Heroes of Might and Magic Community
visiting hero! Register | Today's Posts | Games | Search! | FAQ/Rules | AvatarList | MemberList | Profile


Age of Heroes Headlines:  
5 Oct 2016: Heroes VII development comes to an end.. - read more
6 Aug 2016: Troubled Heroes VII Expansion Release - read more
26 Apr 2016: Heroes VII XPack - Trial by Fire - Coming out in June! - read more
17 Apr 2016: Global Alternative Creatures MOD for H7 after 1.8 Patch! - read more
7 Mar 2016: Romero launches a Piano Sonata Album Kickstarter! - read more
19 Feb 2016: Heroes 5.5 RC6, Heroes VII patch 1.7 are out! - read more
13 Jan 2016: Horn of the Abyss 1.4 Available for Download! - read more
17 Dec 2015: Heroes 5.5 update, 1.6 out for H7 - read more
23 Nov 2015: H7 1.4 & 1.5 patches Released - read more
31 Oct 2015: First H7 patches are out, End of DoC development - read more
5 Oct 2016: Heroes VII development comes to an end.. - read more
[X] Remove Ads
LOGIN:     Username:     Password:         [ Register ]
HOMM1: info forum | HOMM2: info forum | HOMM3: info mods forum | HOMM4: info CTG forum | HOMM5: info mods forum | MMH6: wiki forum | MMH7: wiki forum
Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Adding new artifacts
Thread: Adding new artifacts This thread is 3 pages long: 1 2 3 · NEXT»
OxFEA
OxFEA


Promising
Famous Hero
feanor on DF2.ru
posted December 08, 2012 06:52 PM
Edited by OxFEA at 13:36, 09 Dec 2012.

Adding new artifacts

Emerald v2 - ERA II mod that adds 530 blank artifacts (ID's from 171 to 700).

Features:
- extended artifacts' tables;
- support of random artifact generator (map, RMG, black markets and artifact merchants etc). MoP patch for fixing some problems with 255+ arts included.  
- custom spell books. If hero has an artifact with type 0x40 ('B' in txt table) he can cast spells.
- loading properties of artifacts from individual configs.

Mod includes four sample artifacts.

Download v2.01: emeraldv2_01eng.zip
DF2 thread with full readme at first post (needs translation): http://forum.df2.ru/index.php?showtopic=28564

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted December 08, 2012 06:58 PM

Great news! You're faster than we are

Looks like there's going to be massive outburst of new artifacts next year.
____________
The future of Heroes 3 is here!

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
OxFEA
OxFEA


Promising
Famous Hero
feanor on DF2.ru
posted December 08, 2012 07:02 PM

Quote:
Looks like there's going to be massive outburst of new artifacts next year.

Version v1 was released at 2010. And there are only two mods with new arts =(

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted December 08, 2012 07:14 PM

This a a dream come true! May i suggest also linking it on Era Mods/Maps thread, or else it will get buried in the forum.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted December 08, 2012 07:16 PM
Edited by Warmonger at 19:19, 08 Dec 2012.

Quote:
Version v1 was released at 2010. And there are only two mods with new arts =(


Maybe it's too hard to make one? Or the plugin is not known to wide audience?

Still, artifacts are very promising to mod. You can use them in any game, with working editor or not, random maps or custom maps as well witout additional effort.

And I know at least one person willing to provide artifacts pack soon
____________
The future of Heroes 3 is here!

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted December 08, 2012 07:18 PM

One question though, there is a patcher_x86.dll file that comes with it which i assume will replace the one in Era folder, HD mod also does that, will they conflict?

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
OxFEA
OxFEA


Promising
Famous Hero
feanor on DF2.ru
posted December 08, 2012 07:24 PM

Quote:
One question though, there is a patcher_x86.dll file that comes with it which i assume will replace the one in Era folder, HD mod also does that, will they conflict?


I don't think so.
In pack included last version (1.7)

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted December 09, 2012 04:53 AM

A proper, detailed Read Me in english is really necessary for this. How do we make the artifacts exist in the first place? I can basically modify the empty Wog ones (161 to 170). Yet i don't know how to make them pop up in random maps. But to test them you place them on a map. How do we do that with Emereald, nothing changes in the editor although the mod is active.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
solitaire345
solitaire345


Promising
Famous Hero
posted December 09, 2012 11:15 AM
Edited by solitaire345 at 11:34, 09 Dec 2012.

