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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 June 06, 2012 03:40 PM

See Format SE4 in ERM Help:

Format SE4 Format List

Stack Experience Spell Immunities ($4 for EA:B command when $3=119 (w))

0 Receptivity to Beneficial Spells 48
1 Level 1 Hostile Spells 49
2 Level 1-2 Hostile Spells 50
3 Level 1-3 Hostile Spells 51
4 Level 1-4 Hostile Spells 52
5 All Hostile Spells 53
6 All Level 1 Spells 54
7 All Level 1-2 Spells 55
8 All Level 1-3 Spells 56
9 All Level 1-4 Spells 57
: All Spells 58
B Blind 66
C Cold spells 67
D Direct Damage spells [except Titan's Lightning] 68
H Hypnotize 72
I Implosion 73
K Berserk 75
L Lightning Spells 76
M Meteor Shower 77
N Dispel Beneficial Spells 78
O Fire Damage spells 79
P Any Dispel 80
R Armageddon 82
S Slow 83
A Hostile Air Spells 65
E Hostile Earth Spells 69
F Hostile Fire Spells 70
W Hostile Water Spells 87
a All Air Spells 97
e All Earth Spells 101
f All Fire Spells 102
m Hostile Mind Spells 109
p Hostile Dispel 112
w All Water Spells 119

There is no code (which I know of) to do Chain Lightning only - 76 seems to be the closest.

Of course, an ERM script could check for CL being cast and take actions to prevent it or make it harmless.

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ChaosHydra
ChaosHydra


Famous Hero
posted June 06, 2012 06:55 PM

What's the code for casting Age like Ghost & Blood Dragons do?

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JimV
JimV


Responsible
Supreme Hero
posted June 06, 2012 07:09 PM

The advantage of reading all of ERM Help:

BM Receiver

M#1/#2/#3; Apply a spell to the monster
  #1 = number of spell (See Format SP)
  #2 = duration in turns
  #3 = level of skill (0-no, 1-basic, 2-advanced, 3-expert)
Comments:
If you cast a spell that a monster already has, it will be ignored. But you can use "Dispel" spell :-)
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

So to add the Age capability, use EA:B to cast a spell (before or after striking), and use 75 for the spell number.

People who want to learn ERM really should read ERM Help.  That's what it is for, and the WoG Team did a great job on it.

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gk1981
gk1981


Hired Hero
posted June 22, 2012 12:01 AM

I've managed to change most of the creatures in my mod that I need to but for one . . . I created an "alchemist" creature that tosses "bottle bombs" at enemies.  I'd like an effect similar to necro's deathcloud or the magog fire-spread, but 1. I want to keep both the magog and necros in the game and 2. I want a separate graphic (i.e., no green skull cloud or fireball explosion).  

I understand that deathcloud is hardcoded and would be difficult (if not impossible) to duplicate and change graphics for another creature. So, I figured the next best thing would be to have my alchemist cast a spell (fireball) after each attack, but this of course only works with melee attacks according to the tutorial in the first post. I'd like the effect restricted to his projectile.

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kegolo
kegolo


Promising
Famous Hero
of infamy
posted June 22, 2012 01:11 AM

Download my Covenant town and check out what I did for brutes/ crute chieftans. I basically change memory addresses on the fly during battle to replace the deathcloud name and animation, and change creature type to power lich (I believe). I can help you make yours look right if you are interested.

One thing to consider is deathcloud will not do AOE damage to undead units, whereas something like fireball will. Easy to fix as well, just more scripting

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gk1981
gk1981


Hired Hero
posted June 22, 2012 04:15 AM

Kegolo,

Thanks for the reply and well done on your mod! I'm looking to make the cloudkill/fireball modification to a single map with a ZVSE event using Salamandr's method.  Any chance you could post the script?  

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kegolo
kegolo


Promising
Famous Hero
of infamy
posted June 22, 2012 05:31 AM
Edited by kegolo at 05:35, 22 Jun 2012.

