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Siegfried
Famous Hero
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posted October 25, 2014 05:31 PM |
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Hi,
well, at least i solved another problem. I wanted Adelaide (Frost Ring Specialist) let their creatures cast Frost Ring after being attacked. Now sometimes you have to think reverse. I simply applied this "bonus" to the opposite side, making them cast frost ring after attacking Works nice. Maybe i reduce it to melee attacks.
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bloodsucker
Legendary Hero
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posted November 02, 2014 08:34 PM |
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Siegfried said: Hi,
well, at least i solved another problem. I wanted Adelaide (Frost Ring Specialist) let their creatures cast Frost Ring after being attacked. Now sometimes you have to think reverse. I simply applied this "bonus" to the opposite side, making them cast frost ring after attacking Works nice. Maybe i reduce it to melee attacks.
This can be a double-bind. Imagine you have other creatures close cause you already tried to protect them or they moved to attack other creature, now I remember why I tought of this in the first place and it was precisely to get rid of summoned clones.
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fred79
Disgraceful
Undefeatable Hero
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posted January 05, 2016 01:57 PM |
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necroing, but this belongs here.
i tried the way listed in the op, and it mostly worked, but did not remove the santa gremlin's guards. which is why i'm checking different ways to implement what i need, as i will likely run into similar issues with the other creatures i want to replace.
fred79 said: i'm still reading through the erm thread(and collecting information as i go), but i haven't found these 2 questions answered yet:
1. i'm attempting to use MA:X to change creature attributes, but the list in erm help isn't complete. meaning, i need more code numbers, to apply/remove certain attributes, than what is listed in erm help(which is scant much, under MA:X).
2. same problem with UN:C scripts. i cannot find the associated numbers i need, to make the scripts.
i'm relatively new to erm help(both the older version and the new), so i would be grateful for any assistance in directing me to where i can find the numbers i need to make these scripts(i already have the creature numbers).
these scripts need to be universal, as they are permanent changes to creatures in my lod. thanks in advance.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted January 05, 2016 02:40 PM |
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What can be removed with simple flags is listed in MA:X. Other things, as Santa Gremlins guard, Dracolich luck, werewolves, are hardcoded and you need UN:C hacks. Which of course change from one executable to another (for example from wog 3.58 to era) and aren't listed. Some of them were given by OxFea, Hawaiing or many others little by little, because each address needs a specific search. Some of those results are listed in Hero of Light mod (erm file), others in erm help thread, others in russian forums, there is no list.
Better you ask one by one what you need, then wait for answer.
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Era II mods and utilities
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fred79
Disgraceful
Undefeatable Hero
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posted January 05, 2016 02:52 PM |
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damn. i figured a compilation(or key) would be somewhere for the appropriate code attributes. at least now i know what isn't removed with EA:B scripts, is hardcoded. thanks for that info.
i'll ask in the erm thread. i'm done with the santa gremlins(cthulhi), except a script that'll replace their sounds(of which i'm still looking for the layout). but after that, i'll need help wiping and then adding abilities for 3 or 4 other wog creatures(for now, anyway).
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted January 05, 2016 03:15 PM |
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But keep in mind that EA:B abilities work ONLY if stack experience is enabled. Which is a wog option ON/OFF.
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Era II mods and utilities
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fred79
Disgraceful
Undefeatable Hero
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posted January 05, 2016 04:05 PM |
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i always have mine set to "on". thanks for the info, though.
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ChaosHydra
Famous Hero
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posted December 14, 2016 12:50 PM |
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I have ERA II installed, where do I alter the abilities? ERM Editor, new ERM document? And how to I add to the game?
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szaman
Known Hero
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posted June 13, 2017 02:19 AM |
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I hope this topic is not dead;P
Does Vampirism has any code number? or it's hard coded?
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Baronus
Legendary Hero
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posted June 13, 2017 07:45 AM |
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I think it can be added using unit experience optiom. Only option I heard.
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RerryR
Promising
Supreme Hero
Researching Magic
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posted June 13, 2017 07:55 AM |
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When i checked i didnt found any !!EA command (stack experience) for vampirism. But you can code it yourself with ERM which looks nearly the same if done right. If you want i can help you.
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szaman
Known Hero
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posted June 13, 2017 09:15 AM |
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Edited by szaman at 14:16, 13 Jun 2017.
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@RerryR
I really appreciate your help, if you could write a ERM script that i could later modified at the discretion. It would mean much to me
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted June 13, 2017 10:38 AM |
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The map "Dragon Slaughter" has already vampirism implemented, when a certain combo is ON.
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szaman
Known Hero
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posted June 13, 2017 02:17 PM |
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Edited by szaman at 14:17, 13 Jun 2017.
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@Salamandre
Quote: The map "Dragon Slaughter" has already vampirism implemented, when a certain combo is ON.
