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Poll
Global announcements should be:
Everlasting, 1 for each project.
[Unknown Mod] Changes to the Artifacts, and new Artifacts Redbar110%[Unknown Mod] Changes to the Artifacts, and new Artifacts Redbar12
 0% [ 0 ]
Temporary, when there is something new to announce.
[Unknown Mod] Changes to the Artifacts, and new Artifacts Redbar11100%[Unknown Mod] Changes to the Artifacts, and new Artifacts Redbar12
 100% [ 6 ]
Holalala... No idea where the Ultimate artifact is.
[Unknown Mod] Changes to the Artifacts, and new Artifacts Redbar110%[Unknown Mod] Changes to the Artifacts, and new Artifacts Redbar12
 0% [ 0 ]
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 [Unknown Mod] Changes to the Artifacts, and new Artifacts

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Unknown_Hero
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PostSubject: [Unknown Mod] Changes to the Artifacts, and new Artifacts   [Unknown Mod] Changes to the Artifacts, and new Artifacts Icon_minitime2017-01-29, 08:29

Some changes I would like to make to the standard Artifacts, and new Artifacts.

*

Here is how I see the properties of artifacts available in a specific artifacts.xml file.

Effects: corresponds to the bonus given by the artifact.

Level: corresponds to the level of the artifact used in the map editor.

Cost: the cost in Gold to buy/sell the artifact.

Can be purchased: if set to "Yes", the artifact can be proposed for purchase at buildings in towns/castles (ex: Enchanted Market) and at locations on the adventure map (ex: the Barbarian Hero can buy artifacts at the Rogue Wagon (at base cost)).

Can be sold: if set to "Yes", the artifact can be sold at buildings in towns/castles (ex: Enchanted Market) and at locations on the adventure map (not yet).

Can be magically crafted: if set to "Yes", the artifact can be magically crafted at buildings in towns/castles (Enchanted Stonehenge (Sorceress' Castle), Cursed Skull Pile (Necromancer's Castle), Enchanted Foundry (Wizard's Castle), Enchanted Dungeon (Warlock's Castle)).

Cost of Magical Crafting in Resources: the cost in Resources and Gold to magically craft the artifact at buildings in towns/castles (Enchanted Stonehenge (Sorceress' Castle), Cursed Skull Pile (Necromancer's Castle), Enchanted Foundry (Wizard's Castle), Enchanted Dungeon (Warlock's Castle)).

Cost of Magical Crafting in Creatures: the cost in Creatures (Skeletons) to magically craft the artifact only at the Cursed Skull Pile (Necromancer's Castle).

Rarity value: value used for random artifact generation on the map.
If the value is set to "0", the artifact never appears randomly on the map.
The mapmaker of the map must specifically place the artifact on the map if he wants the artifact appears on the map.
The value "5" is the standard value used for an usual generation of artifacts on the map.
The values "1", "2", "3" and "4" make it possible to limit the random appearance of artifacts, so they are less likely to appear randomly on the map.

Effects at the start of the day: must be set to "Yes" when the artifact has a triggered effect at the beginning of the turn (ex: generation of resources and gold, movement points for the hero, magic points regeneration for the hero, generation of creatures in towns/castles at the beginning of week).
In the Extended Inventory, 14 slots will be dedicated to the artifacts with bonus that trigger at the beginning of the turn.
When an artifact of this type is placed in one of these slots, the bonus triggered at the beginning of the turn is taken into account automatically (and only this bonus if the artifact has other bonuses).
This is done to avoid the player to move the artifacts before the end of the turn from the Extended Inventory to the Standard Inventory and vice versa when the bonuses that trigger at the beginning of the turn are taken into account.

Per example, to move an artifact with +1 Attack from the Standard Inventory to the Extended Inventory and replace it with an artifact that generates gold just before ending its turn. And, at the beginning of the next turn, replace the artifact that generates gold in the Extended Inventory, and move the artifact with +1 Attack from the Extended Inventory to the Standard Inventory.

