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somebody613

 

Hired Hero
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posted November 11, 2010 11:19 PM |
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funny super lvl8s
This neat "cheat" code makes those lvl8s REALLY SUPER!!!
They'll "call for backup" REAL (not 1-hit-die clones) weaker versions of themselves!!!
(Every 4 rounds starting with the second, you'll get additional lvl7 supplies.)
What do you think of this???
ZVSE
!?PI
!!EA150:B12/0/////////////;
!!EA150:B12/1/85/12/100/100/100/100/100/200/200/200/200/250/250;
!!EA151:B12/0/////////////;
!!EA151:B12/1/85/26/100/100/100/100/100/200/200/200/200/250/250;
!!EA152:B12/0/////////////;
!!EA152:B12/1/85/40/100/100/100/100/100/200/200/200/200/250/250;
!!EA153:B12/0/////////////;
!!EA153:B12/1/85/54/100/100/100/100/100/200/200/200/200/250/250;
!!EA154:B12/0/////////////;
!!EA154:B12/1/85/68/100/100/100/100/100/200/200/200/200/250/250;
!!EA155:B12/0/////////////;
!!EA155:B12/1/85/82/100/100/100/100/100/200/200/200/200/250/250;
!!EA156:B12/0/////////////;
!!EA156:B12/1/85/96/100/100/100/100/100/200/200/200/200/250/250;
!!EA157:B12/0/////////////;
!!EA157:B12/1/85/110/100/100/100/100/100/200/200/200/200/250/250;
!!EA158:B12/0/////////////;
!!EA158:B12/1/85/130/100/100/100/100/100/200/200/200/200/250/250;
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petronio1986

 

Hired Hero
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posted November 17, 2010 02:13 PM |
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I did not understand anything
what script should I change
???
thanbks!
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somebody613

 

Hired Hero
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posted November 17, 2010 04:15 PM |
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Never mind, it's over-powered anyways.
Was just "making fun of the game".
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petronio1986

 

Hired Hero
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posted November 17, 2010 08:46 PM |
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somebody63
you can write script
then explains where to modify any creature can have a magic
which script.erm?
which line?
thanks
Ouvir
Ler foneticamente
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somebody613

 

Hired Hero
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posted November 17, 2010 11:13 PM |
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Just read through this:
http://heroescommunity.com/viewthread.php3?TID=27213
I actually just did the same.
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Warmonger

  
     
Promising
Legendary Hero
fallen artist
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posted March 17, 2011 07:11 PM |
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emrysblack

 
 
Adventuring Hero
New Hero
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posted March 18, 2011 03:32 AM |
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Quote: Any idea where I can find graphics for stack experience skills?
Data/zvs/Lib1.res folder
all the bitmap files for experience start with "e_"
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Kegolo

  
   
Promising
Famous Hero
of infamy
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posted May 02, 2011 03:44 PM |
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Hey is there any way to change the missles that archers fire without much coding? Can I just replace the war zealot's red blast with the zealot's white one's frames and that will work?
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Kegolo

  
   
Promising
Famous Hero
of infamy
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posted May 03, 2011 05:02 AM |
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Quote: Hey is there any way to change the missles that archers fire without much coding? Can I just replace the war zealot's red blast with the zealot's white one's frames and that will work?
So I searched through bitmaps.lod, apparently the war zealot shoots the lich's shot . What file specifies which missile is used by each shooter?
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OxFEA

  
   
Promising
Famous Hero
feanor on DF2.ru
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posted May 03, 2011 06:05 AM |
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Edited by OxFEA at 06:06, 03 May 2011.
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Quote: What file specifies which missile is used by each shooter?
h3wog.exe
Also, read: http://heroescommunity.com/viewthread.php3?TID=33542
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Kegolo

  
   
