Staredit Network > Forums > Modding Assistance > Topic: Two firegraft plugin requests
Two firegraft plugin requests
Apr 17 2017, 8:04 am
By: Pr0nogo
Pages: < 1 2 3 4 >
 

May 14 2017, 3:15 am Pr0nogo Post #41



Works like a charm! I'll let you know if there are any other issues, but it all looks good so far.

To clarify, the energy regen upgrade is linked to burst lasers, correct?




May 14 2017, 2:26 pm Voyager7456 Post #42

Responsible for my own happiness? I can't even be responsible for my own breakfast

Yes.



all i am is a contrary canary
but i'm crazy for you
i watched you cradling a tissue box
sneezing and sniffling, you were still a fox


Modding Resources: The Necromodicon [WIP] | Mod Night
My Projects: SCFC | ARAI | Excision [WIP] | SCFC2 [BETA] | Robots vs. Humans | Leviathan Wakes [BETA]


May 14 2017, 3:12 pm Pr0nogo Post #43



Looks like everything's in order, except....

Weapon ID 117 receives an upgrade from upgrade ID 55 that boosts its damage by 25 each increment. The goal was to have the Consume ability heal for the total value, but it seems it's only reading the base value, even if the player's researched the upgrade. I've even put the weapon on a throwaway unit as a test and it is successfully upgraded, but Consume still heals for 25 every time.

Any way that can be fixed?




May 14 2017, 3:37 pm Voyager7456 Post #44

Responsible for my own happiness? I can't even be responsible for my own breakfast

Ah, didn't realize the damage could be upgraded. Try this. It should now heal (base damage + damage bonus * upgrade level) health.

Post has been edited 1 time(s), last time on May 15 2017, 12:15 pm by Voyager7456.



all i am is a contrary canary
but i'm crazy for you
i watched you cradling a tissue box
sneezing and sniffling, you were still a fox


Modding Resources: The Necromodicon [WIP] | Mod Night
My Projects: SCFC | ARAI | Excision [WIP] | SCFC2 [BETA] | Robots vs. Humans | Leviathan Wakes [BETA]


May 14 2017, 7:20 pm Pr0nogo Post #45



Yep, working as intended now. Thanks!




May 15 2017, 9:42 am Pr0nogo Post #46



Alright, absolutely final request - I'd like to increase the energy regen upgrade's effectiveness.

Currently it's:
No upgrade: Standard
1 upgrade: 1.5x
2 upgrades: 2x

I want it to be:
No upgrade: Standard
1 upgrade: 2x
2 upgrades: 3x

Once this is done, the mod will be complete. Thanks to everyone who's helped!




May 15 2017, 12:14 pm Voyager7456 Post #47

Responsible for my own happiness? I can't even be responsible for my own breakfast

Done.

Attachments:
GPTP.qdp
Hits: 1 Size: 1330kb



all i am is a contrary canary
but i'm crazy for you
i watched you cradling a tissue box
sneezing and sniffling, you were still a fox


Modding Resources: The Necromodicon [WIP] | Mod Night
My Projects: SCFC | ARAI | Excision [WIP] | SCFC2 [BETA] | Robots vs. Humans | Leviathan Wakes [BETA]


May 15 2017, 12:27 pm Pr0nogo Post #48



You're the best. Thanks again!




May 15 2017, 10:47 pm KYSXD Post #49



Quote from Voyager7456
Wow, that was super simple once I actually had the time to sit down and investigate. The comparison checking if the unit is at max energy is wrong (on the GPTP repository as well). Corrected version posted below.

I never actually noticed this before, the last couple projects I've been working on have overrode Consume for other things.

BTW, could you add that problem to the Github repository as a new Issue thread?




May 16 2017, 1:05 am Voyager7456 Post #50

Responsible for my own happiness? I can't even be responsible for my own breakfast

Done.

Attached is the plugin with logging disabled.

Attachments:
GPTP.qdp
Hits: 2 Size: 440.5kb



all i am is a contrary canary
but i'm crazy for you
i watched you cradling a tissue box
sneezing and sniffling, you were still a fox


Modding Resources: The Necromodicon [WIP] | Mod Night
My Projects: SCFC | ARAI | Excision [WIP] | SCFC2 [BETA] | Robots vs. Humans | Leviathan Wakes [BETA]


May 16 2017, 8:04 pm Pr0nogo Post #51



Thanks Voy!

The old windowed mode plugin overwrites all non-Firegraft changes when added to the exe. Is there a new one that only puts the game in windowed mode, and nothing else?




May 26 2017, 2:00 am Pr0nogo Post #52



The windowed mode plugin issue still isn't resolved. Anyone have any info on that?

