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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Hero of Light mod v3.0 (DOWNLOADABLE)
Thread: Hero of Light mod v3.0 (DOWNLOADABLE) [ This thread is 51 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 (26) 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 ]
Hero_Of_Light
Hero_Of_Light


Promising
Supreme Hero
posted February 22, 2012 01:06 PM

Yes it is normal (if you see that the upgrades and so on match the ones mentioned in the pages of this thread). The alternative menu is available only in the standalone version (which i recommend you use, if you think you have any problems with the installation or the game itself).
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Not idly do the leaves of Lorien fall.

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solitaire345
solitaire345


Promising
Famous Hero
posted February 22, 2012 01:59 PM

Quote:
Where is triggered FU88888? I see it running several times, each time with slight different parameters, but never the the FU88888:P which brings it. As it is now, it's just decoration or it is special ERA function which I can't find in the list?


FU88888 triggers when you click your mouse in castle screen. It comes from battery.dll

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Galaad
Galaad


Famous Hero
Li mort as morz, li vif as vis
posted February 24, 2012 05:50 AM
Edited by Galaad at 06:05, 24 Feb 2012.

@Hero of Light : Thank you everything seems to work perfectly so far with the standalone version.

Please excuse me if this isn't the appropriate thread for a little request that i have : I used to love creating Syvlancentaurs in the original WoG, but in HoL mixing centaur captains with grand elves makes Satyrs... Is this on purpose ? Anyway this is a minor thing as your work is awesome and I'll always be grateful.

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Hero_Of_Light
Hero_Of_Light


Promising
Supreme Hero
posted February 24, 2012 06:35 AM

Well, i actually disabled this function because i replaced the Sylvan Centaurs to Satyrs. That means the function works but the Sylvan Centaurs aren't there.
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Galaad
Galaad


Famous Hero
Li mort as morz, li vif as vis
posted February 24, 2012 08:32 AM

Thanks for the clarification. May I ask the reason ?

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Drakon-Deus
Drakon-Deus


Bad-mannered
Legendary Hero
Everywhere and nowhere
posted February 26, 2012 03:23 AM

I don't see the new Haven heroes in game anymore, all of sudden.. i changed some settings but nothing about this

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Salamandre
Salamandre


Honorable
Undefeatable Hero
posted February 26, 2012 05:07 AM
Edited by Salamandre at 10:21, 26 Feb 2012.

Script_67.erm

I compiled all battle commands in same trigger, fixed errors and scepter of power. Dace had Vey ID in old. Also added crimson shield to apply magic mirror. Set summoned creatures to a minimum of 1, if result is zero, you can change if want. Do not use exit commands in if/en cascade, they will exit the whole trigger.

Will look to new suggestions later. I only tested what I modified, so I don't know if it works with all around, you tell me.
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Hero_Of_Light
Hero_Of_Light


Promising
Supreme Hero
posted February 27, 2012 05:29 PM

I tried it out thanks

First of all i will make art161 be held to the hand. If you see my previous post where i post my try on your suggestion i already did that so that a hero can't have both of them (it would be reduntant anyways). So you can procceed with art161 the same way you made the sceptre work (only this time with the opposite effect).

Secondly, the Crimson shield works. When a hero not wearing it attacks all is ok. Same when wielding it, it works and gives all troops magic mirror.

Thirdly, the summoning creatures works ok but i can't have the summoned creatures number at one as a default. The scrpt has to forbid summoning when the number (after the reduction in some cases) is smaller than one. The reason is that three heroes summon a high level creature and so to start the game with even one of those creatures is way to powerful a bonus. For instance Tamika summons 1 creature for each 7th level because the creature is really powerfull. This SHOULD mean that by level 6 Tamika summons no creatures at all.

I hope you can arrange something about that and proceed to the other artifacts as well.

Thanks again
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Salamandre
Salamandre


Honorable
Undefeatable Hero
posted February 27, 2012 05:41 PM

Download

Fixed, no summoning if result is zero.
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Hero_Of_Light
Hero_Of_Light


Promising
Supreme Hero
posted February 27, 2012 05:57 PM

Yeah okay it worked.

I look forward to the other artifacts as well, thanks for your effort
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Salamandre
Salamandre


Honorable
Undefeatable Hero
posted February 27, 2012 06:01 PM

ok, will look in others next days. For artefacts giving skill, your scripts which stored the skill level if already known, will not work, because you must also envision that two heroes can have the same artefact, thus variables will overlap. I will store skill to w vars, to work with each hero individually.
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Johnystorm
Johnystorm

Tavern Dweller
posted February 28, 2012 02:06 AM

I have download.thanks

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Salamandre
Salamandre


Honorable
Undefeatable Hero
posted February 28, 2012 06:14 AM
Edited by Salamandre at 06:31, 28 Feb 2012.

Script 67

Added:

Art161: Converts Attack and Defense to Power and Knowledge *problem, we have to give him mana regardless to new knowledge value, but this mana will stay after battle.
Art162: Converts Power and Knowledge to Attack and Defense
Art163: Makes all enemies creature afflicted with stone gaze for the first round
Art164: All your troops start with Expert Haste
Art165: When Equiped hero has Expert Luck
Art167: When Equiped hero has Expert Leadership
Art168: When Equiped hero has Expert Estates
Art169: If it is wielded by a Beastmaster or Witch  this artifact gives +6 to all
Art170: When wielded hero can cast two spells each turn.