Promising
Famous Hero
of infamy
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posted May 03, 2011 03:43 PM |
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Quote:
Quote: What file specifies which missile is used by each shooter?
h3wog.exe
Also, read: http://heroescommunity.com/viewthread.php3?TID=33542
Hey thanks a lot!
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boboseng

 
Tavern Dweller
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posted May 07, 2011 07:22 PM |
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now i gonna explore changing of missiles.
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emrysblack

 
 
Adventuring Hero
New Hero
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posted May 17, 2011 11:39 PM |
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I'm having trouble using the !!EA command to get a unit to shoot twice.
!!EA$:B9/1/102/68/1/1/1/1/1/1/1/1/1/1/1; strike twice (all ranks)
the ability displays the picture, but unit does not shoot twice. the other abilities work that I set in a similar way (no range penalty. no obstacle penalty etc.)
Am I doing something wrong?
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Salamandre

     
       
Admirable
Omnipresent Hero
Wog refugee
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posted May 18, 2011 12:52 AM |
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emrysblack

 
 
Adventuring Hero
New Hero
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posted May 18, 2011 01:44 AM |
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Quote: Strike is not same as shoot. Set a flag for attack twice.
really? I thought that should make it shoot twice. Is there an example of a different method to getting a creature to shoot twice? Either with experience as this, or someway else?
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Salamandre

     
       
Admirable
Omnipresent Hero
Wog refugee
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posted May 18, 2011 01:49 AM |
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emrysblack

 
 
Adventuring Hero
New Hero
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posted May 18, 2011 06:36 AM |
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Quote: At the end of MA column the script you need is red-lined.
Thanks Salamandre. I got it all working nice and shiny!
I was doing some work on the Enhanced War Machines III script, and I'm glad to report it's working like a gem!
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ceken4

 

Hired Hero
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posted October 22, 2011 10:44 AM |
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Hi!
I have a help. Is it possible to use summon clones twice a combat not every turn because the battlefild is full of blue mosters. Or is possible use summon clons every nth turn?
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majaczek

 
    
Supreme Hero
Work at Magic Dimmension
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posted March 28, 2012 07:32 PM |
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HI! I'm playing with !!EA receiver, and have problem to have it work for real commander (not monster commanders). It looks I can set/get the abilities for monster number or battle stack properly, but when commander is real commander (it is on battlefield and is alive under !!CO) it seems to be ignored in battle events.
for example I made a script which makes commander in battle (!!DO over monster stacks and inside a function check monster type and exit if not a commander) to have "e = 100" (100% of death blow), and it never does a death blow.
currently I'm working on modyfing "Enchanced Commander" script, and there are many things i would add if commander has secondary ability at beggining of battle, but it seems I'm limited to monster count and monster flags because I'm not able to use stack experience to commander which is not monster commander. (note based on reading enchanced commander script, all techniques but !!EA itself work, and based on testing !!EA actually does something internally, but it doesn't work in battle).
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Kegolo

  
   
Promising
Famous Hero
of infamy
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posted March 28, 2012 08:29 PM |
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Quote: HI! I'm playing with !!EA receiver, and have problem to have it work for real commander (not monster commanders). It looks I can set/get the abilities for monster number or battle stack properly, but when commander is real commander (it is on battlefield and is alive under !!CO) it seems to be ignored in battle events.
for example I made a script which makes commander in battle (!!DO over monster stacks and inside a function check monster type and exit if not a commander) to have "e = 100" (100% of death blow), and it never does a death blow.
currently I'm working on modyfing "Enchanced Commander" script, and there are many things i would add if commander has secondary ability at beggining of battle, but it seems I'm limited to monster count and monster flags because I'm not able to use stack experience to commander which is not monster commander. (note based on reading enchanced commander script, all techniques but !!EA itself work, and based on testing !!EA actually does something internally, but it doesn't work in battle).
In battle creatures are numbered differently that their normal stacks for the EA receiver. 0 is -1 1 is -2 all the way to -42 for stack 41.
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