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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Guide to create unique abilities for your creatures.
Thread: Guide to create unique abilities for your creatures. This thread is 15 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 · «PREV
VMaiko
VMaiko


Known Hero
posted May 04, 2020 02:03 AM
Edited by VMaiko at 02:03, 04 May 2020.

Hero_of_Light said:
Nope doesn't work for me. It is cast on a melee attack and not on a ranged attack. Does it have to be non damage spell maybe? I want to give creature 185 (Tower commander creature found in maps) Frost Ring after shooting. How can I do that?


There is a probability that works, have you tried putting everything at 100% chance? is with flag ability is "a".

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted May 04, 2020 02:07 AM
Edited by Hero_of_Light at 02:11, 04 May 2020.

Yes, I now how it works. I made it 100%, it works on melee attacks every time, not in ranged attacks.

And also, I used the Mana Reduction (like Mage and Archmage) and it didn't work as well. There are some things that can't be done with this.

For instance attack and return does not work when you attack a creature from behind. There must be other problems with stack experience as well but still it is a useful and easy way to add some abilities. I don't mind if I don't add the Frost Ring attack, it's fine.
____________
Not idly do the leaves of Lorien fall.

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VMaiko
VMaiko


Known Hero
posted May 04, 2020 02:43 AM

Hero_of_Light said:
Yes, I now how it works. I made it 100%, it works on melee attacks every time, not in ranged attacks.

And also, I used the Mana Reduction (like Mage and Archmage) and it didn't work as well. There are some things that can't be done with this.

For instance attack and return does not work when you attack a creature from behind. There must be other problems with stack experience as well but still it is a useful and easy way to add some abilities. I don't mind if I don't add the Frost Ring attack, it's fine.


You are completely right about that there are many bugs in stack experience, it is limited because the game is not made to give any kind of ability to creatures, in short, any questions you can contact us on Discord, there I can also help you better with Extended Dwellings that in the forum.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 04, 2020 04:48 AM
Edited by Salamandre at 04:53, 04 May 2020.

ok, here are some codes I used in Atlantis, and they all worked with shooters. But also that was Era 2.46 or less, so don't give me a heart attack and say they don't work now

!!EA152:B8/1/112/26/100/100/100/100/100/100/100/100/100/100/100; Armageddon before attack
!!EA152:B6/1/74/23/100/100/100/100/100/100/100/100/100/100/100; cast meteor shower BEFORE attack
!!EA152:B7/1/75/18/100/100/100/100/100/100/100/100/100/100/100; implosion before attack
!!EA60:B6/1/112/47/100/100/100/100/100/100/100/100/100/100/100; cast disrupting ray BEFORE attack
!!EA60:B8/1/97/61/100/100/100/100/100/100/100/100/100/100/100; forgetfulness after attack
!!EA60:B9/1/74/52/100/100/100/100/100/100/100/100/100/100/100;   misfortune before attack
!!EA196:B6/1/112/19/100/100/100/100/100/100/100/100/100/100/100;  Chain after attack
!!EA196:B7/1/74/16/100/100/100/100/100/100/100/100/100/100/100; cast iceray single unit
!!EA196:B8/1/107/54/100/100/100/100/100/100/100/100/100/100/100; cast mass slow before
!!EA196:B10/1/97/62/30/30/30/30/30/30/30/30/30/30/30;  Blind after attack
!!EA99:B6/1/112/15/100/100/100/100/100/100/100/100/100/100/100; cast magic arrow single unit
!!EA99:B7/1/99/54/100/100/100/100/100/100/100/100/100/100/100; cast slow single unit
!EA152:B6/1/112/57/100/100/5/10/15/20/30/35/40/45/50; cast Titan L bolt BEFORE attack

Try it first with a regular spell and see if working, because frost ring is kinda special, you have to focus in the nearby hexes not on target when launching spell so probably when shooting will not work, no idea. But the codes are valid.

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted May 04, 2020 11:37 AM

When you set the spell BEFORE the attack, it works on both shooting and melee. It doesn't work AFTER the attack on ranged (I tried it with every format possible). It still works on melee though.

How can I give Enchanters Mana reduction as the Arch Magi? Maybe I didn't use the command well but it didn't work. Or is it flawed anyway?
____________
Not idly do the leaves of Lorien fall.

