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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»
JimV
JimV


Responsible
Supreme Hero
posted November 21, 2012 02:13 PM
Edited by JimV at 14:39, 21 Nov 2012.

ERm Help is a set of HTML files. Double-click on the Index file and your default internet browser will open it. (If you didn't have a browser then you wouldn't be reading this forum.)

I think I had figured out +R at one time but now I have forgotten.  Probably there is something about it in that text file about Stack Experience Abilities (which comes with WoG 3.58f under Data/Text Resources) which I mentioned above - read it. I expect it only applies to certain spells.  (Mass does not apply to all spells either.)

If I needed to know badly enough I would check all creatures with

ZVSE

!#EAx:By/d/?v1/?v2/d/d/d/d/d/d/d/d/d/d/?v3;
!#IF:M^Creature x, EA line y: codes %V1/%V2, Level 10 setting %V3^;
* (not tested, may be typos)

where x is a creature number (0-196) and y is an ability line number (6-13, 0-5 are basic properties).  Or you could fill several Hero's troop slots with different creatures in a test map and look at their experience lines from the Hero Screen.  (Then use the above method to get the EA codes for interesting ones.)

After I found a creature which had a spell at level >3, I could probably figure out what the higher levels did, by experimentation. But I am about to retire from Heroes and don't need the information.

P.S. Maybe R means the spell is repeated every round so that it applies to newly-cloned and summoned and resurrected creatures (if it is a mass-type spell) - just a guess, probably wrong.

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Felipe
Felipe


Known Hero
Editing Heroes Without Limits
posted November 22, 2012 06:35 PM

It is possible to give the ability of the fairy dragon? instead of attack it casts a random spell.
____________

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JimV
JimV


Responsible
Supreme Hero
posted November 22, 2012 08:20 PM

It has been done, usually by changing a stack's creature number (BM:T) as discussed previously.  See also BM:U4 (creature's spell), and MA:B.  See VR:R and VR:T for making random selections. That is, everything you need to know is in ERM Help.

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LakeQueen
LakeQueen


Hired Hero
posted January 28, 2013 08:11 PM

I wonder is it possible to give the unit a life-draining ability like vampires and blood dragons? I couldn't find any information about that, but something tells me it's possible, since blood dragons are a custom unit.


Please let me know how to do that, if possible.
____________

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master_learn
master_learn


Legendary Hero
walking to the library
posted January 28, 2013 08:16 PM

LakeQueen,you can download The Dragon Slaughter map and check the Erm code for one of the leaders-Gem-she could make one of her creatures have the life drain ability.
____________
"I heard the latest HD version disables playing Heroes. Please reconsider."-Salamandre

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JimV
JimV


Responsible
Supreme Hero
posted January 28, 2013 08:37 PM

See also the post of November 15, 2012 on page 10 of this thread, which illustrates giving the Dendroid or Deathstare abilities to a Crystal Dragon. The same technique can be used to give vampire or ghost abilities. (The Chimera creature in the latest version of "The Swords of Night and Day" switches randomly among Dendroid, Vampire, and Ghost abilities.)

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alisapa1211
alisapa1211


Famous Hero
posted February 08, 2013 04:35 PM

I hope to ask something about Enchanted Spell.

So for example I want to give my Enchanter enchanted Fire Shield.
!!EA136:B6/1/115/29/0/0/0/0/0/...

So 1 is Basic, 2 is Advanced, 3 is Expert like how you put in your guide. Now I try 4 and it is Mass (give all stacks Expert Fire Shield?). Then 5 and it becomes Mass+R, and 6 => Mass+RE. What are these effects?

