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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 / NEXT»
ChaosHydra
ChaosHydra


Famous Hero
posted August 21, 2012 07:26 PM

I want to change Storm Elemental's ability #127. But the number is wrong, nothing is changed.

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kegolo
kegolo


Promising
Famous Hero
of infamy
posted August 21, 2012 07:41 PM

That doesn't even make any sense. Change which ability? And to what? And the number is for storm elemental, which won't change.

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ChaosHydra
ChaosHydra


Famous Hero
posted August 22, 2012 12:16 PM

I want to give it other unique abilities. But when I reset every old ability and replace it with a new one, nothing happens. I think the number is wrong.


119 Sprite
120 Psychic Elemental
121 Magic Elemental
122 NOT USED (1)
123 Ice Elemental
124 NOT USED (2)
125 Magma Elemental
126 NOT USED (3)
127 Storm Elemental ----> /fail
128 NOT USED (4)
129 Energy Elemental
130 Firebird

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 22, 2012 12:19 PM

ID is correct, show your code.
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Era II mods and utilities

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ChaosHydra
ChaosHydra


Famous Hero
posted September 05, 2012 07:58 PM
Edited by ChaosHydra at 19:58, 05 Sep 2012.

Got it already, I messed up some numbers from other creatures. That's the disadvantage of putting every script in one file

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted November 03, 2012 08:19 PM

I got a question about these unique abilities that are give by creature stack experience option. Is there a way to give them when the option is actually disabled?

What I mean is this. Suppose I want to give a creature jousting bonus. Or strike and return. Or have it cast a spell after attack or be enchanted with a spell. All this I can easily do with creature stack experience. However, suppose I don't want this option. Is there a way to give all these attributes through ERM commands (and without the creature stack experience bonus option)?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 03, 2012 08:29 PM

Of course, manually scripted into battle, ie in BR trigger you check for that creature then apply flag, spell or anything. For damage bonuses you need to script a bit more.
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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted November 03, 2012 08:38 PM
Edited by Hero_Of_Light at 20:39, 03 Nov 2012.

Monster flags however, don't include all these abilities given by stack experience:

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

These can be given through ERM:

Breath (2-hex) 66
Attack All Around   65
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

But these can't:

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

It would be nice if they could be given as easily with ERM. Oh well, more's the pity.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 03, 2012 08:41 PM
Edited by Salamandre at 20:56, 03 Nov 2012.

Well, almost all can be done, but some as jousting (see Yona) or rebirth require advanced coding. Check Format list FL in ERM help to see which can be done via simple flag.

Take for example Fear. If one of your creatures has it-let's say 10% chance-, do a loop on other side, random value 0-100, if<=10 set flag "done this turn" to one stack and add animation + sound manually. For fearless I think one could get the flag from sharpshooters for example and copy to any other creature but not tested.

Or ask OxFea, he is almost always able to find some UN:C trick.
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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted November 04, 2012 03:47 PM

Quote:
For fearless I think one could get the flag from sharpshooters for example and copy to any other creature but not tested.


Hmm... Correct me If I'm wrong, but I think you once told me it was possible to copy all of a creatures abilities and paste them to another. If there is such a thing please share the ERM commands for it.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 04, 2012 05:24 PM

EA receiver contains all you need.
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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted November 04, 2012 06:17 PM

I didn't mean by stack experience. I meant to copy the original attributes of a creature without the stack experience enabled.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 04, 2012 06:30 PM

You already did this.

From your mod:
!!MA:X121/?v300; [v300 stores druids flag]

If you add right after:
!!MA:X13/v300; [archangels get druids abilities (flags)]

Careful when the source has shooting bits, if the target has no shoot animation, game will crash.
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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted November 04, 2012 06:41 PM

Oh, OK, I didn't realize that this stored ALL the creatures' flags (I only thought it stored the one in question). Thanks

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Felipe
Felipe


Known Hero
Editing Heroes Without Limits
posted November 14, 2012 09:38 PM

Is it possible to give the dedroid ability?
I dind't find it in the list
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ChaosHydra
ChaosHydra


Famous Hero
posted November 15, 2012 12:47 PM

Quote:
The advantage of reading all of ERM Help:

BM Receiver

M#1/#2/#3; Apply a spell to the monster
  #1 = number of spell (See Format SP)
  #2 = duration in turns
  #3 = level of skill (0-no, 1-basic, 2-advanced, 3-expert)
Comments:
If you cast a spell that a monster already has, it will be ignored. But you can use "Dispel" spell :-)
In format SP, the special monster abilities aren't listed, but some were determined through testing:
70. Stone
71. Poison
72. Bind  -------> Dendroid ability
73. Disease
74. Paralyze
75. Age

So to add the Age capability, use EA:B to cast a spell (before or after striking), and use 75 for the spell number.

People who want to learn ERM really should read ERM Help.  That's what it is for, and the WoG Team did a great job on it.

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JimV
JimV


Responsible
Supreme Hero
posted November 16, 2012 12:02 AM

True, and well-said!  However ERM Help contains some more information on casting Bind:

(Under BM:M)
In format SP, the special monster abilities aren't listed, but some were determined through testing:
70. Stone
71. Poison
72. Bind
73. Disease
74. Paralyze
75. Age
You can set those 6 fine with BM:M, except that a creature with Bind on it will never get to move (duration is ignored), and a Poisoned creature doesn't take damage in the first round of combat.


