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igrik
Promising
Known Hero
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posted June 15, 2017 02:04 PM |
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szaman said: @RerryRThe spell works, BUT there is no "Summon sound" and the hero "cast animations don't work".
; cast animations hero_def
!!FU3760:P0; hero (0 - left, 1 - right)
!?FU3760;
!!UN:C6919200/4/?y10;
!!VRy11:Sx1 *4 +y10 +21476;
!!VRy12:Sx1 *4 +y10 +21484;
!!UN:Cy11/4/4;
!!VRy2:S0;
!!UN:Cy12/4/y2;
!!SN:E4800448/2/y10/1/0/0/100/1/1;
!!VRy2:+1;
!!SN&y2<10:G5;
!!UN:Cy11/4/1 Cy12/4/0;
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szaman
Known Hero
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posted June 17, 2017 01:44 AM |
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Edited by szaman at 01:45, 17 Jun 2017.
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igrik said: ; cast animations hero_def
!!FU37600; hero (0 - left, 1 - right)
!?FU3760;
!!UN:C6919200/4/?y10;
!!VRy11:Sx1 *4 +y10 +21476;
!!VRy12:Sx1 *4 +y10 +21484;
!!UN:Cy11/4/4;
!!VRy2:S0;
!!UN:Cy12/4/y2;
!!SN:E4800448/2/y10/1/0/0/100/1/1;
!!VRy2:+1;
!!SN&y2<10:G5;
!!UN:Cy11/4/1 Cy12/4/0;
WORKS PERFECTLY! Big Thanks...
I have only one small requst and my work with a new spellbook if finished.
Hard me to expalin this but i will try. Let's start.
Every time when a player cast spell "Death Ripple", all friendly units gets some amout of health.
example:
None skill gets 50 HP
Basic Skill = 100 HP
Advanced skill=150 HP
Expert skill=200 HP
Is that posible via ERM or i'm asking the impossible?
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RerryR
Promising
Supreme Hero
Researching Magic
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posted June 17, 2017 12:07 PM |
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szaman said:
Every time when a player cast spell "Death Ripple", all friendly units gets some amout of health.
example:
None skill gets 50 HP
Basic Skill = 100 HP
Advanced skill=150 HP
Expert skill=200 HP
Is that posible via ERM or i'm asking the impossible?
Its basically the same rountine like the sacrifice spell, which you asked.
If you mean that creatures get the HP on top of their current HP (without resurrection) its even simpler.
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szaman
Known Hero
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posted June 17, 2017 05:21 PM |
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Edited by szaman at 17:22, 17 Jun 2017.
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RerryR said: Its basically the same rountine like the sacrifice spell, which you asked.
If you mean that creatures get the HP on top of their current HP (without resurrection) its even simpler.
And that's the problem.... i manage to do a mass resurrection, when casting sacrifice.
!?BR&v997>=0;
!!SS40:F?y1;
!!VRy1:&-17; [remove single target flag]
!!VRy1:|64; [add mass spell flag]
!!SS40:Fy1;
!#SS40:F2097165; [mass when expert]
BUT every friendly creature has to have at least some damage/losses. If not, the game crashes:/
also trying to make script that will make undead vulnerable to hypnotize, no luck:/
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RerryR
Promising
Supreme Hero
Researching Magic
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posted June 17, 2017 06:55 PM |
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Edited by RerryR at 18:58, 17 Jun 2017.
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@szaman This script heals/resurrects all your creatures after Death Ripple was cast. I haven't tested it to much but it should work.