Have a translation

data/artifacts/<n>.cfg contains the configuration of artifact <n>.
Allowed parameters are:
Standard ones:
Cost - artifact if you have 5 markets
Rank - Artifact level. See format CT
SlotID - Position on the body. See format P2
ComboID - Number of combo artifact (see format CO). Each combo has its own number. Non combos have number -1. If you set -1 to a combo artifact, they won't add combined bonuses of their parts, but will still add their own unique bonuses (like Prayer spell or immunity to spells up to lvl 4)
ComboPart - ID of artifact that this artifact forms. -1 if artifct is not a part of combo. Artifacts with ID>160 cannot be part of combo artifact.
Name - string. Artfact name
Desc - string. Artifact description
MapDesc - String. Text message displayed when artifact is picked up

New parameters:
Attack/Defence/Knowledge/Spellpower - Bonus to respective primary skills
Luck - Luck bonus
Morale - Morale bonus
LuckBP - Luck bonus when artifact is removed
MoraleBP - Morale bonus when artifact is removed
Fly - Act like angel's wings. 1 - yes, 0 - no
Waterwalk - Act like boots of levitation. 1 - yes, 0 - no
Immunities - comma separated list of spells that this artifact gives immunities.
GivesSpell - Spells that are given by this artifact. Value is spell number +128 or one of these constants:

0  All fire spells
1  All air spells
2  All water spells
3  All earth spells
4  Summon boat/Scuttle boat
5  All level 5 spells
6  Armageddon
7  Titan's thunder


Mod also includes alpha.dll plugin that allows to replace frames from def with png images. (note: replacing cursors is not supported)

P.S. you gave wrong link to your thread: http://forum.df2.ru/index.php?showtopic=28564

P.P.S. Some more info from DF2thread:
- Added two new types: W (0x20 reserved for war machines and B (0x40 reserved for spell books. If hero has any artifact with type 0x40, thn he can cast spells) [and a question from me: Could you give more details on this? Is this based on the fact that actually artifacts have type and subtype?]

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted December 09, 2012 07:52 PM

Would the spell-giving work on non-standard spells? (the ones added in WoG version above 3.58f on which era is based - ones customisable without conflicting with old ones).

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
OxFEA
OxFEA


Promising
Famous Hero
feanor on DF2.ru
posted December 09, 2012 08:10 PM
Edited by OxFEA at 13:50, 10 Dec 2012.

Thanks for translation.

Quote:
Could you give more details on this? Is this based on the fact that actually artifacts have type and subtype?

Type = level (special-treasure-minor-major-relic), can be written with letter (in txt tabel) or with bitfield (UN:A format).

Subtype (second field in _Artifact_ structure, known as CustomData on russian forums) is not used now, but maybe later I'll implement something like enchanting.


Quote:
Would the spell-giving work on non-standard spells?
There are no non-standart spells except those what added in MoP2 - and MoP is not compatible with ERA.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted December 09, 2012 09:40 PM

But what are the basics, in which platform do we see/add all this?  There is no application called Emerald, it's a mod folder, when you enable the mod, nothing changes.
____________
Are you pretty? This is my occasion. - Ghost

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
OxFEA
OxFEA


Promising
Famous Hero
feanor on DF2.ru
posted December 10, 2012 01:54 PM

Quote:
But what are the basics, in which platform do we see/add all this?

ERA II. I tested it on 2.3, but it will work on any other 2.x version.

Quote:
There is no application called Emerald, it's a mod folder

I don't like .exe installers.

Quote:
when you enable the mod, nothing changes.

Try to generate XL random map and see through artifacts and black markets.
You'll see some of four new artifacts.

Anyway, it's not a mod, it's a tool for creating mods.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted December 10, 2012 02:05 PM
Edited by artu at 14:06, 10 Dec 2012.

Quote:
ERA II. I tested it on 2.3, but it will work on any other 2.x version.


That wasn't what i was asking. I did put the mod in Era 2 mods folder and i see and enable it in mods manager. Now, when i do that, there are no new empty artifact templates in map editor, so let's say i want to create a sword that gives +1 to attack, where do i open, what do i do, Emerald brings no new functions, buttons, empty templates visible anywhere in the editor.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted December 11, 2012 07:23 PM
Edited by majaczek at 20:12, 11 Dec 2012.

0xFEA I disagree. View sptraits txt under wog mod under era. There are spells with number 81-199 which are blank ones (unused and with uninformative description), but you know ERM under ERA can customize spells a bit.

The question is still valid. What would happen if I insert 209 (128+81) under spell field? Would it give "WoG Spell" (or whatever mod changes it to), or not give any spell or just crash?


PS: Just to notify, the additional spell mechanics comes from WoG executable version above 3.58f which ERA bases on, so it weren't new to MoP - it was even before ERA. But one is right MoP also uses this mechanics and is most known mod which does something playable with the mechanics.

