Help with mods - questions

Every def and every transparent png file has itw own resolutions. And x,y coordinates are top-left townscreen coordinate of every image. Townscreen has 800x374 resolution, so min x=0, min y = 0, max x = 800, max y = 374. So if your def (or transparent png) has 800x374 resolution, it’s obvious that top-left pinnacle has x = 0, y = 0 coordinates (like in Asylum and Preserve mod). But look at the Grove mod. Defs are smaller, have smaller resolution so pnnacles must be set manually for proper viewing. I think this picture show you all about coordinates.

So it’s up to you which metod you choose. x=0, y = 0 method is easier for modder, but mod is heavier and tends to lag (like Silaneo’s NecroTown), second method is more time consuming, but final mod works better. If you work with defs and 8-bit graphic I suggest x=0, y=0 method. If you want work with transparent png, second method is reasonable.

Awesome guys~ Helps out a lot :slight_smile:

@misiokles:

Thanks for the info. While I use GIMP all the time I just never thought about getting coordinates with it. Certainly it is very easy . It was right there and I just never thought about it.

Do you have any idea how big would be the slowdown for x:0 y:0 method if town screen size was set to 1066x600 instead of standard 800x374?

@val-gaav

I have been using Paint.net and it actually gives the coordinates of where the mouse icon is pointing at the bottom of the program screen, so I imagine most art programs have similar options built in

Yes GIMP has this too, Misiokles posted screenshot of GIMP BTW.

I simply expected this to be very hard to do, and didn’t notice easy solution that was right there.

I only noticed Paint.net after you asked the question…lol…so don’t feel bad, I wasn’t picking on you

Hard to say, because we have only one (ufinished) town using full (800x374) png transparency files. Check Silaneo’s Necro Town:
heroescommunity.com/viewthread.p … 1358#focus

I edited most these png’s by cutting them to smaller “rectangles” files, and slowdown reduced dramatically! But you must test it by yourself.

What is difference betweend Dispel and dispelHelpfull spell? A what is difference between SPECIAL_PECULIAR_ENCHANT, SPECIAL_BLESS_DAMAGE, SPECIAL_SPELL_LEV and SPECIFIC_SPELL_DAMAGE ?

dispelHelpfull is Dragonfly’s ability, which dispells only positive spells.

SPECIAL_PECULIAR_ENCHANT is or peculiar enchantment spells as stated in Strategija:

And so on.

SPECIAL_BLESS_DAMAGE is Adela’s ability

But can work with other spells too.

SPECIAL_SPELL_LEV is Solmyr & pals bonus.

SPECIFIC_SPELL_DAMAGE is flat % damage bonus as Ciele and Luna.

So, all there four commands work with other spells, right?

Hey new problem… Our town has a structure built on the castle called Awakening. I had wanted it to have the ability to unlock a secondary upgrade to each of the seven monster tiers, but it seems there may be some coding issues with trying to do that with just the one structure as opposed to having to add to each dwelling structure. Any suggestions?

What does “unlock a secondary upgrade” mean? Where upgraded creatures to be hired if:

  • upgraded dwelling is built
  • upgraded dwelling is not built or even disabled

by "unlocking " I only meant the Awakening would make available the secondary upgrade. In essence the Awakening structure would add an additional upgrade to each creature. Sorry sometimes things sound simpler in my head than in type.

So it adds 7 more creatures or one more independent population of existing upgrdes?

7 more, one for each dwelling.

You may try add 7 more dwelling buildings (without structures - invisible) with “auto” build mode, each depends on basic dwelling and Awakening.

Sounds like an idea!!! Thanks!

Is there a way to write a spell that works only for NON_LIVING creatures?

Use absoluteLimit: {"NON_LIVING" : true}

Thanks AVS. Spell format is most difficult for me and I’m slowly learning it. So one more question: Arrow Towers are set as ‘special’ creatures, so it is posiible to write a bonus that would be ‘heal’ towers?
Something like:

"healTowers":
		{
			"type": "HP_REGENERATION",
			"val" : 50,
			"subtype" : 1,
			"duration": "N_TURNS",
			"limiters": [ {
			"type":"CREATURE_TYPE_LIMITER",
			"parameters": [ "arrowTower", false ]
					} ]
	}