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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 · NEXT»
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 30, 2008 07:30 PM bonus applied by pandora on 01 Sep 2008.
Edited by Salamandre at 05:14, 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
ranger


Known Hero
The Forest Knight
posted August 30, 2008 08:13 PM

Thnx Beer for this man

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Cepheus
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

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antipaladin
antipaladin


Promising
Legendary Hero
of Ooohs and Aaahs
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

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 30, 2008 09:18 PM
Edited by Salamandre at 21:19, 30 Aug 2008.



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?

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antipaladin
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

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wog_edn
wog_edn

Promising

The Nothingness
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
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 31, 2008 03:34 AM
Edited by Salamandre at 00:11, 01 Sep 2008.

Merged with the first post

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
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.

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BAD
BAD


Promising
Known Hero
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
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 31, 2008 08:44 AM
Edited by Salamandre at 08:45, 31 Aug 2008.

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?

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wog_edn
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
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

!#UN82/?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
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 31, 2008 11:39 AM
Edited by Salamandre at 00:12, 01 Sep 2008.

Merged with first post

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 31, 2008 08:52 PM
Edited by Salamandre at 00:13, 01 Sep 2008.


Idem

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kesnar
kesnar


Famous Hero
from Kesnaria
posted September 01, 2008 01:41 PM

QP now...
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pandora
pandora


Honorable
Legendary Hero
The Chosen One
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
Salamandre


Admirable
Omnipresent Hero
Wog refugee
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
elimicmat


Hired Hero
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
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 19, 2008 09:54 PM
Edited by Salamandre at 21:56, 19 Oct 2008.

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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