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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Letting creatures cast spells?
Thread: Letting creatures cast spells?
raksha0xx
raksha0xx

Tavern Dweller
posted May 13, 2011 03:07 PM

Letting creatures cast spells?

Hi Guys,
I would really like to know how to make creatures cast spells.
I`ve found these lines in script50 and I've tried to change the creature value and the spell value. But it didn't work.

!!FU7061&v7000<20/v7002>-1/v7001=15618/v7003/1/v7005/1/5/0/v7008/0/v7002;         [20% cast implosion if ghost behemoth attacked]

Could you tell what I have to do, to let the creatures cast spells?

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JimV
JimV


Responsible
Supreme Hero
posted May 14, 2011 03:51 AM

The simplest way is to use the EA:B ERM command (receiver) to add a spell casting ability to a creature.  See the ERM Help on the EA receiver, and see:

(Guide to create unique abilities for your creatures)
http://heroescommunity.com/viewthread.php3?TID=27213

In this method, all creatures of the same type will have the same added ability.  The spell will be cast in addition to the creature's normal attack, either before or after its attack (for a shooter, it must be before).

The second simplest way is to change the creature type to a Santa Gremlin during combat using the BM:T command, and change its spell to the desired spell with BM:U4.  In this case, only a specific stack or stacks will have the casting ability, and the cast will be its only attack.

There is a variation of this method, using UN:C codes to give all creatures of a certain type the Santa Gremlin ability.  The spell type must still be set in combat using BM:U4.

The most complicated method is to use BM:C to cast the spell during combat, after a series of checks on the casting creature type and target.  This is the method used in script50, although in my copy of WoG 3.58f, the command line which you cite has been disabled (!!FU7061 was changed to *!FU7061).  This implies that a bug was found in this particular operation - or else the ability was considered to be too unbalanced after trials.

Each method has some advantages and disadvantages.  There may be other methods and variations besides these, which are the only ones that I have used.

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Kegolo
Kegolo


Promising
Famous Hero
of infamy
posted May 14, 2011 06:57 AM

Quote:
 The spell will be cast in addition to the creature's normal attack, either before or after its attack (for a shooter, it must be before).



If the spell must be before how does a Dracolich cast death cloud after it shoots no one seems to know... do you?

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JimV
JimV


Responsible
Supreme Hero
posted May 14, 2011 03:15 PM

Kegolo:  I believe the Dragolich's shot *is* a deathcloud, the same as a lich's.  It acts exactly the same way, as far as I know.  Similarly, a Magog's shot is a fireball.  (It does not cast a Fireball spell.)

(In the second method outlined above, if you use BM:T to change a stack type to the Power Lich type instead of a Santa Gremlin, it will shoot a deathcloud - if it is a shooter.  By the way, changing the type after combat has started does not change the appearance of the creature on the battlefield.)

(Methods 1 and 3 are used in StarGate Atlantis Rising; versions of all three methods are used in The Dragon Slaughter - both available via links at this site.)

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raksha0xx
raksha0xx

Tavern Dweller
posted May 14, 2011 06:20 PM

Thanks for the answers. I will try and make it work.

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Kegolo
Kegolo


Promising
Famous Hero
of infamy
posted May 14, 2011 06:32 PM

Quote:
Kegolo:  I believe the Dragolich's shot *is* a deathcloud, the same as a lich's.  It acts exactly the same way, as far as I know.  Similarly, a Magog's shot is a fireball.  (It does not cast a Fireball spell.)

(In the second method outlined above, if you use BM:T to change a stack type to the Power Lich type instead of a Santa Gremlin, it will shoot a deathcloud - if it is a shooter.  By the way, changing the type after combat has started does not change the appearance of the creature on the battlefield.)

(Methods 1 and 3 are used in StarGate Atlantis Rising; versions of all three methods are used in The Dragon Slaughter - both available via links at this site.)


Sadly that doesn't seem to be the case. The lich's shot it PLich.def, which is a red bolt if you watch carefully. It is the same thing a war zealot fires, you can test that with the script here:
http://heroescommunity.com/viewthread.php3?TID=33542

The dracolich fires ZShot195.def, which is the green bolt before the death cloud. Death cloud is Sp04.def which if it is a spell, can only be cast before attacking for shooters, so it doesn't seem to work that way. I'll try the Santa Gremlin technique though, maybe I can come up with something

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JimV
JimV


Responsible
Supreme Hero
posted May 14, 2011 08:00 PM

Yes, there is a missile which goes from the Lich to its target, then when it reaches the target it has a second animation, which is the deathcloud.  My point is, it is all part of the hard-coded shot of the creature, not a separate spell cast.  In fact, there is no "Deathcloud" spell.  There are other creatures which also have a two-part animation to their shots as well (one for the missile, another for the effect on the target).  As for two different def's, that is how I would program for two animations, one which travels across the screen, and another which surrounds the target.  Unless the length of the shot was fixed, it would be a lot of unnecessary trouble to try to combine both effects in one def.

