| | Guide to create unique abilities for your creatures. |  This thread is  pages long:  1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 · NEXT» | 
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| Salamandre 
  
       
         Admirable
 Omnipresent Hero
 Wog refugee
 
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|  posted August 30, 2008 07:30 PM |  bonus applied by pandora on 01 Sep 2008. |  |  
 
| Guide to create unique abilities for your creatures. 
 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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| ranger 
  
   
    Known Hero
 The Forest Knight
 
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|  posted August 30, 2008 08:13 PM |  |  |  
 
 | 
 
| Cepheus 
  
      
       Honorable
 Legendary Hero
 Far-flung Keeper
 
 | 
|  posted August 30, 2008 08:21 PM |  |  |  
 
| Wow, major thanks!  I was never really any good at ERM scripting but at least now I can do something.  You should make more guides, this one's great   ____________
 "Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII
 |  
 | 
 
| antipaladin 
  
    
       Promising
 Legendary Hero
 of  Ooohs  and  Aaahs
 
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|  posted August 30, 2008 09:10 PM |  |  |  
 
| Qp for this man,if he can tell you WHERE excally to put thouse scripts,incase ppl dont even know how too look and it all looks chinise to them    ____________
 types in obscure english
 |  
 | 
 
| Salamandre 
  
       
         Admirable
 Omnipresent Hero
 Wog refugee
 
 | 
|  posted August 30, 2008 09:18 PM |  |  |  
 
| 
 ERM scripter
 
 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.
 
 Anti, are you new to wog?
   |  
 | 
 
| antipaladin 
  
    
       Promising
 Legendary Hero
 of  Ooohs  and  Aaahs
 
 | 
|  posted August 30, 2008 09:21 PM |  |  |  
 
| I shoda see that coming,Point taken!  Nofrinde, i'm simple artist and i hardly do any programming,but seeing of your skillz supreamity (lol) i'm offering you a postion in my mod
 (QP for THE MAN).
 ____________
 types in obscure english
 |  
 | 
 
| wog_edn 
  
    Promising
 
 The Nothingness
 
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|  posted August 30, 2008 09:51 PM |  |  |  
 
| Simply amazing, makes it easier for those who sucks at scripting actually doing it ... which kinda includes me  is it really really good! I agree with Antipaladin, it's surely worthy a QP! ____________
 
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 | 
 
| Salamandre 
  
       
         Admirable
 Omnipresent Hero
 Wog refugee
 
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|  posted August 31, 2008 03:34 AM |  |  |  
 
| Merged with the first post |  
 | 
 
| Warmonger 
  
    
       Promising
 Legendary Hero
 fallen artist
 
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|  posted August 31, 2008 07:36 AM |  |  |  
 
| That's a great guide, finally erm may become not only a magic for computer geeks, but also clear for common players. |  
 | 
 
| BAD 
  
    
    Promising
 Known Hero
 
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|  posted August 31, 2008 08:42 AM |  |  |  
 
| Great work and if need more help and have time, will explain myself more  
 ____________
 
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| Salamandre 
  
       
         Admirable
 Omnipresent Hero
 Wog refugee
 
 | 
|  posted August 31, 2008 08:44 AM |  |  |  
 
| Quote:Great work and if need more help and have time, will explain myself more
  
 
 
 Please do it here so everyone can profite, myself included. Did I miss anything?
 |  
 | 
 
| wog_edn 
  
    Promising
 
 The Nothingness
 
 | 
|  posted August 31, 2008 09:57 AM |  |  |  
 
| I really think this should be a sticky, since it is imo one of the best guides made so far in the wog-section... ____________
 
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| BAD 
  
    
    Promising
 Known Hero
 
 | 
|  posted August 31, 2008 10:13 AM |  | Edited by BAD at 10:16, 31 Aug 2008. |  
 
| Quote:
 Please do it here so everyone can profite, myself included. Did I miss anything?
 
 
 Your tutorial is great!!!!
  
 BTW, If someone wants to create new scripts, needs a variable into script...I mean if the script isn't used with a map and want to be loaded everytime when playing a map or random ones.
 
 
 This is an example from my own script that will be for 3.59:
 ============================================================
 
 ** Wog Balance v1.0 by BAD
 ** WoGify Name: script082.erm
 
 !#UN
  82/?v4216;         [Check if Wog Balance is enabled in WoGify Options] 
 !?PI&v152=1;
 
 
 This is done to chech if script doesn't overwrittes other scripts
 
 
 P.S Hope now is clear, but for maps, is good without a real check
 
 
 
 
 ____________
 
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| Salamandre 
  
       
         Admirable
 Omnipresent Hero
 Wog refugee
 
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|  posted August 31, 2008 11:39 AM |  |  |  
 
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| Salamandre 
  
       
         Admirable
 Omnipresent Hero
 Wog refugee
 
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|  posted August 31, 2008 08:52 PM |  |  |  
 
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| kesnar 
  
   
     Famous Hero
 from Kesnaria
 
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|  posted September 01, 2008 01:41 PM |  |  |  
 
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| pandora 
  
      
       Honorable
 Legendary Hero
 The Chosen One
 
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|  posted September 01, 2008 04:31 PM |  |  |  
 
| Thread stickied and QP applied. 
 Excellent work
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 "In the end, we will remember not the words of our enemies, but the silence of our friends."
 
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| Salamandre 
  
       
         Admirable
 Omnipresent Hero
 Wog refugee
 
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|  posted September 04, 2008 07:47 PM |  |  |  
 
| I never played with commanders but I guess it will require advanced coding. Artefacts are not difficult to script but you have to check number of battles Commander has won every day, and then to add bonuses. 
 I never saw anyone modify those artefacts in a scenario. Maybe because they are too powerful already?
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| elimicmat 
  
   
  Hired Hero
 
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|  posted October 19, 2008 08:06 PM |  |  |  
 
| OK, I admit I must be the stupidest person on this forum. Even if it's an excellent guide I have two questions. 
 1. How do you change the health progress (and must it be in percent?)
 
 2. You wrote something about a peasent summoning 1000 Azure dragons. Not quite what I've intended, but I do want to make Pit Lords summon creatures. But I can't find how?
 
 And ok, couple of more questions came up:
 
 3. Can you set up so the monster cast 2-3 spells before/after attack?
 
 4. And can those spells be totally random? (Want my beholders shot, to make enemies slow or petrify or blind .....)
 
 5. Is there no way to set up "spells" like paralyze and bind?
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| Salamandre 
  
       
         Admirable
 Omnipresent Hero
 Wog refugee
 
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|  posted October 19, 2008 09:54 PM |  |  |  
 
| Quote:
 1. How do you change the health progress (and must it be in percent?)
 
 
 Yes, use B4 as slot reference and 37 as percent value
 
 
 Quote:2. You wrote something about a peasent summoning 1000 Azure dragons. Not quite what I've intended, but I do want to make Pit Lords summon creatures. But I can't find how?
 
 
 Look in ERM creature list for pit lords ID then copy/paste from my example
 
 
 Quote:And ok, couple of more questions came up:
 
 3. Can you set up so the monster cast 2-3 spells before/after attack?
 
 
 No, I can not. They can cast one spell before, one spell after.
 4. And can those spells be totally random? (Want my beholders shot, to make enemies slow or petrify or blind .....) No, they can not be random, you have to specify a list for cast, or game will crash if unauthorized spells (summon boat, fly, view air etc) are casted in battle.
 
 
 Quote:5. Is there no way to set up "spells" like paralyze and bind?
 
 
 Sure, just use their ID from the list.
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 Era II mods and utilities
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