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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»
Bersy
Bersy


Honorable
Supreme Hero
posted April 12, 2012 05:03 PM

It seems that $79FDBE keeps array of bytes, containing missile types for every creature (up to 196 perhaps).
For instance, new human town makes some creatures shooting using it.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 12, 2012 05:04 PM
Edited by Salamandre at 17:09, 12 Apr 2012.

Quote:
what happens if I add two or more different spells to be cast all after attack?


I don't know how the program will choose permanently, slot ID based probably? But anyway, one of those two spells will never be cast.

For example, if you add disrupting ray + lightning bolt before attack, the second will never be cast. Had this problem in StarGate Atlantis and had to add a long "read me" explaining which type of abilities cannot be stacked together.
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Era II mods and utilities

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted April 12, 2012 08:17 PM
Edited by majaczek at 20:19, 12 Apr 2012.

Quote:
It seems that $79FDBE keeps array of bytes, containing missile types for every creature (up to 196 perhaps).
For instance, new human town makes some creatures shooting using it.


So I'm sure the array is relocated under Amethyst plugin, which would broke pretty scripts changing the projectiles (they may be still some use to change type of projectile in runtime), but perhaps it isn't so crucial because plugin contains similair features but only at load time.

And I'm not also sure if it covers Dracolich, because Dracolich Shooting seem to have some hardcoded properties (When you use pretty script to assign them archer projectile they mysteriously use own Dracolich projectile, I don't know if binding another projectile works or not).

Bersy You should suggest plugin makers to Export of adresses of relocated tables to some Variable (most use will have SN:W variables), then there could be some compability plugin, which loads before all custom plugins and sets same variables to original adresses. (However compability plugin isn't a core requirement, because not yet set SN:W variable is always 0 on read?). Anyway adresses should be exported for any relocated table since they can't be fixed (as they depend on which another plugins are loaded). Or maybe you include some API interface specifcally intended for relocating tables in ERA 2.2? (which would include an erm command to ask what is new adress of some cell giving the old adress, or even also the hook on UN:C which will redirect non-era-dependent scripts to newer values if of course plugin remember to tell ERA API which table is it relocating and which is the oryginal size. notice that some script want to be compatible with both ERA and 3.58f so they use version check but doesn't use any new commands as it would impose dependency on ERA)

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Bersy
Bersy


Honorable
Supreme Hero
posted April 12, 2012 08:29 PM

Thanks, I added your proposition in the todo for next releases. Rather reasonable.

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Speedmaster95
Speedmaster95

Tavern Dweller
posted April 16, 2012 06:32 PM

Is it possible to create a tool to change Monster Abilities by Map Editor ? Like put Monster on map and than change hp and so on

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted April 25, 2012 07:26 PM
Edited by majaczek at 19:27, 25 Apr 2012.

@SpeedMaster
It would be hard to do Directly in map editor, however...

there exist Script Master Tool which autogenerates scripts to have units edited, so script can be put in map, but it not yet support Stack Experience. The update to Script Master Tool seems easy to do (who has the sources of the tool?).

EDIT: Or perhaps better to do a standalone tool only for autogenerating scripts for presetting Stack Experience features?

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Antifix
Antifix

Tavern Dweller
posted May 01, 2012 06:52 PM

Quote:
Quote:

4. And can those spells be totally random? (Want my beholders shot, to make enemies slow or petrify or blind .....)

No, they can not be random, you have to specify a list for cast, or game will crash if unauthorized spells (summon boat, fly, view air etc) are casted in battle.



What about the random buff? Like the enchanters do, surely its possible right?
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Skyrim, Mass Effect, Call of Duty, Doctor Who, LOTR, Dubstep, Metal and of course WOG! (and babes)

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ChaosHydra
ChaosHydra


Famous Hero
posted May 07, 2012 08:44 PM

How do you make an indefinite script (applying to EACH map) for a creature? Can you add unique abilities of multiple creatures in one file? If yes, how so? How do you make the game execute "custom scripts"?

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Kegolo
Kegolo


Promising
Famous Hero
of infamy
posted May 07, 2012 08:53 PM

Quote:
How do you make an indefinite script (applying to EACH map) for a creature? Can you add unique abilities of multiple creatures in one file? If yes, how so? How do you make the game execute "custom scripts"?


