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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Script 57 Option 057
Thread: Script 57 Option 057 This thread is 3 pages long: 1 2 3 · NEXT»
CrimsonW
CrimsonW


Hired Hero
posted July 05, 2010 05:47 PM
Edited by CrimsonW at 18:39, 05 Jul 2010.

Script 57 Option 057

Script 57  Option 057 it give neutral units bonus hp, attack and def every week . How can I change it to add less or maybe more bonus in few cases . I want to change it because after about 200 turns the crystal dragons for examples had 4000 life.. thats insane..

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CrimsonW
CrimsonW


Hired Hero
posted December 11, 2012 11:55 AM

Is there any way to modify this ? Or to make another script or even a little mode to act like this one but with different stats ?

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Siegfried
Siegfried


Famous Hero
posted December 11, 2012 12:34 PM

I'd assume you simply check script57, see what it does and then alter it. I do not know the script, but probably it's basically a start-of-battle trigger, calculating bonus dependent on day. maybe the bonus is calculated as a percentage of something. Such percentages tend to run out of control after a long period of gameplay.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 11, 2012 01:37 PM

As description says, the script is supposed to make the game much harder and does good job. You don't like it: a) disable, b) learn erm and modify.
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Felipe
Felipe


Known Hero
Editing Heroes Without Limits
posted December 11, 2012 02:48 PM
Edited by Felipe at 14:51, 11 Dec 2012.

Read the tutorial of the ERM HELP.  
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JimV
JimV


Responsible
Supreme Hero
posted December 11, 2012 04:15 PM
Edited by JimV at 16:16, 11 Dec 2012.

Or if about ten people would agree on exactly what changes they wanted, I would volunteer to make a modified script which could be used as a mod, and which would disable the original script and enable the changes if the mod was active (under Era 2 - or it could be a custom replacement WoG script for WoG 3.58f).

The problem with doing such scripts for other people is that often they do not know what they want until they get something and decide that wasn't it, and also if everybody wants something different most of them will be disappointed (and some will post complaints).  So I would need to see that the work would definitely benefit more than a few people before it would be worth my effort (and the resulting complaints from others).

I suppose the script could present a menu of difficulty choices at the start of a game (similar to "The Dragon Slaughter") - but if so, that should be in the specifications.

(I don't expect this offer will be taken up, but I will stand by it so as to give a semi-positive reply.)

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted December 11, 2012 05:17 PM

well, how about fixing the training facility script and adding it to custom scripts instead? that would be a much better contribution to the game.

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JimV
JimV


Responsible
Supreme Hero
posted December 11, 2012 05:32 PM

Okay, I'll extend the offer there as well: exact specifications (so there are no complaints about what was done), agreed to by about ten people (so it is worth doing).

(I am sure there are many others who would do custom scripts on this basis also.)

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 11, 2012 05:34 PM
Edited by Salamandre at 18:01, 11 Dec 2012.

Training script, original by Fnord, modified by me (much less clicks) and enhanced by JimV (much much less clicks), as used in tew 4. Apply it on any object you like, just trigger FU509 (!?OB$&1000->!!FU509:P;) after visit and build your mod on..

!?FU509;
!!VRv300:C-1/-1/-1/-1/-1/-1/-1/0; JHV
!!DO507/0/6/1:P300; [Build text strings for dialogue box]
!!OW:R-1/6/?y1;
!!VRz-1:S^Select a stack to train to the next rank. Available gold: %Y1^;
!!VRz-2:S^I'll  do it  later.^;
!!VRz8:S^Train all to next level for %V307  gold.^;  JHV
!!VRz8&v307<1:S^^; JHV
!!IF:G1/1/256/-1/1/2/3/4/5/6/7/8/-2/0/0/0; [Display dialogue box] JHV
!!FU&v1=256:E; [Exit if player chose to come back later] JHV

!!VRy-10&v1=1:S0; [Stack 0 selected: y-10]
!!VRy-10&v1=2:S1; [Stack 1 selected: y-10]
!!VRy-10&v1=4:S2; [Stack 2 selected: y-10]
!!VRy-10&v1=8:S3; [Stack 3 selected: y-10]
!!VRy-10&v1=16:S4; [Stack 4 selected: y-10]
!!VRy-10&v1=32:S5; [Stack 5 selected: y-10]
!!VRy-10&v1=64:S6; [Stack 6 selected: y-10]
!!IF&v1=128/y1<v307:Q1/6/y-8/1^Not enough gold!^;
!!DO760/y-10/y-10/1&v1<>128:P300;   JHV
!!DO760/0/6/1&v1=128/y1>=v307:P300;  JHV
!!UN:R3/-1;
!!FU509:P;

!?FU760; x16=troop slot
!!VRy1:Sx1+x16; index to prices        JHV
!!VRy-8:Svy1; get price for troop x16  JHV
!!FU&y-8<0:E; exit if priceless        JHV
!!HE-1:C0/x16/?v2/?v3/?v4/2; [v2=type, v3=number, v4=exp]