You can see the lich-shot given to any shooting creature in The Dragon Slaughter, if you play as Tan (Orrin).


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raksha0xx
raksha0xx

Tavern Dweller
posted May 14, 2011 09:43 PM

Ok guys,
there's another question I have to ask.

Is it possible to make creatures strike three times?
How to do this, if it's possible?

I saw an WoG-artifact that said, it would make creatures strike thrice if they already can strike twice.

Please reply! Thanks in advance.

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Kegolo
Kegolo


Promising
Famous Hero
of infamy
posted May 14, 2011 11:07 PM

Quote:
Yes, there is a missile which goes from the Lich to its target, then when it reaches the target it has a second animation, which is the deathcloud.  My point is, it is all part of the hard-coded shot of the creature, not a separate spell cast.  In fact, there is no "Deathcloud" spell.  There are other creatures which also have a two-part animation to their shots as well (one for the missile, another for the effect on the target).  As for two different def's, that is how I would program for two animations, one which travels across the screen, and another which surrounds the target.  Unless the length of the shot was fixed, it would be a lot of unnecessary trouble to try to combine both effects in one def.

You can see the lich-shot given to any shooting creature in The Dragon Slaughter, if you play as Tan (Orrin).




Hey thanks, seems like I'll be doing it that way then. I just downloaded the Dragon Slaughter, there's only the normal 77 scripts in there. Any clue which one or where they do this coding for Orrin?

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JimV
JimV


Responsible
Supreme Hero
posted May 15, 2011 01:39 AM

The version (there are many) of The Dragon Slaughter which I am familiar with is 2.06, and is discussed here:

http://heroescommunity.com/viewthread.php3?TID=33459

And downloadable here:

http://www.box.net/shared/bj1eh6b50e

The script for Orrin's special abilities is Timed Event Day 524, "<tan> Orrin-".

Orrin's combat abilities can be tried out on day one of a new game.

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JimV
JimV


Responsible
Supreme Hero
posted May 15, 2011 01:57 AM
Edited by JimV at 02:02, 15 May 2011.

How to make a creature strike three times:

1) Use MA:X to give the creature double-strike ability, if it does not already have it.

2) Equip the Barbarian Lord's Axe of Ferocity.

(This will work for hitters but not for shooters.  MA:X can also be used to convert a shooter to a hitter.)

In WoG 3.58f, ERM commands can be used to make a creature have multiple turns per combat round (see "The Swords of Night and Day" - if I finish it), but there are several limitations.  Basically, only one creature at a time per side can be affected by the ERM script, and an enemy creature must have a turn between each two of the multiple turns, as far as I know.

In ERA, all creatures can be scripted to have multiple turns without any significant limitations - see "Shining Force I - The Runefaust Invasion" - if Salamandre releases it.

These kinds of questions may have already been (better) answered in one of the general topics on this forum, such as the one on ERM scripting.

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raksha0xx
raksha0xx

Tavern Dweller
posted May 30, 2011 04:55 PM

DEF with purple shadows?

hi,

I've tried to make a new def ( a black sharpshooter )
If I view the Def in the Def Preview, My def seems to be normal.
But if it's in the game the DEF has purple shadows.
What's the fault?

Please help and thanks in advance

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JimV
JimV


Responsible
Supreme Hero
posted May 30, 2011 06:11 PM

The topic on WoG modding or Creature animation would be a better place to ask this - those topics have experts who might not see it here.  Also your question might answer itself if you read those topics or the tutorials.

Purple has not been designated as the Shadow color in your DEF, which it should be.  My guess is that you did not click the box for Standard Special Colors in H3DefTool, or did not click the purple box in the Frames tab.

There are probably several other ways you might have gone wrong.  If I were you I would read one of the Creature Animation tutorials and follow it step by step.  There is a post with links to all tutorials near the top of the topics list.

Good luck.

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emrysblack
emrysblack


Adventuring Hero
New Hero
posted May 30, 2011 06:24 PM
Edited by emrysblack at 18:26, 30 May 2011.

Quote:
hi,

I've tried to make a new def ( a black sharpshooter )
If I view the Def in the Def Preview, My def seems to be normal.
But if it's in the game the DEF has purple shadows.
What's the fault?

Please help and thanks in advance

You mean like mine?

http://imageshack.us/photo/my-images/233/nsharp06.png/

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raksha0xx
raksha0xx

Tavern Dweller
posted May 30, 2011 06:31 PM
Edited by raksha0xx at 18:34, 30 May 2011.

Ok problem is solved.
I hadn't marked the special colours like you said.

Thank you again^^


Edit:
@EmrysBlack:
Yes it looked like yours in the game, but it's working now.

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