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igrik
Promising
Known Hero
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posted August 12, 2019 01:21 PM |
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Hero_of_Light said: igrik can you help me with my problem as well?
They gave you the disable code for the Inferno functional.
; grail inferno bonus
!!UN:C5015000/1/10; number of town (orig = 3)
Or I don’t understand what the problem is?
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Hero_of_Light
Responsible
Supreme Hero
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posted August 12, 2019 01:43 PM |
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I want to disable the week of the imp bonus part of the Inferno Grail and replace it with this bonus (makes Devils as strong as Archangels)
!!MA:A54/20; [ attack ]
!!MA:D54/20; [ defense ]
!!MA:M54/50; [min dmg]
!!MA:E54/50; [max dmg]
!!MA:P54/200; Health
!!MA:S54/12; Speed
!!MA:A55/30; [ attack ]
!!MA:D55/30; [ defense ]
!!MA:M55/50; [min dmg]
!!MA:E55/50; [max dmg]
!!MA:P55/250; Health
!!MA:S55/18; Speed
!!MA:A153/30; [ attack ]
!!MA:D153/30; [ defense ]
!!MA:M153/50; [min dmg]
!!MA:E153/50; [max dmg]
!!MA:P153/250; Health
!!MA:S153/18; Speed
I used the command you gave like this but nothing happened.
!?PI;
!!UN:C5015000/1/3; ***Inferno Grail
!?GM0;
!!UN:C5015000/1/3; ***Inferno Grail
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Not idly do the leaves of Lorien fall.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted August 12, 2019 01:52 PM |
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I confirm, the week of imps still present, so code doesn't work. But the stats changes you have to add manually. Once you get the first code working.
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igrik
Promising
Known Hero
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posted August 12, 2019 02:54 PM |
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Guys, why you need to explain everything in detail.
3 type of town. Change it to 10 and everything will work
; grail inferno bonus
!!UN:C5015000/1/10; number of town (orig = 3)
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Hero_of_Light
Responsible
Supreme Hero
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posted August 12, 2019 04:52 PM |
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Thanks it worked!
Now for the bonus part. This script right here is already part of my mod and it goes through all inferno towns to check for buildings.
***Inferno***
!?PI;
!!UN:U98/3/?i; //searching for all Infernos
!!FU&i=0:E;
!!DO25671/1/i/1:P;
!?FU25671; //searching for all castles
!!UN:U98/3/x16/1;
!!CA1:T?y-1 B3/25; //if upgraded Kennels is built
!!CA1&y-1=3/1:D2/2/194/6; //set our creatures' number accordingly
!?FU25672;
!!UN:U98/3/x16/1;
!!CA1:T?y-1 B3/25;
!!OW:C?y1;
!!CA1:O?y2;
!!FU&y1<>y2:E;
!!FU&y-1<>3|-1:E; //checks for town type and dwelling status
!!CA1&y-1=3/1:D2/2/194/d6; //set our creatures' number accordingly
So how can it be made to also check for the grail and if true then apply all this?
!!MA:A54/20; [ attack ]
!!MA:D54/20; [ defense ]
!!MA:M54/50; [min dmg]
!!MA:E54/50; [max dmg]
!!MA:P54/200; Health
!!MA:S54/12; Speed
!!MA:A55/30; [ attack ]
!!MA:D55/30; [ defense ]
!!MA:M55/50; [min dmg]
!!MA:E55/50; [max dmg]
!!MA:P55/250; Health
!!MA:S55/18; Speed
!!MA:A153/30; [ attack ]
!!MA:D153/30; [ defense ]
!!MA:M153/50; [min dmg]
!!MA:E153/50; [max dmg]
!!MA:P153/250; Health
!!MA:S153/18; Speed
____________
Not idly do the leaves of Lorien fall.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted August 12, 2019 05:36 PM |
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ZVSE
!?PI;
!!UN:U98/-1/?i; //searching for all towns
!!DO25671/1/i/1&i>0:P98;
!?FU25671; //searching for all castles
!!UN:Ux1/-1/-1/1;
!!CA1:T?y1;
!!FU&y1<>3:E;
!!CA1:B3/25; //if upgraded Kennels is built
!!CA1&1:D2/2/194/6; //set our creatures' number accordingly
!!CA1:B3/26;
!!if&1:;
!!FU5555:P12/54;
!!FU5555:P13/55;
!!FU5555:P150/153;
!!en:;
!?FU5555;
!!MA:Ax1/?y1 Dx1/?y2 Mx1/?y3 Ex1/?y4 Px1/?y5 Sx1/?y6;
!!MA:Ax2/y1 Dx2/y2 Mx2/y3 Ex2/y4 Px2/y5 Sx2/y6;
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Hero_of_Light
Responsible
Supreme Hero
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posted August 12, 2019 08:01 PM |
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It kinda works but it has some problems with it.