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fanofheroes
fanofheroes


Famous Hero
posted May 12, 2020 01:15 AM

Hi,

I'm using the Typhon and advanced classes mod.  I've made some new units and I'm trying to give them special abilities in the experience stack.  I tried testing it with a simple code from a message earlier in this thread, but its not working.

ZVSE

!?PI;

!!EA257:B6/0/////////////;
!!EA257:B6/1/101/61/5/5/5/5/5/5/5/5/5/5/5; death blow


I also noticed, that "Speed" isn't included in the basic level skill sets for my new unit. I'm thinking the problem is related, but I can't figure out what the problem is.

[img][/img]



[img][/img]

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted May 12, 2020 01:46 PM

Not sure about Death Blow, I think it is bugged with EA, plesae try other abilities.

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fanofheroes
fanofheroes


Famous Hero
posted May 12, 2020 03:19 PM

RerryR said:
Not sure about Death Blow, I think it is bugged with EA, plesae try other abilities.


So last week backed up my files and downloaded my versions again to start clean, but the old version of 3rd upgrade typhon I had was different than this one.  There were 2 units removed. So instead of re-entering all my units in again, I thought I could just copy the .dll files or something cause I didn't want to re-enter 500 units. Apparently that's what was causing the problem, cause as I go through them now, it's working as it should.

I wonder if there's a way to copy and paste them as a batch, because each time an undate occurs, it's quite tedious to enter any new units again. Ah well, quarantine has given me more free time at home I guess hahaha

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VMaiko
VMaiko


Known Hero
posted May 12, 2020 03:41 PM
Edited by VMaiko at 15:46, 12 May 2020.

in Crexpbon.txt you always have to add the speed in the stack experience, in the list all the creatures have their own speed boost included. What creature number is that? The line to add speed is straightforward.




For death blow is this, you can apply the attack probability numerically



In "(#)" you write id number of your creature, if you don't know what it's, look at what number it is in typhon and you put that number so that ability applies to that creature.


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fanofheroes
fanofheroes


Famous Hero
posted May 12, 2020 04:58 PM

VMaiko said:
in Crexpbon.txt you always have to add the speed in the stack experience, in the list all the creatures have their own speed boost included. What creature number is that? The line to add speed is straightforward.




For death blow is this, you can apply the attack probability numerically



In "(#)" you write id number of your creature, if you don't know what it's, look at what number it is in typhon and you put that number so that ability applies to that creature.




Great thank you!  It works!

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rampartlord
rampartlord


Hired Hero
posted January 23, 2021 03:50 PM

Hi all,
I came back to making toy maps after a long time so could be considered a total newbie here.
Allow me to ask some questions:
- Where is the actual location of the creatures list / hero list that was mentioned in the first post ? I'm just being a total noob here, sorry , can't seem to find it.
- If creatures are from a new mod (e.g. third upgrades mod), how do we find the creature code (the example used by Valery is 152, for example. In the case of new mod, how can we find the number for Guardian of Zeus - level 9 creature, upgraded from Lord of Thunder?)
Thanks in advance for your help.

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bloodsucker
bloodsucker


Legendary Hero
posted November 16, 2021 10:38 AM

What is the mask for  "P Number of Spells (Castings) 80" in "Stack Experience Ability Table" and where is this information? (besides here, this is the first time I have to ask this question...)
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BettySwollockz
BettySwollockz

Tavern Dweller
posted July 05, 2023 05:51 PM

creature modifier

Salamandre said:


[url=http://heroes.obninsk.ru/download/erm_s.zip]ERM scripter[/url]

To include the script open map, tools/map specifications/timed events and create an event day 600. Give it any name and then paste your code into it.

Master of Puppets offers a very user-friendly creature editor - is there one available for WOG/ERA ?
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BettySwollockz
BettySwollockz

Tavern Dweller
posted July 07, 2023 11:50 AM
Edited by BettySwollockz at 11:56, 07 Jul 2023.

creature modifier

I found a better, easier way to modify creature properties I'd like to share (probably well known by more senior members, but I had a hard time figuring this out)...