I've run into a (comparatively minor) issue with maelstrom. I've enabled the tech to affect buildings. However, when used on bunkers, the units inside are unaffected and fire as normal. I could make up some excuse about how the bunkers protect the units inside from the effect (similar to plague and etc), except that if the bunkers are destroyed while disabled by maelstrom, the units inside vanish. Not sure why this happens. Is there any way to make bunkers immune to maelstrom? I imagine that's the easiest way to approach this issue.




May 26 2017, 10:25 am KYSXD Post #53



Quote from Pr0nogo
Thanks Voy!

The old windowed mode plugin overwrites all non-Firegraft changes when added to the exe. Is there a new one that only puts the game in windowed mode, and nothing else?

If the w-mode was the one that I have in my repo, maybe Voyager could add those lines to the project he's compiling for your other plugins.

The code is
Code
 void runWMode()
 {
   //KYSXD W-Mode start
   /// PLUGIN_NAME is defined in definitions.h
   int msgboxID = MessageBox(NULL, "Do you want to play in W-Mode?", PLUGIN_NAME , MB_YESNOCANCEL);
   switch (msgboxID) {
     case IDYES:
       HINSTANCE hDll;
       hDll =LoadLibrary("./WMODE.dll");
       hDll =LoadLibrary("./WMODE_FIX.dll");
       break;
     case IDCANCEL:
       exit(0);
   } //KYSXD W-Mode end
   return;
}

/// Add the WMode function in plugin initialization:
BOOL WINAPI Plugin::InitializePlugin(IMPQDraftServer *lpMPQDraftServer) {
 runWMode();

    //StarCraft.exe version check
char exePath[300];


Just remember you must have WMODE.dll and WMODE_FIX.dll in your .exe's folder

About the maelstorm problem: Maelstorm causes the unit to be unable to perform any order. UnloadBunker(well... the Unload order that runs when the bunker is killed) is an order so... maybe that's the problem (PS: Is "Die" an order not affected by maelstorm?).

One solution could be to edit the lines where you check for the Building flag (The ones you edited to make building vulnerable to maelstorm) and add " && unit->id != UnitID::TerranBunker" in order to make the bunker immune.




May 26 2017, 2:26 pm Voyager7456 Post #54

Responsible for my own happiness? I can't even be responsible for my own breakfast

I assume the Die order is not inhibited by Maelstrom. I'll have to test when I have time.



all i am is a contrary canary
but i'm crazy for you
i watched you cradling a tissue box
sneezing and sniffling, you were still a fox


Modding Resources: The Necromodicon [WIP] | Mod Night
My Projects: SCFC | ARAI | Excision [WIP] | SCFC2 [BETA] | Robots vs. Humans | Leviathan Wakes [BETA]


May 26 2017, 7:32 pm Pr0nogo Post #55



KYSXD - I didn't edit maelstrom in a plugin, I just ticked this option in firegraft:


Where can I get WMODE.dll and WMODE_FIX.dll?




May 26 2017, 10:12 pm KYSXD Post #56



Quote from Pr0nogo
KYSXD - I didn't edit maelstrom in a plugin, I just ticked this option in firegraft:


Where can I get WMODE.dll and WMODE_FIX.dll?

You can download it here

About maelstrom, maybe I could write something to patch those address. Let me check.

BTW, why aren't you using firegraft v0.94?




May 27 2017, 12:19 am Pr0nogo Post #57



The only w-mode downloads there are .bwl files. I don't see any .dlls.

There's a new version of firegraft? I had no idea. I'll try and find a link. edit: no luck, 0.93 is all I could find on Stormcoast Fortress and the DLDB. Google turned up nothing.

Thanks for all your help!

Post has been edited 1 time(s), last time on May 27 2017, 12:27 am by Pr0nogo.




May 27 2017, 8:54 pm KYSXD Post #58



Here are the dll's.

Attachments:
WMode.rar
Hits: 4 Size: 56.9kb




May 28 2017, 10:10 am Pr0nogo Post #59



Thanks, I appreciate it. If Voyager is able to compile the code you posted earlier, I'll test out the windowed mode stuff to make sure it works.

If you are able, could you write code that makes bunkers immune to maelstrom?




May 30 2017, 12:48 am Voyager7456 Post #60

Responsible for my own happiness? I can't even be responsible for my own breakfast

Despite saying "yes" when asked if I want to run in W-Mode, the game still launches fullscreen for me. I tested with a couple other mods that use it and got the same results. Is there something I'm missing about the plugin?

The rest of the plugin is completed.



all i am is a contrary canary
but i'm crazy for you
i watched you cradling a tissue box
sneezing and sniffling, you were still a fox


Modding Resources: The Necromodicon [WIP] | Mod Night
My Projects: SCFC | ARAI | Excision [WIP] | SCFC2 [BETA] | Robots vs. Humans | Leviathan Wakes [BETA]


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