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Thread: [Wake of Gods] - Introduction/Modding/Scripting | This thread is pages long: 1 ... 8 9 10 11 12 ... 20 30 33 · «PREV / NEXT» |
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted November 22, 2010 11:38 PM |
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Cyra with expert air/tactics and necromancy, even Hack will fail to. For tower, I would give them estates instead of sorcery, as the tower creatures and buildings are insanely expensive. And sorcery will be anyway offered for wizards.
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Era II mods and utilities
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Axe
Tavern Dweller
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posted November 23, 2010 11:07 AM |
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Edited by Axe at 11:19, 23 Nov 2010.
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Hi,
Yes Salamandre, Estate will be more good than Sorcery for the Wizards althougt in my Wog, i have changed many monsters and changed necromancy skill at 5%-10%-15%
Here the new file
[url=http://www.mediafire.com/?d1pxl0paih9doy1]script94.erm[/url]
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Grim04
Adventuring Hero
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posted December 28, 2010 06:56 AM |
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Hey,
I'm making a WOG file for my mod.
I'm just making sure if I understand.
I'll put all the names of what needs to be added to the bitmap in a text file and then all the names of what needs to be added to the sprites in a different text file. I then need to put all the files that are named in the folder.
Where do I put the scripts?
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bcvieira85
Tavern Dweller
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posted January 07, 2011 03:34 AM |
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Quote:
Quote:
Quote: If you make a new portrait,extract all images in a folder,after replace the image who you need and make the def again and put it in H3sprite.lod
But what type of def would I select?
It's not a creature def...
export also list of pics in def... it's a *.hdl file and then all what you need to do is load this file
Hi, i`m new here...
How can i make this def, after extract all images and replace the image that i need?
Thanks
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted January 07, 2011 04:59 AM |
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bcvieira85
Tavern Dweller
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posted January 07, 2011 12:58 PM |
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Quote: Page 1.
Sorry, but i still dont know how i make it. I want to make a new CPRSMALL def.
Thanks
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bcvieira85
Tavern Dweller
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posted January 07, 2011 01:26 PM |
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Quote:
Quote: Page 1.
Sorry, but i still dont know how i make it. I want to make a new CPRSMALL def.
Thanks
Thanks, i did it..
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Ayreon
Famous Hero
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posted January 11, 2011 01:10 PM |
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Quote: Page 1.
Page 1 accurately describes how to make a new creature def only. Assuming every type of def is made the same way, does every picture require the colour palette on page 4? And if yes, how do I convert a picture to that colour palette without having all the colours screwed up? (I use PSE7)
If not every picture requires the palette, then how come I can't create an artifact def with DEFtool after just following gnollking's guide on page 1?
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted January 11, 2011 04:39 PM |
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Def Tool converts to that palette anyway, but I don't trust it, noticed bugs with the first frame in the alphabetical list. Better index your pics in PS using the standard palette then process Deftool.
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Era II mods and utilities
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Ayreon
Famous Hero
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posted January 11, 2011 04:55 PM |
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Thanks for your reply. I now noticed where the error occurs. It's not that Deftool won't create the DEF files, but the error shows up only when tagging "make MSK and MSG files".
Precise error message:
Quote: Access violation at address 77E4B5F2 in module 'GDI32.dll'. Read of address 00000002.
Any idea on what might be wrong?
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted January 11, 2011 05:00 PM |
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Yes, you use a veeeery old version of deftool. The most recent (3.2.1) is included in the ERA package.
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Era II mods and utilities
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Ayreon
Famous Hero
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posted January 12, 2011 11:20 AM |
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Ah yes, I got the newer version and now everything works. Once again thanks a million, Salamandre!
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Artifacter
Tavern Dweller
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posted January 23, 2011 10:40 PM |
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Question to Knoll king who made a good tutorial about artifacts.Where can be found original heroes 3 or WOG"s artifact file/script?
I ask this cause i wanna learn thru original script how to make artifacts even more multi skilled.I found WOG commander artifact script file which starts with number 71 but i have no idea where can be the original script where heroes 3 WOGs artifacts run on.Do you have any idea where it can be found or anyone else?
