maybe everyone had to try this one, i've been created it.
mod that can make u fun. demigod is look small.
wanna try???
download at http://www.mediafire.com/?lxobncnn4w4oynq
Hi Yellow,
First off +1 karma for taking the time to make a mod.
Now at the risk of sounding patronizing, i would like to let you know that your methods are very destructive (code wise).
-- i have made alot of similar mistakes in the past .
I have made a less destructive version of this here:
http://www.mediafire.com/?oopahxe130n8ms3
note that this can be improved by directly editing the CharacterBlueprint tables (you can do it all in one file), but i only had 10 minutes so i didnt have time to play around with it, so you still have a destructive hook, however, i dont think there are many other mods that edit these files atm so you should be ok.
Some other things: all you need is the mod folder, not dgdata.zip (you should never edit this because you cant unload/load the mod with the mod manager ingame).
You should only edit the part of the file that needs the change:
ie Drawscales. (i havent done this due to the short time of my edit on this mod)
You can do watever you like with that file. It copies all your changes (i figure you only changed the charactername_character.lua files?). Note i also noticed upon upload that all files and folders are Hidden and Read only - so make sure that you can see them if you want to make/see changes.
Exx
no, u can't just change the character draw scale.
minion and reinforcement also. i made a few changes on gamesplay, may be u should try to found the change.
cant explain too much.
exx
i need some help, why i get oculus heroes to the dgdata.zip
lightning ball ability is no function ( means lightning ball is no spawn but mana is costed )
whats the problem.
can u fix my upload data, can select oculus with no problem on spawning lightning ball ability.
yellow_ivan
works fine with mine (on the mod i reuploaded) (spawns every level of lightning ball correctly without problem of them spawning and costs correct amount of mana). (basically your problem of them not spawning correctly is due to the fact that the game cannot find the Hlightningball_character.lua file)
what i would say has happened is that you have changed a value in dgdata.zip (did you make a backup?), and is the main reason that it is not recommended that you change this file.
When creating mods, copy all the files that you are interested in editing into a your *NEW* mod folder and edit them in there (this makes sure that you do not change things while you are perusing files).
If you do not have a backup of this file i would suggest reinstalling demigod, then trying out the reuploaded mod.
let me know if your still having problems
Edit just realised that you posted before that:
"
cant explain too much."
if you can let me know what you changed (very specifically) i can help however since you uploaded the whole dgdata.zip, i would be comparing about 150 000 lines of code to find some very small changes (maybe 100 lines max) (a needle in a haystack).
This can likely all be done in two files: Blueprints.lua and globalInit.lua.
Hooking ModBlueprints in Blueprints.lua will let you make batch changes to all unit, projectile, and emitter blueprints to make them proportionally smaller.
Hooking globalInit.lua will let you iterate _G.Characters (the global table containing all character blueprints) after they've all been loaded, again making the same proportional changes to all of them.
First you have to know how to create a mod - find your mod directory, e.g. \Demigod\bindata\mods, and create an empty folder in there with the name of your mod, e.g. 'Mini'. Then you have to create a mod_info.lua file in that folder - by far the easiest way to do this is to copy one from someone else's mod, and change the name, version, and UID. Just change a few numbers in the UID if you don't know how to generate a new one.
Then create an empty directory inside your mod folder called 'hook', in lowercase. This is where you'll put changed files that get 'hooked' or joined with existing files in dgdata.zip. Once you have some files in here (which I'll get to in a second), you'll have to enable the mod in the Mod Manager in the game's main menu.
Here's what you'd put into a blank \hook\lua\system\Blueprints.lua (careful, that whole path and filename are case-sensitive!) to let you non-destructively change all unit/projectile/etc blueprints, in this example, to halve the footprint size, speed, and weapon range of all units:
This can be used to re-scale any variable in all unit blueprints - just make sure you check for the presence of the table you're modifying things in, like I did for Physics and Footprint, as not every single unit may have these. You can also modify projectile sizes and emitter curves like this, by iterating through all_bps.Projectile and all_bps.Emitter, all_bps.TrailEmitter, and all_bps.Beam respectively. Look at an emitter blueprint to see what values you'd have to change to make them smaller.
To do the same thing with draw scale in character blueprints, add a blank \hook\lua\globalInit.lua, and iterate character blueprints like so:
Make sure you click Quote on this post and copy the code out of the edit window, otherwise it will have a bunch of numbers in front of it and won't work correctly. Also make sure you're running a log - add this to your demigod commandline:
/log "c:\demigod_log.txt"
You can change the path if you'd like the log file to go somewhere else. If you have problems with any of this (or with any modding at all), refer to the warnings that pop up in the log. If you don't know how to fix them, then post the log to www.pastebin.com and link it here, and we can help you out.
I can't stress enough how much easier mass-editing like this is when you're doing a scale mod. I've helped people with scale mods in FA and SC2, and the guys that insist on hand-editing every single value take 10 times as long and do 20 times as much work as the ones who use iterative hooks like this (sometimes with a few conditional exceptions that make certain types of things a bit larger or smaller - very easy to add), plus their changes aren't compatible with other mods. That's a bad road to go down when this is so easy once you learn how it works.
Oh, and I just checked, and you can use the globalInit hook to also modify all Item, Powerup, Loot, Ability, and Buff blueprints - for example, halving all clickable ability ranges, auras, ability damage radii, knockback radii, and all weapon range boosts in buffs:
That took me five minutes. Had I edited each one of those things in every unit and item Ability / Buff blueprint by hand, it would have probably taken me five hours. Nevermind how much more easily solved any errors in this much code would be, vs trying to find errors in potentially 80+ files.
ty mithy, i knew there was a way to do this with tables but i didnt have time!
cheers
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