount of ore each day
Basic: 1 ore
Advanced: 2 ore
Expert: 3 ore

So on with other resources: wood (Cuttery), gems (Diving), crystals (Speleology), sulfur (Hell Gating?),
mercury (Alchemy), for gold we already have Estates.

Breeding

Code:

{
"type":"CREATURE_GROWTH",
"val":n,
"valueType":"PERCENT_TO_ALL"
"propagator":"VISITED_TOWN_AND_VISITOR"
}


When hero sits in town, creature growth in town is increased:
Basic: by 10%,
Advanced: by 20%,
Expert: by 30%

Wizard Slayer

Code:

{
"type":"LEVEL_SPELL_IMMUNITY",
"val":n
}


All troops gain immunity to spells of some level
Basic: 1st level spells immunity
Advanced: 2nd level spells immunity
Advanced: 3rd level spells immunity
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Last edited by Macron1 on 2016-12-04, 08:40; edited 1 time in total  
 
     
lonelywolf

Joined: 22 Jul 2010
Posts: 44
Posted: 2016-12-03, 18:13   

Some ideas was good but the percent on some skills was maybe too high.
ex breeding on expert 50% wow that is very much, maybe more like 8 or 10% on expert would be more naturell and better or els you could easily overpower your enemy.
 
     
hkoehler

Joined: 11 Jul 2017
Posts: 14
Posted: 2017-07-18, 06:30   

Is there currently a way to mod secondary skills (possibly new but at least existing ones)? If not it would be a very useful thing to have - currently secondary skills are grossly imbalanced (IMO), so I'd welcome the ability to rectify that (without touching the source code).
 
     
Warmonger 
VCMI programmer


Age: 28
Joined: 07 Jun 2008
Posts: 1545
Location: Warsaw, Poland
Posted: 2017-07-18, 11:22   

Well they are not. Every secondary skills is different so eahc of them is individually hardcoded.We would need full-blown scriptng to do anything about that.
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hkoehler

Joined: 11 Jul 2017
Posts: 14
Posted: 2017-07-20, 22:49   

I don't think full-blown scripting would be needed, depending on how much flexibility you need. For a less ambitious customization system you could

  • Reference existing skill bonuses via some constants, e.g. TACTICS_RANGE, ARMOR_PERCENT, etc.
  • Have a JSON file that re-configures the bonuses granted by skills (including other existing bonuses not necessarily related to secondary skills).


E.g. a boost to tactics & armory skills may then look like this:
Code:

{
    "tactics" : {
        "basic" : [
            { "type" : "TACTICS_RANGE", "val" : 6 }
        ],
        "advanced" : [
            { "type" : "TACTICS_RANGE", "val" : 6 },
            { "type" : "STACKS_SPEED", "val" : 1, "valueType" : "BASE_NUMBER" }
        ],
        "expert" : [
            { "type" : "TACTICS_RANGE", "val" : 6 },
            { "type" : "STACKS_SPEED", "val" : 2, "valueType" : "BASE_NUMBER" }
        ]
    },
    "armorer" : {
        "basic" : [
            { "type" : "ARMOR_PERCENT", "val" : 5 }
        ],
        "advanced" : [
            { "type" : "ARMOR_PERCENT", "val" : 10 }
        ],
        "expert" : [
            { "type" : "ARMOR_PERCENT", "val" : 20 }
        ]
    }
}

While this wouldn't enable the creation of arbitrary new secondary skill effects, but you could still do a fair few things with it.
  
 
     
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