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OxFEA
Promising
Famous Hero
feanor on DF2.ru
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posted January 24, 2011 06:39 AM |
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They are not scripted, they are hardcoded.
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Artifacter
Tavern Dweller
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posted January 24, 2011 01:12 PM |
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OKay, but where can be found those hardcoded artifact text lines?I am pretty sure if i find those i will be able to sort this out in a month time and start making my own ones
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OxFEA
Promising
Famous Hero
feanor on DF2.ru
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posted January 24, 2011 01:58 PM |
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Hardcoded. It means that special properties of artifacts written in exe file. I can write some offsets, but them will be useless for you.
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Warmonger
Promising
Legendary Hero
fallen artist
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posted January 24, 2011 02:06 PM |
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Moreover, they would be useless for potential users as you would have to ship entire exe and not support any mods that already modify it, like HD patch or new ERA.
Hopefully we'll have flexible artifact system sorted out by the end of the month
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The future of Heroes 3 is here!
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Artifacter
Tavern Dweller
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posted January 24, 2011 08:31 PM |
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No, it wont be useless for me. Could you please take some offsets from the exe so i can learn the code line to write my own one under commander artifact script.
By the way, i have made already an artifact under commander artifact script and it works without bugs.
I will need the games artifact code lines to create my own ones...
-------------------------------------------------------
I dont know but i think something is missing from this code line or its incomplete as there should be some more lines to work properly:
!?AE1&v998=91; Equip Artifact 91
!!HE-1:S1/?v1; Check if hero has Archery, if yes, variable v1 will be set to 1
!!HE-1:S1/3; Give Expert Archery
!?AE0&v998=91; Unequip Artifact 91
!!HE-1:S1/v1; Remove Archery, if variable v1 is 1
It works fine until you take an artifact off a hero.It leaves skill there on the screen, it should withdraw but it dosent.For an example after taking the artifact off it will leave image txt {Main Menu] and under that Basic logistics.
Could you please check this out and help to correct it?
( Numbers in the code seem fine but its just like something is missing there)
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OxFEA
Promising
Famous Hero
feanor on DF2.ru
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posted January 25, 2011 04:43 PM |
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Quote: No, it wont be useless for me. Could you please take some offsets from the exe
Addresses (in memory) of some functions:
0044A26F - checking artifacts for spell immunties.
005A86F3 - Armageddon Blades's check
004E663A, 004E5D10 - speed bonuses
004E66CC, 004E5DF0 - hp bonuses
005BFE32 - checks for "*** of Legion"
004E3ED0 - Necromancy (creature type) bonuses
004E3F40 - Necromancy (value) bonuses
004E42E0 - Scouting bonuses
004E43D0 - Archery bonuses
004E4690 - Eagle Eye bonuses
004E4950 - Magic resistance bonuses
004E4C00 - MP bonuses.
004E5020 - spell duration bonuses
004E59D0 - orbs of magic bonuses
004E3930 - luck
004E3C20 - morale
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Dead
Tavern Dweller
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posted January 26, 2011 12:25 AM |
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Edited by Dead at 00:26, 26 Jan 2011.
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Quote:
!?AE1&v998=91; Equip Artifact 91
!!HE-1:S1/?v1; Check if hero has Archery, if yes, variable v1 will be set to 1
!!HE-1:S1/3; Give Expert Archery
!?AE0&v998=91; Unequip Artifact 91
!!HE-1:S1/v1; Remove Archery, if variable v1 is 1
It works fine until you take an artifact off a hero.It leaves skill there on the screen, it should withdraw but it dosent.For an example after taking the artifact off it will leave image txt {Main Menu] and under that Basic logistics.
Could you please check this out and help to correct it?
( Numbers in the code seem fine but its just like something is missing there)
Try this
!?AE1&v998=91; Equip Artifact 91
!!HE-1:S1/?y-6; Check if hero has Archery
!!HE-1:S1/3; Give Expert Archery
!?AE0&v998=91; Unequip Artifact 91
!!HE-1:S1/y-6; Remove Archery, if y-6 is 0
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