How to change creature attributes (traits) in HOMM3 ERA WOG

Creature stats and bonuses for ERA are stored in text files in "H3bitmap.lod" archive
H3bitmap.lod is located in directory C:GamesHomm 3 ERAData

Creature stats and bonus overrides for WOG are stored in text files in "hmm35wog.pac" archive
hmm35wog.pac is located in directory C:GamesHomm 3 ERAModsWoGData

Since we are changing WOG we modify hmm35wog.pac overrides (no need to modify H3bitmap.lod)

Before going any further you should make a backup copy of the original hmm35wog.pac archive

The tools we can use are MMArchive and TxtEdit provided in the installation

(I created new shortcuts on my desktop because the links from the game console didn't work)

MMArchive  -  archive manager
- located in C:GamesHomm 3 ERAToolsMMArchiveMMArchive.exe
- used to access files stored in .pac or .lod files


TxtEdit  -  text editor

- located in C:GamesHomm 3 ERAToolsTextEdit.exe
- used to edit individual .txt files stored in .pac or .lod files


What we need to do, step-by-step:

Using MMArchive:
1. “Open” hmm35wog.pac  (C:GamesHomm 3 ERAModsWoGData)
2. “Extract” the required .txt files we want to edit from the archive (see below)

Using TxtEdit:
3. “Open” extracted .txt file
4. Edit extracted .txt file as desired
5. “Save” .txt file with same name

Using MMArchive:
6. “Add” edited .txt files to hmm35wog.pac - replacing the originals

Which .txt files?

Basic creature traits:
crtraits.txt
crtrait0.txt
zcrtrait.txt
  ...are all identical in content, multiple files needed for different WOG versions


crexpbon.txt
  ...this contains special bonus creature attributes: immunities, spells, etc.

We are not limited to editing creature traits – we can also edit other .txt files (e.g. sptraits.exe to modify spell traits, etc.) too make additional customizations to the game in the same way


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BettySwollocks
BettySwollocks

Tavern Dweller
posted June 04, 2024 07:02 PM

Customized heroes for HOMM3

This is great - can you point me to the ERM manual?? also did you do something similar for customizing specific heroes?






Salamandre said:
Unique abilities are the most addictive thing in WOG. Modifying them will change the game into a dynamic experience thus adds unlimited (almost) replayability of a scenario.

 Thanks to BAD ro which showed me how to repair the awfully sorceresses mass spell bug, I figured out how we can change the 8 lines abilities of any creature in WOG.

 It is obvious that this thread is addressed to people without advanced scripting skills, as what I will describe is quite basic knowledge for any experienced scripter.

 First, you do not need to be a "Fnord" to do that. It is quite easy and I will explain everything step by step.

WOG_edn asked me to make his enchanters cast death ripple on battle.

I will give them immunity to "first level hostile spells" and "death ripple".

Let's go:


First you need this format list: (Stack Experience Spell Immunities ($4 for EA:B command when $3=119



1  Level 1 Hostile Spells 49
2 Level 1-2 Hostile Spells 50
3 Level 1-3 Hostile Spells 51
4 Level 1-4 Hostile Spells 52
5 All Hostile Spells 53
6 All Level 1 Spells 54
7 All Level 1-2 Spells 55
8 All Level 1-3 Spells 56
9 All Level 1-4 Spells 57
: All Spells 58
B Blind 66
C Cold spells 67
D Direct Damage spells 68
H Hypnotize 72
I Implosion 73
K Berserk 75
L Lightning Spells 76
M Meteor Shower 77
N Dispel Beneficial Spells 78
O Fire Damage spells 79
P Any Dispel 80
R Armageddon 82
S Slow 83
A Hostile Air Spells 65
E Hostile Earth Spells 69
F Hostile Fire Spells 70
W Hostile Water Spells 87
a All Air Spells 97
e All Earth Spells 101
f All Fire Spells 102
m Hostile Mind Spells 109
p Hostile Dispel 112
w All Water Spells 119


Now that you saved it on your desktop we will start:


1) First you have to "tell" to the game he must follow your instructions when the scenario loads.

This is done by the command !?PI;


2) Now we have to delete all those abilities the creatures start with, and give the ones we desire. For that we will just "clean" the abilities panel;

there are eight of them:

!!EA$:B5/0/////////////;
!!EA$:B6/0/////////////;
!!EA$:B7/0/////////////;
!!EA$:B8/0/////////////;
!!EA$:B9/0/////////////;
!!EA$:B10/0/////////////;
!!EA$:B11/0/////////////;
!!EA$:B12/0/////////////;



We use here the enchanters code, which is 136. So $=136

3) So far, the script is :

!?PI;
!!EA136:B5/0/////////////;
!!EA136:B6/0/////////////;
!!EA136:B7/0/////////////;
!!EA136:B8/0/////////////;
!!EA136:B9/0/////////////;
!!EA136:B10/0/////////////;
!!EA136:B11/0/////////////;
!!EA136:B12/0/////////////;

That means your enchanters will have on the first day absolutely nothing in the abilities chart.