Here it is, some of it you can ignore (the part with v911 having to do with chieftans). The code assumes you have created a new shot for your troop and renamed it XLich.def and a new AOE spell def to replace deathcloud called Xp04.def. If you put both of these into h3sprite.lod and replace the number 203 everywhere with your creature number, this should work for you. Also have to edit some checks on the creature number being in the correct range, as the code has to do with being either 203 or 204 for my purposes.

You can delete the sound part if you dont need it, but it will not work to put Yeathcloud.82m into the Data folder as WoG will not read it into the game, have to insert it directly into heroes3.snd. I think everything else is pretty self explanitory, lemme know if it doesn't work and I'll try to help.

!?BG0&1000/v225=1; [before each action]
!!BG:N?v909; [current stack]
!!BMv909:T?v910; [current type]
!!FU&v910<>203:E;

[for normal brutes]
!!BMv909&v910=203:T65;    [set to power lich]
!!VRz155&v910=203:S^Brutes^;
!!VRz156&v910=203:S^Brute^;
!!UN&v910=203:G1/65/0/156;   [Set the name of power lichs to brutes for this action]
!!UN&v910=203:G1/65/1/155;
!!UN&v910=203:C6835548/1/88; [change sp04_.def to Xp04_.def -> sticky grenade]
!!UN&v910=203:C6687080/1/88; [change PLich.def to XLich.def -> sticky grenade]
!!UN&v910=203:C6848456/1/89; [change deathcld.wav to Yeathcld.wav]

!!BMv909?v911; [indicator of troop position]
!!VRv911&v910=203:S d10;     [10-16 for brutes]

!?BG1&1000/v910=203; [after each action, for brutes]
!!BMv909:Tv910; [set back type]
!!UN:G1/65/0/0; [restore names]
!!UN:G1/65/1/0;
!!UN:C6835548/1/115; [restore lich spells]
!!UN:C6687080/1/80;
!!UN:C6848456/1/100;

!?BA1&1000/v225=1/v910=203; [after battle if ended on a brute]
!!BA?v1/?v2;
!!FU&v909<21/v1<0:E;
!!FU&v909>20/v2<0:E;
!!VRy1&v911<19:Sv911 - 10;
!!VRy1&v911>19:Sv911 - 20;
!!HE-1&y1>0:C0/y1/?y2/?y3/?y4/?y5;  [get the current hero's power liches
!!HE-1&y2=65/v911<19/y1>0:C0/y1/203/y3/y4/y5;

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gk1981
gk1981


Hired Hero
posted June 22, 2012 03:00 PM

Everything is clear except for the "indicator of troop position" piece as well as the other "frowny" face in the bottom section.  As I've always made all of my modifications per creature uniform for the map (i.e., all "alchemists" produce cloudkill effect regardless of their position in the army), I'm a little fuzzy on how the troop position thing works.

Thanks again for your efforts here!

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kegolo
kegolo


Promising
Famous Hero
of infamy
posted June 22, 2012 06:00 PM

As the triggers work, the part where you return the brutes back to liches occurs only if you don't win the battle with the brute. So if the very last creature you are fighting dies to a brute, that section is not triggered. So if this happens all your alchemists will be turned into power liches, not good!

To get around this:

!?BA1&1000/v225=1/v910=203; [after battle if ended on a brute]
!!BA: O?v1/?v2;                [sides]
!!FU&v909<21/v1<0:E;        [if wrong side/ position combo]
!!FU&v909>20/v2<0:E;
!!VRy1&v911<19:Sv911 - 10;  [change brute/chief var back to hero slot]
!!VRy1&v911>19:Sv911 - 20;
!!HE-1&y1>0:C0/y1/?y2/?y3/?y4/?y5;  [get the current hero's power liches
!!HE-1&y2=65/v911<19/y1>0:C0/y1/203/y3/y4/y5; [switch those to brutes]

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted June 22, 2012 06:49 PM

Why not BU:C?