ZVSE
!?BA0;
!!SN:W^Death_Ripple^/0;
!?BG0&1000;
!!BG:A?y1;
!!FU&y1<>1:E;
!!BG:S?y2; [y2 now contains spell number]
!!FU&y2<>24:E;
!!SN:W^Death_Ripple^/1;
!?BG1&1000;
!!SN:W^Death_Ripple^/?y1;
!!FU&y1<>1:E;
!!HE-1:S14/?y81 S15/?y82 S16/?y83 S17/?y84 S25/?y85; [Checke ob der Held Sorcery und Magien hat]
!!BG:Q?y99; [Current attacking side]
!!DO56698/0/20/1&y99=0:Py84;
!!DO56698/21/41/1&y99=1:Py84;
!!SN:W^Death_Ripple^/0;
!!VRz1:S^ANIMDEAD^;
!!SN:P1;
!!BU:R;
!?FU56698;
!!BMx16:N?y1 H?y2 L?y3 B?y4;
!!FU&y4=0:E;
!!FU&y2=0:E;
!!FU&y1=y4/y3=0:E;
!!VRy10&x1=0:S50; [Set Heal for None]
!!VRy10&x2=0:S100; [Set Heal for Basic]
!!VRy10&x3=0:S150; [Set Heal for Advanced]
!!VRy10&x4=0:S200; [Set Heal for Expert]
!!VRy12:Sy10 %y2;
!!VRy15:Sy3;
!!VRy15:Sy15-y12;
!!VRy16:Sy15;
!!VRy11:Sy10:y2; [Number of possible Revives]
!!if&y12>=y3:;
!!VRy16:*-1;
!!VRy17:Sy2;
!!VRy17:-y16;
!!VRy16:Sy17;
!!VRy11:+1; [Add 1 creature for correct rest life]
!!en:;
!!VRy6:Sy1+y11; [Total Number after attack]
!!VRy6&y6>=y4:Sy4; [Cannot be more than before fight]
!!VRy16&y6>=y4:S0; [Cannot be more than before fight]
!!BMx16:Ny6 Ly16; [Set Number and apply rest life]
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szaman
Known Hero
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posted June 17, 2017 07:43 PM |
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@RerryR
A very appreciate your help with this script, my new spellbook is completed:-)
I need only one thing now.
Do you know, how to add death stare to behemoths? Sadly the !!EA does not work
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RerryR
Promising
Supreme Hero
Researching Magic
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posted June 17, 2017 07:57 PM |
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No i don't know. Its as Salamandre said, you will have to script script it with ERM ^^
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szaman
Known Hero
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posted June 17, 2017 08:45 PM |
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To bad... there are no examples out here... I don't know even where to start I can only hope that Salamander will have the will and motivations to help me with this
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted June 17, 2017 09:38 PM |
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There are examples, bers pack.erm -in Wog Revised mod- codes manually distant deathstare for gorgons. But such scripts are complex and require tons of testing + fine tuning so is not for me, sorry.
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szaman
Known Hero
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posted June 17, 2017 11:55 PM |
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Edited by szaman at 00:06, 18 Jun 2017.
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Salamandre said: But such scripts are complex and require tons of testing + fine tuning
Woo... the schematics looks like spaghetti xD Way to hard for me, change the IP monster from Mighty Gorgons to Behemoths and no luck
Too bad... will have live with it... Maybe some other brilliant ERM champion will have some ideas how to make it.
Or..
Made it other way around... write a ERM script that will bahave similiar to death stare..
Example:
Behemoths, attack a creature, dealls 1000 damage--->enable a skill/spell animations (in this case the death stare animations)
Of course the 1000 damage is sepreat from the base damage that behemots make.
One behemot=2% chance to skill to enable.
-----------------------------------------------
Maybe something easier then? (I hope it's Easy) Is it possible to make a message/picture box appar in battle?
Example:
Red player (player) attack purple player (AI). In position 50/50/1.
In fourth round of the battle, a picture occurs with only one option to choose OK/Check.
and thats all...The battle just continues with no changes.
Something like that...
!?LE83/81/0;
!!VRz792:S^..Datadialog62.gif^;
!!IF:B5/792/0;
!!IF5;
But in battle, not adventure map
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted June 18, 2017 07:30 AM |
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Is not about being brilliant, but having time to spend. Such scripts take several hours or even days, between coding and testing. Death Stare has specific internal laws, is not just about launching a spell after attacking. Must calculate both stacks numbers, hit points, immunities, artifacts, terrains etc then fine tuning the complex outcome, as depending on monster level, DS does not kill same ammount, takes a lot of time. Try russian forums, maybe someone there has the opportunity.
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szaman
Known Hero
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posted June 18, 2017 02:20 PM |
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Well... to bad;( Have to wait for igrik then... maybe he will come up with something...
In worst case i will just move my project to VCMI, but i prefer ERA2
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igrik
Promising
Known Hero
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posted June 18, 2017 03:49 PM |
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Edited by igrik at 15:52, 18 Jun 2017.
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!!UN:C7994481/1/2; death stare to behemoths id_96
!!UN:C7994482/1/2; death stare to behemoths id_97
!!UN:C7994541/1/2; death stare to behemoths id_156
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szaman
Known Hero
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posted June 19, 2017 06:21 PM |
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Is there a script that makes spell sacrifice work on the undead?