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JimV
JimV


Responsible
Supreme Hero
posted February 08, 2013 06:53 PM

If you have a WoG 3.58f installation, look under Data/Text Resources Copy for the file "Stack Experience Bonuses.txt". This gives complete information on all EA:B parameters.  For example:

26. s : Enchant Stack with Spell for Duration of Combat.
  [See also (a) <97>, (c) <99>, (p) <112>, (j) <106>, (J) <74>, (k) <107>, and (K) <75> for other spell abilities]

This puts a spell on the stack (e.g., Slayer) for the duration of the combat (999 rounds). Note: the spell can be dispelled.
You can also set spells to affect ALL creatures on your side (e.g., put Mass Bless on the entire army).

In Column 3, for s you can set:
 #xx : Put spell number xx on Stack (Format SP in ERM Help).
 Any spell can be put on a stack, even ones that make no sense like Summon Boat or Lightning.
 However, only the following will normally be useful:
   xx = 27 : Shield
   xx = 28 : Air Shield
   xx = 29 : Fire Shield
   xx = 30 : Protection from Air
   xx = 31 : Protection from Fire
   xx = 32 : Protection from Water
   xx = 33 : Protection from Earth
   xx = 34 : Anti-Magic
   xx = 36 : Magic Mirror
   xx = 41 : Bless
   xx = 43 : Bloodlust
   xx = 44 : Precision
   xx = 46 : Stone Skin
   xx = 48 : Prayer
   xx = 49 : Mirth
   xx = 51 : Fortune
   xx = 53 : Haste
   xx = 55 : Slayer
   xx = 56 : Frenzy
   xx = 58 : Counterstrike

In Columns 4..14, for s you can set:
 0 : No spell cast.
 1 : Cast at Basic effect.
 2 : Cast at Advanced effect.
 3 : Cast at Expert effect but "Mass" spells only affect this stack.
 4 : Cast at Expert effect on entire army. Spell immunity is ignored.
 5 : Cast at Expert effect on entire army except creatures that are immune.
 6 : Cast at Expert effect on entire army except creature that are immune. However, spell immunity is ignored for the stack with this ability.

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felipe
felipe


Known Hero
Editing Heroes Without Limits
posted March 23, 2013 04:08 AM

I am trying to give rank habilities to creatures with number greater then 255. Using "Amethys" I could easily add more then 255 creatures and give flag habilities to them, but I couldnīt add rank habilities.

Does anyone have an ideia how can I do that?

I tried

!#EA193:F72/?y-5; set pegasi attack
!#EA256:By-5/1/72/37/0/5/10/15/20/25/30/35/40/45/50; health

but the ERM donīt read !#EA256 only !#EA255 or less

I tried also to modify "crexpbon.txt" but it only work for creatures number less then 197

What should I do?

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted March 23, 2013 02:42 PM

gently ask oxfea for updating his plugin

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted March 25, 2013 09:36 PM

maybe you can for now use battttlefield EA (for example !!EA-1:something and check creature number first?

it would be a bit complicated script but it may work

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LakeQueen
LakeQueen


Hired Hero
posted July 09, 2013 04:52 AM
Edited by LakeQueen at 04:53, 09 Jul 2013.

Hello! I'm making additions to WoG script 50. This portion is supposed to make arch magi cast a spell in addition to their attack, much like sorceresses. However, it only processes the first spell, fire wall, rest is ignored. Can anyone explain why?