As it is, is works, but as your mod is wogified, there may be conflicts with the hundred of universal scripts possible. I will change later all the vars and functions to not used ones, to make it safe. Please test it with all artefacts also on AI as attackers, I did not have enough time for, and let me know if any problems.
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Hero_Of_Light
Hero_Of_Light


Promising
Supreme Hero
posted February 28, 2012 01:26 PM

I tried them out. They seem to work ok except a few minor problems/suggestions i have to state:

First of all, art161 should not manipulate mana at all in my opinion because it does it wrong. It doesn't work with Intelligence skill for intsance and in this case the hero's spell points will be reduced and not increased. Same goes for mana vortex i guess. And anyway, since the spell points aren't restored after the battle i think that it should be cut out.

Secondly, the artifacts that give Estates, Luck and Leadership work ok, however the skill isn't shown when the hero equips the artifact. For instance, if you equip the artifact that gives leadership to a hero that has no leadership the skill won't be shown in the list but the bonus will apply. If you exit the hero screen and reenter THEN it will appear. Furthermore, if the hero has already 8 skills then the leadership bonus is given but it is not shown as a hidden skill. I don't know if that's a problem from the script or WOG's in general. I see you didn't use the original type of script:

!#UN:A168/3/16; [artifact is relic]
!#UN:A168/2/9; wielded in the misc slot
!?AE1&v998=168; Equip Artifact
!!HE-1:S13/?v888; Check if hero has Archery, if yes, variable v1 will be set to 13
!!HE-1:S13/3; Give Expert Estates
!?AE0&v998=168; Unequip Artifact 91
!!HE-1:S13/v888; Remove Archery, if variable v1 is 1
!?CM2;
!!UN:R3/-1; Redraw Hero Screen

I think this type showed the skill ok but i'm not sure. If you think this script out of date then ok don't use it. Since the bonus actually works i guess it's no big deal. Whatever you judge right.

Lastly, i forgot about art166 altogether. I would like it to give Expert Logistics and Pathfinding to a hero if you can add this to the script that would be great.

The game didn't have any other problems to its whole however. I don't know if you need to change the variables. However, i await your next update and i sincerely thank you for all the effort.
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Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Honorable
Undefeatable Hero
posted February 28, 2012 01:35 PM
Edited by Salamandre at 13:42, 28 Feb 2012.

For the artefact which converts attack/def in SP/Knowledge you need to add mana, because what use if hero enters in battle with 10 knowledge but only 10 mana because he had 10 def and 1 Knw before? If you want no mana, remove

!!HEx1:Iy1; give spell points

It can also be adapted to work with intelligence.

Yes, add in your script:

!?CM2;
!!UN:R3/-1; Redraw Hero Screen

To show in hidden skills, hidden skills script must be enabled.

For log/path, just copy/paste any of the scripts giving skill, change w var to next (I think I used up to 7, use w8-w9), art ID and skill ID, it is easy.

Original script: you use v888 to store already known or not skill. I already told you it is bad idea, because if another hero equips same artefact, v888 will change. So you need w vars.


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Hero_Of_Light
Hero_Of_Light


Promising
Supreme Hero
posted February 28, 2012 04:33 PM

Maybe the spell points can be given as a bonus and not as a whole. So when the battle starts hero is given a bonus Defense skill*10 spell points (i used defense since that's what will be transformed into Knowledge) and then when the battle is over, the hero spell points will be reduced by this amount. This way it will work better. It may not include intelligence or mana vortex bonus but it will surely not decrease the original spell points. Can you edit it like that?

I also made the art166 work ok. And the hero screen redraw works too thanks.
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Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Honorable
Undefeatable Hero
posted February 28, 2012 05:14 PM

I will think about. Both artefacts need slight redo I guess. Players must get what was promised, or they will ask why not. if knowledge doubles with defense values, then mana must follow exactly. If defense doubles and knowledge is reduced to one, mana also must be reduced, or it will allow big cheat.
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Hero_Of_Light
Hero_Of_Light


Promising
Supreme Hero
posted February 28, 2012 06:53 PM

I think the spell points bonus is the way to go for the wand of Magic. In the case of the sceptre of power it will apply the opposite effect: The spell points will be reduced to 10 (not 0 because a hero has always a default Knowledge and Power of 1) and after the battle they will be restored again.
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Drakon-Deus
Drakon-Deus


Bad-mannered
Legendary Hero
Everywhere and nowhere
posted February 29, 2012 11:39 AM
Edited by Drakon-Deus at 11:40, 29 Feb 2012.

I solved the issue, just a little glitch.

Any news about Tales of Amadar?

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Galaad
Galaad


Famous Hero
Li mort as morz, li vif as vis
posted February 29, 2012 04:59 PM

Hello,
I've been enjoying HoL for a little while now, and i have the feeling that Tower is really overpowered. I mean, 5 ranged creatures, and some of them are a lvl 7 Titan and a lvl 6 mass spellcaster. Although units are awesome, i really feel the game is too easy starting with this faction.
This is a feedback meant to help, as i guess how hard balance can be.

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