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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»
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted June 30, 2010 08:08 AM

!#UN:G1/#1/#2/$;
Change Monster names.
  #1 - Number of Monster (see Creature Format)
  #2 - Type of text
        0 - Singular name
        1 - Plural name
        2 - Specialty text
  $ - z variable (or its number) that keep the new text
        0 means restore original

In your case you will use 2 - Specialty text. Look it any wog map to see this script used properly, as need to store text in z variable.
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Grim04
Grim04


Adventuring Hero
posted June 30, 2010 08:48 AM

Quote:
!#UN:G1/#1/#2/$;
Change Monster names.
  #1 - Number of Monster (see Creature Format)
  #2 - Type of text
        0 - Singular name
        1 - Plural name
        2 - Specialty text
  $ - z variable (or its number) that keep the new text
        0 means restore original

In your case you will use 2 - Specialty text. Look it any wog map to see this script used properly, as need to store text in z variable.


Thanks so much!

I looked at one of the wog maps and the code wouldn't work, but the one from script46 (Berserker Flies) worked.

!#VRz22&v295=1:S^{No Retaliation}^;

!#UN&v295=1:G1/120/2/22;

Changes Magic Elementals to No Retaliation :)
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted June 30, 2010 09:07 AM

Remove the condition:
!#VRz22:S^{No Retaliation}^;
!#UN:G1/120/2/22;
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CrimsonW
CrimsonW


Hired Hero
posted July 05, 2010 05:11 PM

creature stats

Is it possible to change the creatures stats ? to add more hp or dmg or to lower it ? and if yes how can I do it ?

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T2_2112
T2_2112


Supreme Hero
posted July 05, 2010 06:51 PM

Quote:
Is it possible to change the creatures stats ? to add more hp or dmg or to lower it ? and if yes how can I do it ?


Pls use ERM help before ask some BASIC question like that, try to learn from Wow scripts too, they explain anything

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CrimsonW
CrimsonW


Hired Hero
posted July 05, 2010 09:35 PM
Edited by CrimsonW at 21:36, 05 Jul 2010.

ok.. Im noob.. but can you give me a map that use a script like that ? to have an example .. or a good link where I can find all erm help .. with examples.. there are so many broken links, and on google most of the links are in polish or russian.

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OxFEA
OxFEA


Promising
Famous Hero
feanor on DF2.ru
posted July 05, 2010 09:39 PM

erm_help subfolder in you WoG folder.

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T2_2112
T2_2112


Supreme Hero
posted July 06, 2010 10:39 AM

Quote:
ok.. Im noob.. but can you give me a map that use a script like that ? to have an example .. or a good link where I can find all erm help .. with examples.. there are so many broken links, and on google most of the links are in polish or russian.


Online version, hope you can read English, search by Google too.

http://bbs.wakeofgods.com/erm_help/

Try Salamandre map, you can learn many things from that


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Octavius
Octavius


Hired Hero
For Conqueror
posted July 09, 2010 04:19 PM
Edited by Octavius at 16:35, 09 Jul 2010.

Thanks !!! very much Salamandre i made some new abilities


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Sorry for my English...!
I want only to help...

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 09, 2010 04:54 PM
Edited by Salamandre at 16:55, 09 Jul 2010.

I did this guide when I was a noob in ERM, today I wish could redo it because many mistakes in. First one is that abilities should start with B6 and not B5 (speed, you overwritten it). Second big mistake, it is chaotic.
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Octavius
Octavius


Hired Hero
For Conqueror
posted July 09, 2010 05:12 PM
Edited by Octavius at 17:18, 09 Jul 2010.

Quote:
I did this guide when I was a noob in ERM, today I wish could redo it because many mistakes in. First one is that abilities should start with B6 and not B5 (speed, you overwritten it). Second big mistake, it is chaotic.


Yes i know but now i make it good?

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Sorry for my English...!
I want only to help...