!!UN&v3=1:N3/8/v2/0; [Monster name (singular): z8]
!!UN&v3>1:N3/8/v2/1; [Monster name (plural): z8]
!!MA:Lv2/?y-6; [Monster level (0..6): y-6]
!!VRy-6:+1; [Add 1 to monster level: y-6]
!!FU508:Py-6/v4/v2; [Get rank: y-20]
!!VRy-5:Sy-20 +1; [Next rank to train creatures to: y-5]
!!VRy-7:Sy-6; [Copy of monster level: y-7]
!!VRy-9:Sv2 :2 *2; [Check if monster is upgraded: y-9]
!!VRy-7&y-9<>v2/v2<=131:+1; [Add 1 more level if monster is upgraded: y-7]
!!VRy-7&v2>=150/v2<=158:+2; [Add 2 more if monster is level 8: y-7]
*!VRy-8:Sv3 *y-5 *y-6 *y-7:2; [Calculate cost: y-8]  JHV
*!VRy-8&v1975=4::2; halve cost for estates specialists JHV


!!OW:R-1/6/?y-11; [Player's gold: y-11]
!!IF&y-11<y-8:Q1/6/y-8/1^Not enough gold!^;
!!FU&y-11<y-8:E; [Exit if player doesn't have enough gold]

!!IF:Q1/21/v2/6/y-8/17/y-5/1^DONE!^;
!!VRy-13:Sy-11 -y-8; [Player's new gold: y-13]
!!OW:R-1/6/y-13; [Set player's new gold: y-13]

[Set new rank for troops: y-5=new rank]
!!HE-1:C0/x16/d/d/y-5/12;


[Build text strings for dialogue box]
!?FU507; x1=start of price table, price-->v[x1+x16], sum of prices-->v[x1+7]
!!HE-1:C0/x16/?y1/?y2/?y3/2; [y1=type, y2=number, y3=experience]
!!VRy4:Sx16 +1; [Index for z variable to store text strings (z1..z7)]
!!VRzy4:S^^; [Initialize z variables to empty strings]
!!FU|y1<0/y2<1:E; [Skip if no monster in this slot]

!!UN&y2=1:N3/8/y1/0; [Monster name (singular): z8]
!!UN&y2>1:N3/8/y1/1; [Monster name (plural): z8]
!!MA:Ly1/?y6; [Monster level (0..6): y6]
!!VRy6:+1; [Add 1 to monster level: y6]
!!FU508:Py6/y3/y1; [Get rank: y-20]
!!VRy5:Sy-20 +1; [Next rank to train creatures to: y5]
!!FU&y5>10:E; [Skip if stack is already at rank 10]

!!VRy7:Sy6; [Copy of monster level: y7]
!!VRy9:Sy1 :2 *2; [Check if monster is upgraded: y9]
!!VRy7&y9<>y1/y1<=131:+1; [Add 1 more to monster level if upgraded: y7]
!!VRy7&y1>=150/y1<=158:+2; [Add 2 more if monster is level 8: y7]
!!VRy8:Sy2 *y5 *y6 *y7:2; [Calculate cost: y8]
**VRy8&v1975=4::2; estates specialists
!!VRzy4:S^Train  %Y2  %Z8  to  Rank  %Y5  for  %Y8  gold.^;
!!VRy9:Sx1+x16; index to price table JHV
!!VRvy9:Sy8;                         JHV
!!VRy10:Sx1+7; index to total price  JHV
!!VRvy10:+y8;                        JHV

[Get rank of stack: y-20]
[x1=monster level (1..7), x2=current experience, x3=monster number]
!?FU508;
!!VRe1:S2 :5 +8; [e1=8.4]
!!VRy1:Sx2 :x1; [Base experience for level 1..7 creatures: y1]
!!VRy1&x3>=150/x3<=163:Sx2 :e1; [Base exp. for level 8 creatures: y1]
!!VRy-20&y1<1000:S0; [Rank 0]
!!VRy-20&y1>=1000/y1<2000:S1; [Rank 1]
!!VRy-20&y1>=2000/y1<3200:S2; [Rank 2]
!!VRy-20&y1>=3200/y1<4600:S3; [Rank 3]
!!VRy-20&y1>=4600/y1<6200:S4; [Rank 4]
!!VRy-20&y1>=6200/y1<8000:S5; [Rank 5]
!!VRy-20&y1>=8000/y1<10000:S6; [Rank 6]
!!VRy-20&y1>=10000/y1<12200:S7; [Rank 7]
!!VRy-20&y1>=12200/y1<14700:S8; [Rank 8]
!!VRy-20&y1>=14700/y1<17500:S9; [Rank 9]
!!VRy-20&y1>=17500:S10; [Rank 10]
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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted December 11, 2012 05:36 PM

ok, count me as number one: training facility script getting fixed as it is, that is: no modification of any kind, only fixing of the script and placement of it in wog revised custom scripts menu.

come on people, agree with this and we'll have a great script.