!!VRv7005&v7000<100/v7002>-1/v7001=35/v7014=7:+3 :4;                                [100% calculate power if arch magi shot and cast...]
!!FU7061&v7000<5/v7002>-1/v7001=35/v7014=7: P13/v7003/1/v7005/0/2/5/v7008/0/v7002;   [5% fire wall]
!!FU7061&v7000<20/v7002>4/v7001=35/v7014=7: P15/v7003/1/v7005/0/1/11/v7008/0/v7002;  [15% magic arrow]
!!FU7061&v7000<25/v7002>19/v7001=35/v7014=7: P16/v7003/1/v7005/0/2/8/v7008/0/v7002;  [5% ice bolt]
!!FU7061&v7000<30/v7002>24/v7001=35/v7014=7: P17/v7003/1/v7005/0/2/7/v7008/0/v7002;  [5% lightning bolt]
!!FU7061&v7000<35/v7002>29/v7001=35/v7014=7: P20/v7003/1/v7005/0/3/8/v7008/0/v7002;  [5% frost ring]
!!FU7061&v7000<40/v7002>34/v7001=35/v7014=7: P21/v7003/1/v7005/0/3/5/v7008/0/v7002;  [5% fireball]
!!FU7061&v7000<60/v7002>39/v7001=35/v7014=7: P78/v7003/1/1/0/6/0/v7008/0/v7002;      [20% dispel]
!!FU7061&v7000<70/v7002>59/v7001=35/v7014=7: P45/v7003/2/3/0/2/0/v7008/0/v7002;      [10% weakness]
!!FU7061&v7000<90/v7002>69/v7001=35/v7014=7: P54/v7003/2/3/0/1/0/v7008/0/v7002;      [20% slow]
!!FU7061&v7000<100/v7002>89/v7001=35/v7014=7: P62/v7003/2/3/0/2/9/v7008/0/v7002;     [10% blind]

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 09, 2013 06:04 AM

The problem is that many here have no more wog 3.58 but Era (somehow wog 3.59) where scripts were renamed. So I don't know which is the script 50 and the part of script you show is not relevant to your issue, it lacks all the prior conditions set + the function trigger in itself. Try to upload on wikisend.com the whole script.

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LakeQueen
LakeQueen


Hired Hero
posted July 09, 2013 01:16 PM
Edited by LakeQueen at 05:18, 20 Jul 2013.

Oh, I apologise.

script50.erm

There you go, thanks loads!

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 09, 2013 10:45 PM
Edited by Salamandre at 23:16, 09 Jul 2013.

LakeQueen, the issue is simple. Variable 7002 holds the stack number, and can't go above 41, as there can only be 40 stacks on the battlefield (0-20, 21-41). But usually we have stack 0-6 and 21-27 so making conditions as to trigger only if v7002 is 40 will most likely never happen.

This is why you must let v7002 to be only greater than -1 ,(this to make sure there is a living stack as target) and leave the spell randomness to be triggered by v7000 only. This will look like follow (we have in previous trigger !!VRv7000:S0 T99;  so):

!!FU7061&v7000<5/v7000>0/v7002>-1/v7001=35/v7014=7:P13/v7003/1/v7005/0/2/5/v7008/0/v7002;   [5% fire wall]
!!FU7061&v7000<20/v7000>4/v7002>-1/v7001=35/v7014=7:P15/v7003/1/v7005/0/1/11/v7008/0/v7002;  [15% magic arrow]
!!FU7061&v7000<25/v7000>19/v7002>-1/v7001=35/v7014=7:P16/v7003/1/v7005/0/2/8/v7008/0/v7002;  [5% ice bolt]
!!FU7061&v7000<30/v7000>24/v7002>-1/v7001=35/v7014=7:P17/v7003/1/v7005/0/2/7/v7008/0/v7002;  [5% lightning bolt]
!!FU7061&v7000<35/v7000>29/v7002>-1/v7001=35/v7014=7:P20/v7003/1/v7005/0/3/8/v7008/0/v7002;  [5% frost ring]
!!FU7061&v7000<40/v7000>34/v7002>-1/v7001=35/v7014=7:P21/v7003/1/v7005/0/3/5/v7008/0/v7002;  [5% fireball]
!!FU7061&v7000<60/v7000>39/v7002>-1/v7001=35/v7014=7:P78/v7003/1/1/0/6/0/v7008/0/v7002;      [20% dispel]
!!FU7061&v7000<70/v7000>59/v7002>-1/v7001=35/v7014=7:P45/v7003/2/3/0/2/0/v7008/0/v7002;      [10% weakness]
!!FU7061&v7000<90/v7000>69/v7002>-1/v7001=35/v7014=7:P54/v7003/2/3/0/1/0/v7008/0/v7002;      [20% slow]
!!FU7061&v7000<100/v7000>89/v7002>-1/v7001=35/v7014=7:P62/v7003/2/3/0/2/9/v7008/0/v7002;     [10% blind]

This was done assuming you want only one spell randomly cast from the list. If you want more than one, you will have to change v7000 conditions.