Enchanted artifacts with the Enchantment secondary skill with bonus that trigger at the beginning of the turn are also active when placed in these slots, and the added bonus from enchantment is also taken into account (and only the bonus triggered at the beginning of the turn if the artifact has other bonuses).

Cumulative effects: if set to "Yes", the bonuses of the artifact can be additioned when the hero possesses several times the same artifact.

Can be enchanted: if set to "Yes", the artifact can be enchanted when the hero has the Enchantment secondary skill (see below for the Enchantment secondary skill).

Type: is used for the Enchantment secondary skill to determine the type of artefact, can be "Combat", "Adventure", "Combat Spell Scroll", "Adventure Spell Scroll", and an artefact can be "Combat" type and "Adventure" type at the same time.

Effects of Enchantment: the bonuses applied when the artifact is enchanted with the Enchantment secondary skill.

Cursed: if set to "Yes", the artifact can be "removed" (removed from the hero's inventory (Standard Inventory and Extended Inventory) or "inverted" (the artifact is replaced by another artifact) at a cost at the Alchemist's Tower.

Remove Cost (Alchemist's Tower): the cost in Gold to remove the artifact from the hero's inventory at the Alchemist's Tower.

Inversion Cost (Alchemist's Tower): the cost in Gold to "inverse" the artifact (to remove the cursed artifact and replace it with another artifact) from the hero's inventory at the Alchemist's Tower.

Inverted Artifact (Alchemist's Tower): the name of the artifact that will replace the cursed artefact at the Alchemist's Tower.

*

Enchantment: (modified)

Allows to enchant artifacts in the hero's inventory.
The bonuses of enchanted artifacts are doubled, the maluses are removed.
The spell contained in an enchanted Spell Scroll can be cast at free cost once per combat for combat spells, and once per day for adventure spells.

(The text is updated in the info windows of the Artifacts.)

Basic: Allows to enchant 1 Combat artifact, 1 Adventure artifact, 1 Combat Spell Scroll (POL) and 1 Adventure Spell Scroll (POL).
Advanced: Allows to enchant 2 Combat artifacts, 2 Adventure artifacts, 2 Combat Spell Scrolls (POL) and 2 Adventure Spell Scrolls (POL).
Expert: Allows to enchant 3 Combat artifacts, 3 Adventure artifacts, 3 Combat Spell Scrolls (POL) and 3 Adventure Spell Scrolls (POL).

*

It would be really nice to be able to change the properties of an artifact in a global script file, so that the change can be applied to all the maps simultaneltly.
And also beeing able to change the properties of an artifact in a scenario script so that the change is applied only to this specific map.

The "priority" will work this way, first the artifacts.xml file is loaded, if there is change to an artifact in the global script file, the values are replaced, if there is change for the same artifact in a scenario script, these values are replaced.

*

Artifacts of The Succession Wars.

Attack and Defense:

Spell Power and Knowledge:

Morale and Luck:

I cut my initial post in several parts because my initial post was too long (80998 characters). Smile

To be continued...
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Unknown_Hero
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[Unknown Mod] Changes to the Artifacts, and new Artifacts Empty
PostSubject: Re: [Unknown Mod] Changes to the Artifacts, and new Artifacts   [Unknown Mod] Changes to the Artifacts, and new Artifacts Icon_minitime2017-01-29, 08:29

The following...

Resource:

Adventure:

Combat:

To be continued...
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Unknown_Hero
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[Unknown Mod] Changes to the Artifacts, and new Artifacts Empty
PostSubject: Re: [Unknown Mod] Changes to the Artifacts, and new Artifacts   [Unknown Mod] Changes to the Artifacts, and new Artifacts Icon_minitime2017-01-29, 08:29

The following...

Spell:

To be continued...
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Unknown_Hero
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[Unknown Mod] Changes to the Artifacts, and new Artifacts Empty
PostSubject: Re: [Unknown Mod] Changes to the Artifacts, and new Artifacts   [Unknown Mod] Changes to the Artifacts, and new Artifacts Icon_minitime2017-01-29, 08:30

The following...