Making them "alive" in the !!EA doesn't work.
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orc
Famous Hero
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posted June 19, 2017 09:14 PM |
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Edited by orc at 21:15, 19 Jun 2017.
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Hello,
I would like to edit Script 39 to make Ballista specialists also have same bonus as other creature specialists
I found this line in the code
!!FU804&w28>=1000/w28<2000:Px1/x2; //check that hero is monster spec
and I also found that Ballista specialist is 2008
what should I do to make ballista gain attack, defense, and HP just like other creatures if the hero has ballista specialty? to make it gain just like other creatures gain (they gain attack equal to the hero attack and defense same and HP 12% + 3% every level I think)
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szaman
Known Hero
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posted June 20, 2017 02:32 AM |
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My new magic is finish
Presenting you the Dark Magic, despite her nature(and tons of ERM) it will be only "campaign use" not in single scenario.
Big Thanks to RerryR for helping me with the "souldrinker" spell
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RoseKavalier
Admirable
Supreme Hero
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posted June 20, 2017 05:36 AM |
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szaman said: Is there a script that makes spell sacrifice work on the undead?
Making them "alive" in the !!EA doesn't work.
In SoD 3.2 for the sacrifice target there are 2 flags to change for undead:
*should be alive [see 0x005A883B]
*should not be undead [see 0x005A888A]
Did not look at resurrection target, it's probably similar.
____________
My Let's Plays: Metataxer's Revenge - The Empire of The World 2
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orc
Famous Hero
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posted June 20, 2017 06:24 AM |
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orc said: Hello,
I would like to edit Script 39 to make Ballista specialists also have same bonus as other creature specialists
I found this line in the code
!!FU804&w28>=1000/w28<2000:Px1/x2; //check that hero is monster spec
and I also found that Ballista specialist is 2008
what should I do to make ballista gain attack, defense, and HP just like other creatures if the hero has ballista specialty? to make it gain just like other creatures gain (they gain attack equal to the hero attack and defense same and HP 12% + 3% every level I think)
I have another question too: how do I do conditional statements? and how do I connect them with ADN/OR connections?
I have the statement below
!!FU803&w28>=1000/w28<2000:Px4/0; //monster specialists boost
it is something like if w28>=1000 AND w28<2000
I would like to add an OR in addition to that
(w28>=1000 AND w28<2000) or (w28 = 2008) because 2008 is ballista specialty. is this possible? how to do it?
thanks
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szaman
Known Hero
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posted June 20, 2017 01:25 PM |
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RoseKavalier said: *should be alive [see 0x005A883B]
*should not be undead [see 0x005A888A]
THANKS RoseKavalier added flag "should not be undead" and it works! but i have a minor problem.
!#MA:X59/?i;
!#VRi:X262144; [Zombie IS NOT undead]
!#MA:X59/i;
!#MA:X59/?i;
!#VRi:X16; Zombie is alive
!#MA:X59/i;
As you can see it's only for the zombie, but i want to affect all of the undead, do i have to all manualy write every script for each creature or there is a easy way to do it?
Ow...
And do it also Vice Versa, alive behave like undead.
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RoseKavalier
Admirable
Supreme Hero
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posted June 20, 2017 03:06 PM |
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szaman said:
As you can see it's only for the zombie, but i want to affect all of the undead, do i have to all manualy write every script for each creature or there is a easy way to do it?
I'm terrible with ERM but I guess this works.
szaman said:
And do it also Vice Versa, alive behave like undead.
I figured how to do it with code modifications, but it affects every spell since they all go through the same function. Resurrection no longer works on alive but can be used on undead as a result. Could be a few other side-effects, I didn't test extensively.
I took the addresses from SoD but they seemed to match in ERA at first glance.
0x0044A2A2 - JNZ
!!UN:C4498083/1/133
0x005A40CD - JNZ
!!UN:C5914829/1/117
0x005A883B - JZ
!!UN:C5933115/1/116
0x005A888A - JZ
!!UN:C5933194/1/116
EDIT: I can try to find something better so that Resurrection still works on 'Alive' if you need it. Trouble is that the 'Resurrection' check is only done for 'Alive', not 'Undead'. So if it were made to work for undead and alive, it would also work for Golems, Elementals.
____________
My Let's Plays: Metataxer's Revenge - The Empire of The World 2
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