Now we will configure them.

Let's see the first slot (line):

!!EA136:B5/0/////////////;

We will have to fill every space between the slashes to get the ability properly displayed.

Do we remember the format list? Here is the code for "immunity to first level hostile spells"=49

!!EA136   You need this every time to tell that the creature numbered 136 (enchanter) will be modified. Followed by :B5 which indicated the first slot.

!!EA136:B5/1  means we set the new ability.(1) . Zero is to remove it, not used here.

The following numbers are about the ability itself and its percentages
being casted at different experience levels. We need to use 119 before
setting any ability from this list.

!!EA136:B5/1/119/49--> immunity level one hostile spells.

Now we need the fix the % of this. As this is not a spell but an immunity it will not have an % but instead will be conditioned by your enchanters experience level.



So they will have immunity starting with Proven level (27600 exp)

o(zero) =ability not working yet (NO)
1(one)=ability working (YES)

!!EA136:B5/1/119/49/0/0/0/0/1/1/1/1/1/1/1;  There are 11 experience
levels in WOG.

Now about percentages:

For this our enchanters need to cast a spell. Lets do it with death ripple as WoG_edn imagined.

Second list:

Stack Experience Ability Table ($3 for EA:B command)

A Attack 65
B Block 66
C Reduce Casting Cost 67
D Defense 68
E Death Stare 69
F Fear 70
G Santa Gremlin Guards 71
H Health 72
J Cast Advanced version of Spell Before Attack 74
K Cast Advanced version of Spell After Attack 75
L Deflect 76
M Maximum Damage 77
O Number of Shots (Ammo) 79
P Number of Spells (Castings) 80
R Retaliations 82
S Speed 83
U Multiple Summon 85
W Magic Resistance 87
a Cast Spell After Attack 97
b Reduce Target Defense 98
c Cast Non-Direct Damage Spell After Attack 99
d Defending Bonus 100
e Double Damage Death Blow 101
f Flagged Abilities 102
g Golem Style Damage Resistance 103
h Hatred Damage 104
j Cast Basic version of Spell Before Attack 106
k Cast Basic version of Spell After Attack 107
i No Range Penalty 105
l Summon Clone 108
m Minimum Damage 109
o No Obstacle Penalty 111
p Cast Spell Before Attack 112
r Regeneration 114
s Enchant with Spell 115
u Single Summon 117
w Spell Immunity 119



We will need to precise if the spell is casted before attack of after. In this case we will take "before".



Now we need the list of available spells and their numbers:

Combat Spells
10 Quicksand
11 Land Mine
12 Force Field
13 Fire Wall
14 Earthquake
15 Magic Arrow
16 Ice Bolt
17 Lightning Bolt
18 Implosion
19 Chain Lightning
20 Frost Ring
21 Fireball
22 Inferno
23 Meteor Shower
24 Death Ripple
25 Destroy Undead
26 Armageddon
27 Shield
28 Air Shield
29 Fire Shield
30 Protection from Air
31 Protection from Fire
32 Protection from Water
33 Protection from Earth
34 Anti-Magic
35 Dispel
36 Magic Mirror
37 Cure
38 Resurrection
39 Animate Dead
40 Sacrifice
41 Bless
42 Curse
43 Bloodlust
44 Precision
45 Weakness
46 Stone Skin
47 Disrupting Ray
48 Prayer
49 Mirth
50 Sorrow
51 Fortune
52 Misfortune
53 Haste
54 Slow
55 Slayer
56 Frenzy
57 Titan's Lightning Bolt
58 Counterstrike
59 Berserk
60 Hypnotize
61 Forgetfulness
62 Blind
63 Teleport
64 Remove Obstacle
65 Clone
66 Fire Elemental
67 Earth Elemental
68 Water Elemental
69 Air Elemental


As the first enchanters line (B5) is already occupied by immunity, we will configure the second line (B6)

!!EA136:B6

Code for casting spell before attack=112 (see second list)
Number of spell death ripple =24 (third list)

!!EA136:B6/1/112/24

Now the percentages, what are they:

They means the chance (%) the creature has to cast a spell at different experience levels (sorry about repeat myself)



You could change those % as you wish, so they can cast it at 100% at
basic level or later. From now I will configure it normally.