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kegolo
kegolo


Promising
Famous Hero
of infamy
posted June 22, 2012 07:26 PM

Dunno, didn't think of it I guess. My way worked so I did it that way.

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gk1981
gk1981


Hired Hero
posted June 23, 2012 09:58 PM

Kegolo,

I posted the below code under ZVSE, simply changed the 203s to 123s (alchemist in my game), but can't get the effect. No syntax errors or anything, just no effect . . .

!?BG0&1000/v225=1; [before each action]
!!BG:N&v909; [current stack]
!!BMv909:T?v910; [current type]
!!FU&v910<>123:E;

[for normal brutes]
!!BMv909&v910=123:T65;    [set to power lich]
!!VRz155&v910=123:S^Alchemists^;
!!VRz156&v910=123:S^Alchemist^;
!!UN&v910=123:G1/65/0/156;   [Set the name of power lichs to alchemists for this action]
!!UN&v910=123:G1/65/1/155;
!!UN&v910=123:C6835548/1/88; [change sp04_.def to Xp04_.def -> exploding flask]
!!UN&v910=123:C6687080/1/88; [change PLich.def to XLich.def -> flask]
!!UN&v910=123:C6848456/1/89; [change deathcld.wav to Yeathcld.wav]

!!BMv909:v911; [indicator of troop position]
!!VRv911&v910=123:S d10;     [10-16 for alchemists]

!?BG1&1000/v910=123; [after each action, for alchemists]
!!BMv909:Tv910; [set back type]
!!UN:G1/65/0/0; [restore names]
!!UN:G1/65/1/0;
!!UN:C6835548/1/115; [restore lich spells]
!!UN:C6687080/1/80;
!!UN:C6848456/1/100;

!?BA1&1000/v225=1/v910=123; [after battle if ended on an alchemist]
!!BAv1/1v2;
!!FU&v909<21/v1<0:E;
!!FU&v909>20/v2<0:E;
!!VRy1&v911<19:Sv911 - 10;
!!VRy1&v911>19:Sv911 - 20;
!!HE-1&y1>0:C0/y1/?y2/?y3/?y4/?y5;  [get the current hero's power liches
!!HE-1&y2=65/v911<19/y1>0:C0/y1/123/y3/y4/y5;

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted June 23, 2012 10:32 PM

Guys, is just hard to use the "no smilies icon" on your left? Both Kegolo and your script are screwed, that's why not working.

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kegolo
kegolo


Promising
Famous Hero
of infamy
posted June 23, 2012 10:44 PM

Also very first line, v225 was specific to my script so if you didn't set that to 1 it never ran...

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gk1981
gk1981


Hired Hero
posted June 23, 2012 11:51 PM

Kegolo, I sent you a PM so we don't clog up the forum with scripts.

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gk1981
gk1981


Hired Hero
posted June 24, 2012 05:34 AM

Still can't get this thing working. No syntax errors and I followed Kegolo's script pasting in my addresses. I'll post once more:

!?BG0&1000/v225=1; [before each action]
!!BG:N&v909; [current stack]
!!BMv909:T?v910; [current type]
!!FU&v910<>123:E;

[for normal brutes]
!!BMv909&v910=123:T65;    [set to power lich]
!!VRz155&v910=123:S^Alchemists^;
!!VRz156&v910=123:S^Alchemist^;
!!UN&v910=123:G1/65/0/156;   [Set the name of power lichs to alchemists for this action]
!!UN&v910=123:G1/65/1/155;
!!UN&v910=123:C6835548/1/88; [change sp04_.def to Xp04_.def -> exploding flask]
!!UN&v910=123:C6687080/1/88; [change PLich.def to XLich.def -> flask]
!!UN&v910=123:C6848456/1/89; [change deathcld.wav to Yeathcld.wav]