Ultimate:

Cursed:

Correspondence of cursed artifacts "inverted" at the Alchemist's Tower for The Succession Wars.

Inverted Artifact (Alchemist's Tower):

To be continued...
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Unknown_Hero
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[Unknown Mod] Changes to the Artifacts, and new Artifacts Empty
PostSubject: Re: [Unknown Mod] Changes to the Artifacts, and new Artifacts   [Unknown Mod] Changes to the Artifacts, and new Artifacts Icon_minitime2017-01-29, 08:30

The following...

Artifacts of the expansion Price of Loyalty.

POL Artifacts:

Correspondence of cursed artifacts "inverted" at the Alchemist's Tower for the expansion Price of Loyalty.

Inverted Artifact (Alchemist's Tower):

Note: all of this could eventually change, especially the stated values. Smile

To be continued... ...another day... Smile


Last edited by Unknown_Hero on 2017-01-30, 05:44; edited 1 time in total
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robizeratul
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[Unknown Mod] Changes to the Artifacts, and new Artifacts Empty
PostSubject: Re: [Unknown Mod] Changes to the Artifacts, and new Artifacts   [Unknown Mod] Changes to the Artifacts, and new Artifacts Icon_minitime2017-01-30, 00:39

Can anything be downloaded? So many good ideas, hope to play it soon!

Good luck with making it!
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Orzie
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[Unknown Mod] Changes to the Artifacts, and new Artifacts Empty
PostSubject: Re: [Unknown Mod] Changes to the Artifacts, and new Artifacts   [Unknown Mod] Changes to the Artifacts, and new Artifacts Icon_minitime2017-01-30, 00:52

robizeratul wrote:
Can anything be downloaded? So many good ideas, hope to play it soon!

Good luck with making it!

That's ideas only Smile Yet, you are always free to express your opinion. I'd like to see more activity on the Ironfist board in future.

________________________
[Unknown Mod] Changes to the Artifacts, and new Artifacts L18zg1M
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Unknown_Hero
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PostSubject: Re: [Unknown Mod] Changes to the Artifacts, and new Artifacts   [Unknown Mod] Changes to the Artifacts, and new Artifacts Icon_minitime2017-01-30, 05:47

robizeratul wrote:
Can anything be downloaded? So many good ideas, hope to play it soon!

Nothing at this time, the structure for the artifacts to being able to do this is not yet implemented in the Project Ironfist modding tool.
And I also really want to play it soon!!! Smile

robizeratul wrote:
Good luck with making it!

Thank you, I always have my artifacts of Luck with me.
We'll see what the Ironfist Project team will allow to create!!! Very Happy
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Unknown_Hero
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[Unknown Mod] Changes to the Artifacts, and new Artifacts Empty
PostSubject: Re: [Unknown Mod] Changes to the Artifacts, and new Artifacts   [Unknown Mod] Changes to the Artifacts, and new Artifacts Icon_minitime2017-01-30, 05:54

The following...

Level set to 4: corresponds to the level of the Artifact Set from "standard H2" (only the Battle Garb), used in the map editor.

Level set to 5: corresponds to the level of the Artifact from "Ironfist mod" (similar to Level 1 in "standard H2"), used in the map editor.

Level set to 6: corresponds to the level of the Artifact from "Ironfist mod" (similar to Level 2 in "standard H2"), used in the map editor.

Level set to 7: corresponds to the level of the Artifact from "Ironfist mod" (similar to Level 3 in "standard H2"), used in the map editor.

Level set to 8: corresponds to the level of the Artifact Set from "Ironfist mod", used in the map editor.

Artifact Set: if set to Yes, the required artifacts are combined to generate the Artifact Set.

Required Artifacts: the names of the artifacts that will be combined to generate the Artifact Set (the required artifacts will be removed from the hero's inventory and replaced by the Artifact Set).

*

The graphics are for illustration only. Smile

*

Artifacts of "King's Bounty Tribute".