!!EA136:B5/1/112/24/0/0/5/10/15/20/30/35/40/45/50;


Never forget that there are 11 parameters to fill ( 11 experience levels)

As we did it, the enchanters have 50% chance to cast death ripple at ACE level (105000 exp).

Final code:


ZVSE  (this means you are someone somehow responsible and honourable )

!?PI;
!!EA136:B5/0/////////////;
!!EA136:B6/0/////////////;
!!EA136:B7/0/////////////;
!!EA136:B8/0/////////////;
!!EA136:B9/0/////////////;
!!EA136:B10/0/////////////;
!!EA136:B11/0/////////////;
!!EA136:B12/0/////////////;

!!EA136:B5/1/119/49/0/0/0/0/1/1/1/1/1/1/1; immune to hostile 1 spells
!!EA136:B5/1/112/24/0/0/5/10/15/20/30/35/40/45/50; cast death ripple before attack





--------------------------------------------------------------------

Now we shall continue the adventure through ERM scripting unique abilities.

As we saw, it is quite easy to script the enchanters being immune to first level spells.

Let's see what happens when we try to give them immunity to higher spells. The code is absolutely the same, except the number of spell.

We have Format 1

Stack Experience Spell Immunities ($4 for EA:B command when $3=119)



1   Level 1 Hostile Spells   49
2 Level 1-2 Hostile Spells 50
3 Level 1-3 Hostile Spells 51
4 Level 1-4 Hostile Spells 52
5 All Hostile Spells 53
6 All Level 1 Spells 54
7 All Level 1-2 Spells 55
8 All Level 1-3 Spells 56
9 All Level 1-4 Spells 57
: All Spells 58
B Blind 66
C Cold spells 67
D Direct Damage spells 68
H Hypnotize 72
I Implosion 73
K Berserk 75
L Lightning Spells 76
M Meteor Shower 77
N Dispel Beneficial Spells 78
O Fire Damage spells 79
P Any Dispel 80
R Armageddon 82
S Slow 83
A Hostile Air Spells 65
E Hostile Earth Spells 69
F Hostile Fire Spells 70
W Hostile Water Spells 87
a All Air Spells 97
e All Earth Spells 101
f All Fire Spells 102
m Hostile Mind Spells 109
p Hostile Dispel 112
w All Water Spells 119


Remember the code?

!!EA136:B5/1/119/49/0/0/0/0/1/1/1/1/1/1/1;  (immune to hostile level 1 spells)

While you have to change only the number of the spell, there is another important aspect you must have in mind: the amount of experience needed to get high immunities. The enchanter was immune to level 1 quite fast, he needed only 26500 exp. to activate it.

But if we want him to be immune to level 5 spells, the amount of experience must be changed. It will be no funny at all to have an enchanter immune to all spells after 2-3 battles, isn't it?

We will make him immune to all hostile spells (code 53, see list)

As we configured already line 1 and 2 we are about to work on the third line:

!!EA136:B7

For giving them total immunity would be sensed to wait until they are ACE (105000 exp).

So, the code will be:

!!EA136:B7/1/119/53/0/0/0/0/0/0/0/0/0/0/1;

Lets see what it gives




See? Total immunity will be only applied at the highest experience level.


Do not forget to put 119 everytime you use an immunity from this list: B$/1/119.


Now scripting immunities is available to everyone who visited a school and learned to read.

Let's look a bit at the second format.

Stack Experience Ability Table ($3 for EA:B command)

A Attack 65
B Block 66
C Reduce Casting Cost 67
D Defense 68
E Death Stare 69
F Fear 70
G Santa Gremlin Guards 71
H Health 72
J Cast Advanced version of Spell Before Attack 74
K Cast Advanced version of Spell After Attack 75
L Deflect 76
M Maximum Damage 77
O Number of Shots (Ammo) 79
P Number of Spells (Castings) 80
R Retaliations 82
S Speed 83
U Multiple Summon 85
W Magic Resistance 87
a Cast Spell After Attack 97
b Reduce Target Defense 98
c Cast Non-Direct Damage Spell After Attack 99
d Defending Bonus 100
e Double Damage Death Blow 101
f Flagged Abilities 102
g Golem Style Damage Resistance 103
h Hatred Damage 104
j Cast Basic version of Spell Before Attack 106
k Cast Basic version of Spell After Attack 107
i No Range Penalty 105
l Summon Clone 108
m Minimum Damage 109
o No Obstacle Penalty 111
p Cast Spell Before Attack 112
r Regeneration 114
s Enchant with Spell 115
u Single Summon 117
w Spell Immunity 119


Here it is a bit different, as the chance percentages for a ability to work must be carefully fixed. You wouldn't want to get a creature with 100% chance to block and immune to all spells, unless you want a humiliating punishment for the poor player who's testing your map.