!!BMv909:v911; [indicator of troop position]
!!VRv911&v910=123:S d10;     [10-16 for alchemists]

!?BG1&1000/v910=123; [after each action, for alchemists]
!!BMv909:Tv910; [set back type]
!!UN:G1/65/0/0; [restore names]
!!UN:G1/65/1/0;
!!UN:C6835548/1/115; [restore lich spells]
!!UN:C6687080/1/80;
!!UN:C6848456/1/100;

!?BA1&1000/v910=123; [after battle if ended on an alchemist]
!!BA:v1/1v2;
!!FU&v909<21/v1<0:E;
!!FU&v909>20/v2<0:E;
!!VRy1&v911<19:Sv911 - 10;
!!VRy1&v911>19:Sv911 - 20;
!!HE-1&y1>0:C0/y1/?y2/?y3/?y4/?y5;  [get the current hero's liches]
!!HE-1&y2=65/v911<19/y1>0:C0/y1/123/y3/y4/y5;

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kegolo
kegolo


Promising
Famous Hero
of infamy
posted June 24, 2012 05:47 AM

This should be exactly what you want:

!?BG0&1000; [before each action]
!!BG:N&v909; [current stack]
!!BMv909:T?v910; [current type]
!!FU&v910<>123:E;

[for normal brutes]
!!BMv909&v910=123:T65;    [set to power lich]
!!VRz155&v910=123:S^Alchemists^;
!!VRz156&v910=123:S^Alchemist^;
!!UN&v910=123:G1/65/0/156;   [Set the name of power lichs to alchemists for this action]
!!UN&v910=123:G1/65/1/155;
!!UN&v910=123:C6835548/1/88; [change sp04_.def to Xp04_.def -> exploding flask]
!!UN&v910=123:C6687080/1/88; [change PLich.def to XLich.def -> flask]
!!UN&v910=123:C6848456/1/89; [change deathcld.wav to Yeathcld.wav]

!!BMv909:Ov911; [indicator of troop position]
!!VRv911&v910=123:S d10;     [10-16 for alchemists]

!?BG1&1000/v910=123; [after each action, for alchemists]
!!BMv909:Tv910; [set back type]
!!UN:G1/65/0/0; [restore names]
!!UN:G1/65/1/0;
!!UN:C6835548/1/115; [restore lich spells]
!!UN:C6687080/1/80;
!!UN:C6848456/1/100;

!?BA1&1000/v910=123; [after battle if ended on an alchemist]
!!BA:Ov1/1v2;
!!FU&v909<21/v1<0:E;
!!FU&v909>20/v2<0:E;
!!VRy1&v911<19:Sv911 - 10;
!!VRy1&v911>19:Sv911 - 20;
!!HE-1&y1>0:C0/y1/?y2/?y3/?y4/?y5;  [get the current hero's liches]
!!HE-1&y2=65/v911<19/y1>0:C0/y1/123/y3/y4/y5;

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted June 24, 2012 07:20 AM
Edited by Salamandre at 07:46, 24 Jun 2012.

Quote:

!!BG:N&v909; [current stack]


I never saw this syntax before. Maybe you mean N?v909? After battle !!BA:Ov1/1v2; will not work, you need to store attacker/defender in BA0, then check those vars in BA1.

Quote:
No syntax errors

@gk1981: when you pasted script from forum, it created the errors and they are still there. No smilies icon is required to proper copy/paste ERM.

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kegolo
kegolo


Promising
Famous Hero
of infamy
posted June 24, 2012 07:45 AM

yes thank you. I am assuming no errors means he had v225 un-set so nothing ever was called. Only way I can see an error-full script not making any errors.
____________

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kegolo
kegolo


Promising
Famous Hero
of infamy
posted July 04, 2012 10:23 PM

Does anyone have the creature sounds from Heroes 1??? Or know where to find them?

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