I'm aware of this, but i don't know exactly what part of script i have to copy to get it work on my maps
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RerryR
Promising
Supreme Hero
Researching Magic
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posted June 13, 2017 09:52 PM |
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Hi,
so here is a script that gives the champions leech ability.
And since we are in the unique abilities for creatures guide it works a bit different then usual. The heal/leech is only for 50% of the damage dealt unless you kill the whole stack than your creature will heal for 100% of the damage.
It still has some draw backs, first the ability description is not shown on the creature. It only works for attacking and not for retaliation. And the animation is shown some kind of early.
It is also part of the script i use for my mods. I copied some part of the script from Algor but changed it quite a bit. It also took me longer than i would like to admit to change the calculation part
Since you know a bit of ERM you can change the parts you dont like. Most important is to change the number for the creature, in this case i set it to champions (11). You should also set it to melee, if not you also have to change the condition of BG:A
ZVSE
*----------Vampirism for champions-----------------------*
!?BG0&1000;
!!VRv9449:C-1/-1/-1;
!!BG:N?y1 A?y2;
!!BMy1:T?y3; [creature number, in this case champions Nr.:11]
!!FU|y3<>11/y2<>6:E;
!!BG:E?y2;
!!BMy2:F?y3;
!!VRy4:Sy3 &16; [only works on living creatures]
!!FU&y4=0:E;
!!BMy2:N?y5 H?y6 L?y7;
!!VRy5:*y6 -y7;
!!VRv9449:Cy1/y2/y5; [y5 is HP pool]
!?MF1&v9449>=0;
!!MF:F?y10; [Damage dealt]
!!VRy10::2; [Heal only for %50 of damage]
!!if&y10>v9451:;
!!MF:F?y10; [if you kill the entire stack you heal for all the damage dealt]
!!en:;
!!BMv9449:N?y1 H?y2 L?y3 B?y4;
!!if&y1=y4/y3=0:; [If zero damage taken so far exit]
!!VRv9449:C-1/-1/-1;
!!FU:E;
!!en:;
!!VRy10&y10>v9451:Sv9451; [cannot revive more than HP is available]
!!VRy12:Sy10 %y2; [Rest damage HP]
!!VRy15:Sy3;
!!VRy15:Sy15-y12;
!!VRy16:Sy15;
!!VRy11:Sy10:y2; [Number of possible Revives]
!!if&y12>=y3:;
!!VRy16:*-1;
!!VRy17:Sy2;
!!VRy17:-y16;
!!VRy16:Sy17;
!!VRy11:+1; [Add 1 creature for correct rest life]
!!en:;
!!VRy6:Sy1+y11; [Total Number after attack]
!!VRy6&y6>=y4:Sy4; [Cannot be more than before fight]
!!VRy16&y6>=y4:S0; [Cannot be more than before fight]
!!VRz1:S^You consume the living to restore your health^;
!!MM:Sz1;
!!VRz1:S^ANIMDEAD^;
!!SN:P1;
!!BMv9449:V74 Ny6 Ly16;[Set Number show leech animation apply life]
!!VRv9449:C-1/-1/-1;
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bloodsucker
Legendary Hero
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posted June 13, 2017 10:05 PM |
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RerryR said: Hi,
so here is a script that gives the champions leech ability.
Thx, it's amazing as usual.
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Baronus
Legendary Hero
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posted June 13, 2017 10:47 PM |
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Great! We need more creatures abilities! Tell if you want make new! Or add rare old.
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RerryR
Promising
Supreme Hero
Researching Magic
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posted June 13, 2017 11:39 PM |
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Well iam more interessted in changing the magic system, but if you come up with an good idea for an unique ability i might give it a try.
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Baronus
Legendary Hero
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posted June 14, 2017 08:03 AM |
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Edited by Baronus at 08:08, 14 Jun 2017.
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Yes Heroes IV idea!
Elemental magic gives 3,4,5 lvl elemental spells.
Wisdom gives 1,2,3 advaced lvl of 1 to 5 spells. Will be fantastic!
And script for levelling. Secondary skills you learn not 1,2,3 lvls but 1,3,5,7 etc.
And maybe script for remove starting skills. Zero skills mode :-) All hero has special ability and for start is enough.
This gameplay will be more exciting and hardest. You cant learn all spells very easy.
I creature abilities I dont know what is possible?
50% damages in enemy counterattack (attack 100% only counter) eg.?
Ranged counterattack? Negation ranged counterattack.
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szaman
Known Hero
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posted June 17, 2017 06:21 PM |
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What im doing wrong? I have added death stare to Silver Pegasus...
!!EA21:B5/1/69/61/80/5/10/15/25/35/40/50/55/60/65;
The skill is shown in the creatures menu, but is not working why?
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