Let's give them "block" ability.


You need this format:

Stack Experience Standard Modifiers ($4 for EA:B Command)
+ Add 43
= Set 61
% Percent 37


We are going to work with the fourth line:

!!EA136:B8

In the list block has the number code 66. We are going to set it using 61 (see format) using it in the 4th position: B8/1/66/61

!!EA136:B8/1/66/61/0/5/10/15/25/35/40/50/55/60/65;

Here the enchanters have an amazing chance to block any hostile attack at ACE. More than 1/2 of attacks will fail. Be careful when you configure this as the battle may become frustrating if it is not your creature.





The enchanters still feel fragile, aren't they. So we are going to boost them giving the summon clone (108, as 117 is for a single clone, means it will summon only once) ability

But we need to specify what creature they will summon: they can even summon azure dragons, up to you. I will be sensed and I will fix them to summon enchanters. Their number code is 136.

!!EA136:B9/1/108/136/10/20/25/30/40/50/70/75/80/85/90;

The percentages are very high in this example: at ACE level your enchanters will summon 90% of themselves. Try to use lower percentages to not kill the game too fast.





Enchant creature with spells:

We will use prayer for this example. Look in the Stack Experience Ability Table (green colour), "enchant with spell" is coded 115. We need to specify which spell we want to enchant with, so we'll have a look in spells list.

Combat Spells
10 Quicksand
11 Land Mine
12 Force Field
13 Fire Wall
14 Earthquake
15 Magic Arrow
16 Ice Bolt
17 Lightning Bolt
18 Implosion
19 Chain Lightning
20 Frost Ring
21 Fireball
22 Inferno
23 Meteor Shower
24 Death Ripple
25 Destroy Undead
26 Armageddon
27 Shield
28 Air Shield
29 Fire Shield
30 Protection from Air
31 Protection from Fire
32 Protection from Water
33 Protection from Earth
34 Anti-Magic
35 Dispel
36 Magic Mirror
37 Cure
38 Resurrection
39 Animate Dead
40 Sacrifice
41 Bless
42 Curse
43 Bloodlust
44 Precision
45 Weakness
46 Stone Skin
47 Disrupting Ray
48 Prayer
49 Mirth
50 Sorrow
51 Fortune
52 Misfortune
53 Haste
54 Slow
55 Slayer
56 Frenzy
57 Titan's Lightning Bolt
58 Counterstrike
59 Berserk
60 Hypnotize
61 Forgetfulness
62 Blind
63 Teleport
64 Remove Obstacle
65 Clone
66 Fire Elemental
67 Earth Elemental
68 Water Elemental
69 Air Elemental


Prayer is 48 so:

!!EA:B10/1/115/48

Being a spell we need to specify at which level will be "casted"  and compared to their experience level

0= not activated yet
1 = basic
2= advanced
3= expert

!!EA136:B10/1/115/48/0/0/1/1/1/2/2/2/3/3/3;







Code so far:

ZVSE

!?PI;
!!EA136:B5/0/////////////;
!!EA136:B6/0/////////////;
!!EA136:B7/0/////////////;
!!EA136:B8/0/////////////;
!!EA136:B9/0/////////////;
!!EA136:B10/0/////////////;
!!EA136:B11/0/////////////;
!!EA136:B12/0/////////////;

!!EA136:B5/1/119/49/0/0/0/0/1/1/1/1/1/1/1;immunity to level 1 hostile spells
!!EA136:B6/1/112/24/0/0/5/10/15/20/30/35/40/45/50;cast death ripple before attack
!!EA136:B7/1/119/53/0/0/0/0/0/0/0/0/0/0/1; immune to level 5 hostile spells
!!EA136:B8/1/66/61/0/5/10/15/25/35/40/50/55/60/65; block
!!EA136:B9/1/108/136/10/20/25/30/40/50/70/75/80/85/90;summon cloned enchanters each round
!!EA136:B10/1/115/48/0/0/1/1/1/2/2/2/3/3/3;Prayer enchanted


-----------------------------------------------------------------------------------------------------------







Last:


Flagged Abilities ($4 for EA:B command when $3=102)

Attack All Around   65
B Breath (2-hex) 66
D Double Strike 68
E No Melee Penalty 69
F Fly 70
G Dragon Nature 71
I Immune to Fire 73
L Alive 76
M No Morale 77
P Immune to Mind Spells 80
R No Retaliation 82
S Shoot 83
U Undead 85
b Strike & Return 98
c Champion Charge 99
f Fearless 102
m Always Positive Morale 109
r Rebirth 114
s Shoot when Adjacent 115
u Unicorn Aura of Resistance 117



Many of those are very interesting so we will pick two to finish the enchanters.