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LakeQueen
LakeQueen


Hired Hero
posted July 18, 2013 11:26 PM
Edited by LakeQueen at 05:18, 20 Jul 2013.

Oh goodness I feel stupid. Thanks loads! And yes, one spell, just like sorceresses. Messed up them variables -_-

Thank you!

EDIT:

New question. I looked over at the ERM help, they list this:

Change a spell to cast for a creature:
!!BM..:U4/$;

I tried to change Ogre Magi's spell to haste, but it didn't work (they still cast bloodlust).

!!BMx16:T?y1;
!!BMx16&y1=91:U4/53;
*(91 = ogre magi, 53=haste)*

Other modifiers worked, so it's not a trigger issue. Is this something that simply cannot be changed this way? Or is my syntax wrong?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 19, 2013 05:10 AM

Yes, it does not work always. I remember some commander's spells could be changed this way, but creatures almost never.

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Felipe
Felipe


Known Hero
Editing Heroes Without Limits
posted July 26, 2013 09:30 PM

JimV said:
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;





This method works:
!?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;

But have one BIG PROBLEM, when the attack end the battle (killing the last enemy) the trigger !?BG1 is not called. So, in the example, if the attack kill the last enemy your crystal dragon become a Dedroid Soldier permanently.

I tried to use the trigger:
!?BA1&87;

to correct the creature type, but it only correct after the battle result. It's not the ideal.

Any suggestion?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 26, 2013 10:05 PM

Try this:

!?BA0;
!!IF:V87/0; just in case
!!SN:W^crystal^/133; [store crystal dragons ID]

!?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
!!BMv87:O?y2; [Check slot]
!!SN:W^slot^/y2; [store slot]
!!IF:V87/1;

!?BG1&87;
!!BMv87:T133;
!!BU:C?y1; [check if battle ended]
!!if&y1=1:;
!!SN:W^crystal^/?y2;
!!SN:W^slot^/?y3;
!!HE-1:C0/y3/y2/d; [change to crystal dragons in that slot and keep quantity]
!!en:;
!!IF:V87/0;

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Felipe
Felipe


Known Hero
Editing Heroes Without Limits
posted July 27, 2013 03:38 PM

Salamandre said:
Try this:

!?BA0;
!!IF:V87/0; just in case
!!SN:W^crystal^/133; [store crystal dragons ID]

!?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
!!BMv87:O?y2; [Check slot]
!!SN:W^slot^/y2; [store slot]
!!IF:V87/1;

!?BG1&87;
!!BMv87:T133;
!!BU:C?y1; [check if battle ended]
!!if&y1=1:;
!!SN:W^crystal^/?y2;
!!SN:W^slot^/?y3;
!!HE-1:C0/y3/y2/d; [change to crystal dragons in that slot and keep quantity]
!!en:;
!!IF:V87/0;


It won't work with HE-1 if the crystal dragon is an enemy. I tried:

!?BG1&87; (se v87 tiver flag 1)
!!BMv87:T133;
!!BU:C?y1; [check if battle ended]
!!IF:V87/0;
!!FU&y1<>1:E;
!!SN:W^Crystal Dragon^/?y2;
!!SN:W^slot^/?y3;
!!HE-1:C0/y3/y2/d; [change to Crystal Dragon in that slot and keep quantity]
!!BA:M1/y3/y2/d;
!!BA:M0/y3/y2/d;

It works, but only after the battle results. We still see some defeated dedroid soldiers at the battle results.

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