You have to essentially "turn on the option" like built-in wog scripts. Look in ZSETUP and ZSETUP001 (or names close to that) text files and it explains what to do.

An easier way is to find a script you usually don't turn on (lets say script 60) and open script60.erm in erm editor and replace it with your code, then turn on whatever script 60 is called. Try reading all the help files rather than asking questions, it will go much faster for you.

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ChaosHydra
ChaosHydra


Famous Hero
posted May 10, 2012 10:20 AM
Edited by ChaosHydra at 10:52, 10 May 2012.

I wanna give my Behemoth additional retaliations on the fourth line.

!!EA96:B8/1/82/61/0/0/0/1/1/1/1/1/1/1/2;

What is wrong here?

EDIT: how do you set "MASS" spells?

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emrysblack
emrysblack


Adventuring Hero
New Hero
posted May 11, 2012 02:37 AM
Edited by emrysblack at 02:39, 11 May 2012.

You want to make that happen for every map? Why write a script? Can't you just change the experience text file to make it permanent?
Or maybe I'm misunderstanding your request
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ChaosHydra
ChaosHydra


Famous Hero
posted May 11, 2012 11:22 AM

I know how to set it for every map, I just need help with the codes.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted May 11, 2012 08:40 PM

1) no ZSETUP editing! be kind and use *.ers files instead which can do the same and keep compability (you cannot have two or more different ZSETUP0?.txt on same copy of heroes while each script can have own ers file with all working together)
2) Yeah you can make random buff like enchanters, but you cannot make it COMPLETELY random since it would involve invalid spell casts and other problems. You must specify a list from which one is choosen as random, but currently Stack Experience works with only one spell before and one after attack - so you should change the experience line to another spell every turn of the unit or rely on hackish UN:C based scripts which add native casting (there exist one which allow making creature real caster and apply any casting style of existing unit so for example Faerie Dragon, Master Genie or Enchanter). Another way is just wait for MoP porting back to ERA feature of adding yet hardcoded in SoD/WoG abilities to any creature outside Stack Experience mechanism (including ones not availible via SE)
3) You can provide WoGify script to happen on Every Map and even use WoG options to make it optional, but since there exist simple text table in LOD (as EmrysBlack stated) which have all starting values for SE, you doesn't need scripting unless you want to make it compatible with another mods changing the feature (if another mod replace CREXPBON.TXT for fixing another creature your one would be lost) or just apply another SE abilities during runtime (for example changing the spell entry every battle round).
4) I suggest moving to ERA since WoG 3.58f allow only 100 posible script names for WoGify including the more-than-seventy existing ones. It also have more important features than unlimited range of script names you want to discover including new variables and new variable types and unlimited range of function indexes.

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ChaosHydra
ChaosHydra


Famous Hero
posted May 12, 2012 02:59 PM

I just wanna know the code for setting "Additional retaliations"...

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Aleee
Aleee


Known Hero
posted May 12, 2012 03:11 PM

Everything seems fine. How exactly does it "not work"?

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JimV
JimV


Responsible
Supreme Hero
posted May 12, 2012 04:18 PM

From WoG 3.58f ERM Help:

Format SE5 Format list

Stack Experience Standard Modifiers ($4 for EA:B Command)

+ Add 43
= Set 61
% Percent 37

Did you try adding (43) instead of setting (61)?

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ChaosHydra
ChaosHydra


Famous Hero
posted May 12, 2012 05:42 PM

Oh right lol, NOW I get it! I didn't understand that +-% table

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ChaosHydra
ChaosHydra


Famous Hero
posted May 24, 2012 11:49 PM

Where's the code for the "Receptive" ability?

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JimV
JimV


Responsible
Supreme Hero
posted May 25, 2012 01:14 AM

Example, from "The Dragon Slaughter":

EA126:B10/1/119/48/0/0/0/0/0/1/1/1/1/1/1; receptive

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ChaosHydra
ChaosHydra


Famous Hero
posted June 06, 2012 12:40 PM

I wanna give a creature immunity to Chain Lightning after a few levels. What's the code? I tried 119/19 but it doesn't work.

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