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JimV
JimV


Responsible
Supreme Hero
posted December 11, 2012 06:01 PM

From the viewpoint of a scripter, that is not much of an exact specification. It leaves the following issues unanswered:

1) Is Salamandre's version sufficient? If so, thank him and we are done. (I'll thank him anyway:  Thanks, Salamandre. Looks good.)

2) Or do you want some specific object to be used to trigger the script?

3) And if so, do you want this object added to maps during wogification?

4) Adding things to somebody's else's mod (WoG Revised) is beyond my authority and not something I can commit to.

5) In my experience, vague statements such as "fix it but don't change anything" lead to specification-creep after things are fixed and users find that actual use of the script does not meet their expectations; be aware that in that case my response is apt to be "You got what you asked for.  You're welcome."

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 11, 2012 06:04 PM
Edited by Salamandre at 18:27, 11 Dec 2012.

I edited previous post, first function is 509, 507 was typo. It is the training facility script artu wants, but with much less clicks than Fnord original version. (about 5 per action)

It has no check for experience option (!!UN:P900/1;), maybe should be added. I tried to open hero window first (in tew is triggered from custom button in hero screen) with special era event FU77004 but can't make it work. Would be better if it opens hero window before action.

Important:was for custom map so it may conflict with free wogification, needs functions and v300-v307 changed.
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Siegfried
Siegfried


Famous Hero
posted December 11, 2012 06:14 PM

Hi,

some of the WoG scripts i indeed do like. Others i don't. The troop training scripts belongs to the first category. At least as long as bound to a well matching object. The perfect match here is the school of war. So i suggest taking Salamandres script, bind it to school of war, and done. There is just 1 thing to be discussed: The price for upgrading. My suggestion: Make price dependent of map difficulty. Ah, and maybe Hero skills like Leadership and Tactics could lower the price (troops easier to train). But that is just the way i would do it.

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JimV
JimV


Responsible
Supreme Hero
posted December 11, 2012 07:22 PM

Note:  the best way to specify something is to give specific examples, e.g., a Hero visits a School of War (if that is the specified object) and ... now what happens? A new menu?  First the old menu and then a new menu? If this can't be answered in detail than the specifier has not thought things through.  Also, as Salamandre points out, the issue of what other WoG settings (or Era mods)the script should require or be compatible with should be considered.

I hope the scope of even such a small project as this is beginning to be appreciated.

I don't expect this to happen immediately, but until it happens the requirement for an exact specification has not been met - but no pressure. First the necessary quorum must be accumulated (two so far) and they must decide what specification they will agree on.

And of course anyone is free to make their own independent version via independent work.

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CrimsonW
CrimsonW


Hired Hero
posted December 11, 2012 07:29 PM
Edited by CrimsonW at 19:35, 11 Dec 2012.

What I think it would be good to have is more options for this script or even a way to type manualy ( in wog options or somewhere else if another small mod its made for this ) at what procent and at what time you want the skills to grow . I want the game to be harder but not to be unable to defeat 100 diamond dragons after 100 days for example.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 11, 2012 07:50 PM

You know; if after 100 days on random map you still didn't get or know how to use force field, maybe is not the script who needs changes, but your play level. Sorry, had to say.
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JimV
JimV


Responsible
Supreme Hero
posted December 11, 2012 07:52 PM

I am sorry your topic has been expanded to another script in your absence.  I will delete all my off-topic comments (all but my first one) if you wish.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted December 11, 2012 08:33 PM

JimV I agree the difficluy should be typeable number, but I propose higher precision - at least promiles or better tenth of promiles - this way player has much better control on the ballance and I believe halves of percen could matter sometimes a lot.

So on my side I think there should be difficulty popup during WoGification and rest work the same but with different multiplier. So there are 3 of us. I think it should be enough of change but there may be more elaborated way such as setting percentage for each field of creature separately.

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CrimsonW
CrimsonW


Hired Hero
posted December 11, 2012 10:01 PM
Edited by CrimsonW at 22:05, 11 Dec 2012.

Quote:
You know; if after 100 days on random map you still didn't get or know how to use force field, maybe is not the script who needs changes, but your play level. Sorry, had to say.

Not a random map, I just gave an example. Maybe my play level it pretty low , I dont know , I`ve never played with another human player. Let say instead of 100 there are 10 stacks with 100 and another few with 1000 , it dosent matter, the point is that if you make a very hard XXL ( 254x254 I think with the xxl patch ) map with lots of creatures and stacks and you activate this script it may become almost imposibile to finish it . I just wanted to know if someone could help me with this.

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JimV
JimV


Responsible
Supreme Hero
posted December 11, 2012 10:25 PM

By my count, so far there are two votes for the OP's proposal (CrimsonW and Majaczek) and two votes for Artu's proposal (Artu and Seigfried). Well, that is some progress, although not a huge groundswell. Specifications are still a bit vague. I actually don't mind vague specifications as they leave me free to do as I choose, but I predict the tighter the final specifications the happier the specifiers will be with the results.

I have not used and am not familiar with either script, or else I would probably be pointing out alternatives for specifiers to decide on.  At the two-vote point I don't feel that is worth investing time in yet. (Perhaps the two groups will decide to swap votes.)

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