King's Bounty Tribute Artifacts:

Note: all of this could eventually change, especially the stated values. Smile

To be continued... ...another day... Smile
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Darmani
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[Unknown Mod] Changes to the Artifacts, and new Artifacts Empty
PostSubject: Re: [Unknown Mod] Changes to the Artifacts, and new Artifacts   [Unknown Mod] Changes to the Artifacts, and new Artifacts Icon_minitime2017-02-09, 18:18

Thank you for the ideas, Unknown Hero! I support the notion of artifacts having attributes that you can customize. The first version of scriptable artifacts will, of course, be simpler than this.
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Unknown_Hero
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PostSubject: Re: [Unknown Mod] Changes to the Artifacts, and new Artifacts   [Unknown Mod] Changes to the Artifacts, and new Artifacts Icon_minitime2017-02-10, 06:24

Darmani wrote:
Thank you for the ideas, Unknown Hero! I support the notion of artifacts having attributes that you can customize.

Some technical questions about this. Smile

From a programming point of view, to have a good working basis and to facilitate your task in the future, what would be the easiest and simplest way to organize the artifact attributes for them to work in combination with the Enchanted secondary skill?

*

Per example, for a cursed artifact to become "inverted" at the Alchemist's Tower, the initial artifact is simply replaced by another artifact with its own attributes, graphic and text.

Hideous Mask
Inverted Artifact (Alchemist's Tower): Mask of Diplomat

So, the Hideous Mask is replaced by the Mask of Diplomat.

*

With the Enchantment secondary skill, the artifact needs specific attributs to be applied when enchanted, and a specific graphic to inform the player that the artifact is currently in an "enchanted state" with "updated" attributs. The descriptive text of the artifact must also be updated when the artifact is in its "enchanted state".

Per example, for the Defender Helm of Protection to becomes "enchanted" (with the Enchantment secondary skill), the initial attribut of the artifact (+1 Defense) is replaced by another attribut of the same artifact (the one from Effects of Enchantement: +2 Defense), and the graphic of the artifact must be updated with another graphic. The descriptive text must also be updated.

Defender Helm of Protection
Effects: +1 Defense
Effects of Enchantment: +2 Defense

For the graphic, this can be done with a specific graphic (with transparency areas) applied by the Enchantment secondary skill code over the standard graphic of the artifact, or the standard graphic is replaced by another graphic applied by the Enchantment secondary skill code.

Another way to do this, would be to completely replace the initial artifact by another artifact (with its own graphic, attributes and text) when the initial artifact becomes enchanted (with the Enchantment secondary skill), in a similar way it's done when a cursed artifact becomes "inverted" at the Alchemist's Tower.

*

An example with the artifacts "Eye of Goros", "Other Eye of Goros" and "True Eye of Goros".
The "True Eye of Goros" is an Artifact Set that combines the "Eye of Goros" and the "Other Eye of Goros".
I have only shown the attributes related to Enchantment.

First way: when an artifact becomes enchanted (or is disenchanted), the attributes, graphic and text are replaced by others from the same artifact and the Enchantment secondary skill code.

First way:

Second way: when an artifact becomes enchanted (or is disenchanted), it is replaced by another artifact with its own attributes, graphic and text.

Second way:

**

The graphic for enchanted artifact can eventually be done with several bmp files to have an animated artifact (this would be nice). Smile

Something like this:

[Unknown Mod] Changes to the Artifacts, and new Artifacts FBR9ZWm

Your thought on this?

**

Are the colored backgrounds (red, green, blue, etc., and so without the artifact) of the big versions of the artifacts available somewhere?

Darmani wrote:
The first version of scriptable artifacts will, of course, be simpler than this.

You have to start with something. Very Happy
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Darmani
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PostSubject: Re: [Unknown Mod] Changes to the Artifacts, and new Artifacts   [Unknown Mod] Changes to the Artifacts, and new Artifacts Icon_minitime2017-02-13, 11:12

Quote :
From a programming point of view, to have a good working basis and to facilitate your task in the future, what would be the easiest and simplest way to organize the artifact attributes for them to work in combination with the Enchanted secondary skill?

That's a question to figure out as we begin designing the custom artifact system.
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