The first problem is that this line here
!!UN:Ux1/-1/-1/1;
Appears as an error and is dismissed in the eventuality of two or more grails built on different towns. This could not happen on random map obviously, but it could happen on a custom map so that's a problem.
Secondly, Hell Barons do not change. The reason might be that I have commands changing their stats on my mod and so the commands found on your script do not apply. Is there something I can do about that?
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Not idly do the leaves of Lorien fall.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted August 12, 2019 08:33 PM |
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Probably there are duplicate of your function through the whole script. Either do a search and fix it or just use the new part:
!!CA1&1:D2/2/194/6; //set our creatures' number accordingly
!!CA1:B3/26;
!!if&1:;
!!FU5555:P12/54;
!!FU5555:P13/55;
!!FU5555:P150/153;
!!en:;
!?FU5555;
!!MA:Ax1/?y1 Dx1/?y2 Mx1/?y3 Ex1/?y4 Px1/?y5 Sx1/?y6;
!!MA:Ax2/y1 Dx2/y2 Mx2/y3 Ex2/y4 Px2/y5 Sx2/y6;
after you check for kennels. And if another script changes hell barons stats, remove it or set my script to occur last.
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Hero_of_Light
Responsible
Supreme Hero
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posted August 12, 2019 08:48 PM |
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I don't get it, the script you give me here is exactly the same as the previous one.
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Not idly do the leaves of Lorien fall.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted August 12, 2019 08:53 PM |
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Yes, but keep the rest as it was before. My script changed your former command. So it should look like this now:
!?PI;
!!UN:U98/3/?i; //searching for all Infernos
!!FU&i=0:E;
!!DO25671/1/i/1:P;
!?FU25671; //searching for all castles
!!UN:U98/3/x16/1;
!!CA1:T?y-1 B3/25; //if upgraded Kennels is built
!!CA1&y-1=3/1:D2/2/194/6; //set our creatures' number accordingly
!!CA1&y-1=3:B3/26; this is added
!!if&1:;
!!FU5555:P12/54;
!!FU5555:P13/55;
!!FU5555:P150/153;
!!en:;
!?FU5555;
!!MA:Ax1/?y1 Dx1/?y2 Mx1/?y3 Ex1/?y4 Px1/?y5 Sx1/?y6;
!!MA:Ax2/y1 Dx2/y2 Mx2/y3 Ex2/y4 Px2/y5 Sx2/y6;
!?FU25672;
!!UN:U98/3/x16/1;
!!CA1:T?y-1 B3/25;
!!OW:C?y1;
!!CA1:O?y2;
!!FU&y1<>y2:E;
!!FU&y-1<>3|-1:E; //checks for town type and dwelling status
!!CA1&y-1=3/1:D2/2/194/d6; //set our creatures' number accordingly
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Hero_of_Light
Responsible
Supreme Hero
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posted August 12, 2019 09:22 PM |
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Thanks it works now
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Not idly do the leaves of Lorien fall.
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guzdzo
Tavern Dweller
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posted August 14, 2019 12:33 PM |
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Edited by guzdzo at 12:35, 14 Aug 2019.
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have a problem help me please :P
https://imgur.com/XxQSEu4
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted August 14, 2019 12:45 PM |
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Yeah, mods with .ini file require a script modification to work with Era 2.80 and up.
Ussain bolt, download and install it again, please.
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guzdzo
Tavern Dweller
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posted August 14, 2019 01:20 PM |
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mods
hmm ok bolt is fixed thanks , i have a new problem a few mods not running i no know what witch. in old computer all running. I install again heroes and install mods and no good have windows 10 > screen for my mods https://imgur.com/cE3V39F
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted August 14, 2019 01:39 PM |
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guzdzo
Tavern Dweller
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posted August 14, 2019 02:22 PM |
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i install it , i no see pillars no options AI in load map . find me mod, is not enabled, builder mod not enabled, better ai mod no enabled. hmm in era mods i have enabled...
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted August 14, 2019 02:28 PM |
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1) make sure you have the last Era version
2) if you reload an old save after installing additional mods, make sure you press F12 to reload scripts
3) Some scenarios (maps mod) prohibit other mods, but I see none in your screen so unless you activated one afterwards, it should not be a problem.
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guzdzo
Tavern Dweller
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posted August 14, 2019 02:47 PM |
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i install era 2.8.7 and no fixed it, what should i do now ??
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted August 14, 2019 03:47 PM |
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No idea, I have 2.86 and everything working. No time to install 2.87 and check everything again but I doubt it screwed it.
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guzdzo
Tavern Dweller
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posted August 14, 2019 04:04 PM |
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in last pc i have era 2.8.6 and all good. maybe sux windows ? mhm i dont know what i must make ;/
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