Double strike and No retaliation.

As you can notice, in this new format, the third parameter must always be 102, when the ability will be the fourth.

Double strike (68)

This will be set in the same way as the immunities. Use zero to desactivate  and 1 to enable it compared to the experience level.

!!EA136:B11/1/102/68/0/0/0/0/1/1/1/1/1/1/1;



It is up to you to change the moment when the ability is activated. You could set it from basic level to have "marksman type enchanters" or wait till ACE so you really enjoy the difference.

The same settings for "No retaliation"(82)

!!EA136:B12/1/102/82/0/0/0/0/0/1/1/1/1/1/1;






ZVSE

!?PI;
!!EA136:B5/0/////////////;
!!EA136:B6/0/////////////;
!!EA136:B7/0/////////////;
!!EA136:B8/0/////////////;
!!EA136:B9/0/////////////;
!!EA136:B10/0/////////////;
!!EA136:B11/0/////////////;
!!EA136:B12/0/////////////;

!!EA136:B5/1/119/49/0/0/0/0/1/1/1/1/1/1/1;immunity to level 1 hostile spells
!!EA136:B6/1/112/24/0/0/5/10/15/20/30/35/40/45/50;cast death ripple before attack
!!EA136:B7/1/119/53/0/0/0/0/0/0/0/0/0/0/1; immune to level 5 hostile spells
!!EA136:B8/1/66/61/0/5/10/15/25/35/40/50/55/60/65; block
!!EA136:B9/1/108/136/10/20/25/30/40/50/70/75/80/85/90;summon cloned enchanters each round
!!EA136:B10/1/115/48/0/0/1/1/1/2/2/2/3/3/3;Prayer enchanted
!!EA136:B11/1/102/68/0/0/0/0/1/1/1/1/1/1/1; Double attack
!!EA136:B12/1/102/82/0/0/0/0/0/1/1/1/1/1/1; No retaliation


--------------------------------------------------------------------


Mastering this script can help immensely when planning a scenario, as it can lead to almost unlimited diversity.

You can create a very powerful level 8 creature immune to fire, cast Armageddon after attack, dispell before attack, block at high percentage and you will have your challenge.

Or you can create funny battles where a simple peasant summons 1000 azure dragons. Well, your story will have really to be interesting to help the player understand why this happens to him.


--------------------------------------------------------------------


And the most important, you can give any of those unique abilities after triggering an event and add a customized message

!?LEx/y/l;  xyl= coordinates  of the event
!!IF:M^I give to your crappy enchanters no retaliation because you made this boring guide^;
!!EA136:B12/1/102/82/0/0/0/0/0/1/1/1/1/1/1; gives to enchanters no retaliation.



Or use it when visiting an object, like a seer hut.

!?OBx/y/l;


There are numerous ways in WOG to aquire special abilities, so it is up to you to fit them in your scenario story and make a great map.


---------------------------------------------------------------------


One more thing: when creating a scenario you must have in mind that those abilities are conditioned almost always by the experience level.

So if you give to some AI boss a monster with 8 customized abilities you need to fix it that THIS monster has full experience when battle occurs.

This is done with a relative easy script::

ZVSE

!#EX88/6:A152/11111/161700;


88 is the number of the Hero (see ERM for heroes list)

6 is the number of the slot where the monster is located (0 to 6, up to you to decide where)

152 is the number of the monster (ERM creatures list)

11111 is the quantity of creatures (this is from my map so they were
legions)

161700 is the amount of experience you wish to give at this creature




Keep in mind that creatures can have different amounts of experience needed to reach ACE. It is compared to their levels.

If you want to know how much experience will (for example) be required for a level 8 creature, open the game and look at its experience panel (147000)

For a level 7 will be 122500

Level 6 will be 105000

And so on. Easy to check.





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