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Grim04
Grim04


Adventuring Hero
posted July 10, 2010 05:13 AM

!!EA142:B6/1/117/144/100/100/100/100/100/100/100/100/100/100/100;

This allows my 7th level creature to summon a pack of wolves (I turned nomads into my 7th level and trolls into wolves).  However it only summons the number of the 7th level creature.

So if there's 10x 7th level creatures it summons 10 wolves.

Is there a way to make it so if there's 10x 7th level creatures that 50 wolves are summoned?  I'd like five times the number of the 7th level creatures to be summoned as wolves.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 10, 2010 05:48 AM
Edited by Salamandre at 06:22, 10 Jul 2010.

Quote:
!!EA142:B6/1/117/144/100/100/100/100/100/100/100/100/100/100/100;
So if there's 10x 7th level creatures it summons 10 wolves.
Is there a way to make it so if there's 10x 7th level creatures that 50 wolves are summoned?

100:2=
Quote:
I'd like five times the number of the 7th level creatures to be summoned as wolves.

100x5=

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Grim04
Grim04


Adventuring Hero
posted July 10, 2010 06:22 AM

Quote:
Quote:
!!EA142:B6/1/117/144/100/100/100/100/100/100/100/100/100/100/100;
So if there's 10x 7th level creatures it summons 10 wolves.
Is there a way to make it so if there's 10x 7th level creatures that 50 wolves are summoned?

100:2=



I'm confused by your response.

It looks like you're telling me to add :2 (I'm assuming that means double)to after the 100, but that didn't work.  I tried after the 117 for summon and after the 144 for wolf.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 10, 2010 06:24 AM
Edited by Salamandre at 06:25, 10 Jul 2010.

If 100 means the monster clone its exact number, what would be the value to clone its half?
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Grim04
Grim04


Adventuring Hero
posted July 10, 2010 06:31 AM

Quote:
If 100 means the monster clone its exact number, what would be the value to clone its half?


Ah... I was thinking that the 100 was a percent chance that it'd summon instead of the percentage of how many creatures.

Looks like it's capping at 244%, any chance you know how to make it 500%?

Thanks for your help.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 10, 2010 06:32 AM
Edited by Salamandre at 06:33, 10 Jul 2010.

Yes, 100 is the percent of creatures summoned.
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KevinHann
KevinHann


Adventuring Hero
posted July 11, 2010 02:09 PM

I have a question and perhaps it best fits here.

I have the following problem:

I have QS, which replaces Dragoliches with Stormbirds. I want to have both available, so I exported the Dragolich defs (battlefield and map) from a backup H3sprites.lod, renamed them to the corresponding Power lich defs and put them in my H3sprites.lod.

At first look it seems alright, but when Dragoliches attack (shooting), the game crashes.

I know shooting animation causes problems, but I expected original Dragolich not to cause conflict with the Lich shooting animation. Obviously I was wrong. My question is how can I fix this?
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 11, 2010 02:18 PM

I don't know a way to avoid that. So far each creature has its own shooting pattern and replacing by another can cause crash. The parameters are in Cranim.txt but I don't have a clue how and where to modify.
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KevinHann
KevinHann


Adventuring Hero
posted July 11, 2010 02:23 PM
Edited by KevinHann at 14:57, 11 Jul 2010.

Thank you for the quick response. Alright, then there should be a way to go around this issue if I can't solve it. If I replace a non-shooter unit with Dracolich, will it be able to shoot, using its own shooting pattern, therefore avoiding the crash? My guess is IF this is possible, I will have to edit the number of shots in ZCRTRAIT.txt?

Edit: it works, I replaced Sacred phoenixes. I will have to look into changing the icons, too, just the two def files don't do the whole job

Of course, as I expected, they don't shoot. I will have to add this with a script. Will be needed anyway to rewrite the abilities.

Devastated there isn't a log of scripts corresponding to all creatures' abilities, would have been a great relief in terms of time. But it is as it is.
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