(Under EAxx:B#1/$2/$3)
...$15;  Set/get an experience line. Read the file "StackExperienceBonuses.txt" in the folder "Data/Text Resources Copy" for more information.
 #1 - bonus line index (0...19) (you cannot "get" it)
 $2 - Flags. For now:
    0 - ability is disabled
    1 - ability is enabled
 $3 - ability (ASCII code of a char, see Format SE1)
 $4 - modifier (this is a numeric representation of a char or a number for "#..." parameter, standards are here))
 $5 - a value for a Rank 0 (no experience)
  ...
 $15 - a value for a Rank 10 (max experience)

(In StackExperienceBonuses.txt:

(RE: EA:B spell-casting)

Almost all combat spells are available for this ability including spells such as Quicksand and Fire Wall and the Elemental Summoning spells. Friendly enchantments (e.g., Shield) will be cast as a Mass Shield on all friendly troops each time this unit attacks an enemy but if the spell has no mass version (e.g., Anti-Magic, Magic Mirror, Fire Shield) it will be cast on the enemy target stack instead. The Clone spell (#65) will create a clone of the enemy creature under your control, but be careful not to give it at Rank 0 because the game will crash if Clone is cast by a side without a Hero. Bind (#72) is rather interesting too because the binding appears to be permanent and the target isn't released when the attacker moves or dies.

Spells that can't be used and will crash the game or do nothing include Resurrection, Animate Dead, Sacrifice, Death Cloud, Thunderbolt and Death Stare. Teleport works but makes the combat unwinnable for that player -- the target stack "vanishes" but is still in the combat. It can't move or attack in melee (or be attacked) since it's not actually on the map, but if it's a shooter it can still shoot. Two useful spell effects not listed in Format SP include Paralyze (#74) and Petrification (#70).

(end of ERM information--for now)

So this method gives a more powerful version of Bind than a Dendroid has.  If you want exactly the same ability, the standard WoG ERM trick of changing stack type works for me:

ZVSE

* TestBindwBG0, JHV, Nov. 2012
* Test Crystal Dragon Bind via BM:T under BG0
* uses v87 and f87 during combat

!?BA0;
!!IF:V87/0; just in case

!?BG0;
!!BG:A?v1 N?v87;
!!FU&v1<>6:E; exit if not a hit
!!FU|v87<0/v87>41:E; just in case
!!BMv87:T?v3;
!!FU&v3<>133:E; exit if not Crystal Dragon
!!BMv87:T23; change to Dendroid Solder
!!IF:V87/1;

!?BG1&87;
!!BMv87:T133;
!!IF:V87/0;

Note the example gives (all) Crystal Dragons the Dendroid ability.  To give more than one creature type this ability, additional unclaimed variables and flags would be needed.

This same trick can be used to give creatures Death Stare.

(From StackExperienceBonuses.txt re Death Stare:)
<69> Death Stare. You may only set this for Mighty Gorgons and Nightmares. If you give a bonus to these creatures, you need to set the complete line starting with a default chance to work.

In Column 3, for e you can set:
 + ( or = ) : <43> (or <61>) Percent chance (0..100) for the ability to work.

In Columns 4..14, for e you can set:
 Any integer value from 0..100

(end of Stack Abilities excerpt)

So to make Death Stare work for a Crystal Dragon:

ZVSE

* TestDSwBG0, JHV, Nov. 2012
* Test Crystal Dragon Death Stare via BM:T under BG0
* uses v87 and f87 during combat

!#EA133:B13/1/69/43/100/100/20/30/40/50/60/80/100/100/100; Death Stare(L0 & l1 100% for test)

!?BA0;
!!IF:V87/0; just in case

!?BG0;
!!BG:A?v1 N?v87;
!!FU&v1<>6:E; exit if not a hit
!!FU|v87<0/v87>41:E; just in case
!!BMv87:T?v3;
!!FU&v3<>133:E; exit if not CD
!!BMv87:T172; change to Nightmare
!!IF:V87/1;

!?BG1&87;
!!BMv87:T133;
!!IF:V87/0;



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Felipe
Felipe


Known Hero
Editing Heroes Without Limits
posted November 21, 2012 01:40 AM

receptive

Thanks,

how do I give the "receptive" ability, like the sultan efreet?

It is not at the list and I dind't find it in the flag abilities.
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JimV
JimV


Responsible
Supreme Hero
posted November 21, 2012 03:33 AM
Edited by JimV at 03:35, 21 Nov 2012.

From ERM Help, Format SE4:

Format SE4

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

0 Receptivity (no immunity to beneficial spells) 48
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
...
(From latest version of WoG 3.58f ERM Help, at https://www.box.com/s/nv038pb3shsgnsuuum5a )

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Felipe
Felipe


Known Hero
Editing Heroes Without Limits
posted November 21, 2012 05:09 AM

Thanks

My windows is XP, it doesn't read this help archives...

What's the difference between MASS spell, MASS+R and MASS+RE

you can add them with:

!#EA170:B8/1/115/29/3/3/3/3/3/3/3/3/4/5/6;

3 = expert
4 = Mass
5 = Mass+R
6 = Mass+RE
7 = ?

I add them to my raska efreet, but I don't see any difference



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