-----
Offtopic: OxFea, I appreciate you for the hard work on these plugins which actually works pretty under ERA, but I have to mention you are pretty arrogant on a few aspects of WoG/ERA. Your relation to ERA is very specific - while you are master at some things, there are other you don't even bother to check - and this makes me puzzled. If I'll sometime learn to ERA plugin API and play a bit more with debugger, I think I'll have to try the challenge of tiny plugin for Vampirism (I spotted assembler code in wog sources which applies it to Blood Dragons, it should be just a few steps from that) which you told is impossible to do without much of work. Still it's just oversight from your side and a few tricks on my side won't make me better than you but I would be pride for the joke/jest of getting a point over famous 0xFea (it's funny collecting mere few points in challenge with master even when not having a chance to won the match). Anyway 0xFea is the master.
PS: If you 0xFea want to talk about vampirism plugin better move back to the thread with small plugins of yours, and it's not granted I will be first with the feature - granted plenty of time before I actually write first prototype (I'm busy with other tasks), but the idea was rather on pointing your "not possible" is sometimes a piece of nonsence rather than winning a point against you. The result knowledge is if you learn to pinpoint those cases you will be even more awesome on hacking HoMM3.5


PPS: sorry for wall of text and probably not beeing gentle enough for 0xFea, but I just wanted to say my previous question is still valid and why so, and I get on the flow. I hope the response to my offtopic would go to valid thread and we can get back to the topic of Emerald v2. Anyway this spellgiving is a feature of the plugin and I wanted to know how deeply it works with spell mechanics. Hope 0xFea would investigate this, and sorry that I am now not at mood for playtesting this.
-------

EDIT: Artu, this plugin and testing mod of it probably comes with config file - it's nothing shocking it won't affect map editor. You need to work with the config, and probably artifacts would show in mapeditor if mapeditor config is provided also (mostly number of artifacts ingame under grayface patch config file)

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
JimV
JimV


Responsible
Supreme Hero
posted December 11, 2012 08:24 PM

Off-topic #1 - Vampirism (and Dendroidism) are easy to add to any creature using ERM - see http://heroescommunity.com/viewthread.php3?TID=27213&pagenumber=10 (example of giving a creature Dendroid ability, constructed in under 20 minutes); Vampirism and Ghost abilities were scripted in "The Dragon Slaughter" by Woodmelon.

Off-topic #2 - I am going on a modified hunger-strike (no more ice cream) until OxFea receives a couple QP's for this post.  May the moderators have pity on me.

On-Topic #1 - Thanks.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted December 11, 2012 08:47 PM
Edited by majaczek at 20:51, 11 Dec 2012.

well sure JimV it could be achieved via script in a few ways, but I thought about using the way Slaava did it as it is tested to be bugless - but you have a point - it may seem too much to write a plugin for something attainable via script. Anyway Slaava used changing CreID temporarily which could be easily done via script but he used nice engine event when to apply this as opposed to some corner cases about war machines script (it sometimes failed to restore the original before end of battle).

I feel really sorry I actually get too much offtopic.

getting ontopic - anybody tested such values under the field?
and yeah I agree with JimV this topic should get at least one QP (I don't know how muh is desirable). So get back to Emerald

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 11, 2012 08:52 PM
Edited by Salamandre at 20:57, 11 Dec 2012.

Quote:
it could be achieved via script in a few ways


Not it could, it was. That's why people asking for things should better be up to date with the work already done, it will save some useless argumentation, in my opinion. Both scripts are ready in the above mentioned maps. I don't think we should ask OxFea to work on things we can do ourselves or already done. He is the ultimate weapon when all others failed.
____________
Era II mods and utilities

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted December 11, 2012 09:28 PM

Yeah Salamandre, Feanor works best on big project. It was just about that Feanor once did a series of smaller plugins - there was topic on this - and I asked there a question. Feanor there suggested it would need much of work but there's another way also.

And I believe, Salamandre, that at least once the aim was achieved but my point was that same thing can be done many different ways. Ok I won't bother Feanor on Vampirism - he has much funnier plugins planned. Just pointed that even such great people as feanor can cheat themselves by sticking to some theme.

Ok I have to shut up about this offtopic - it actually seems like instead of just mentioning I mistakenly went into tirade.

It seems I should refrain from starting offtopics at all, because once topic started I always would find an answer demanding to answer further. I Please all people here including mine to ignore offtopic I started on this point and get back to main topic: Feanor(0xFea) have recently released better version of emerald - hooray! And if it is possible can anybody test and share what would happen when wearing artifact with spell field 228 (100+128 so spell number 100 it should be) - it probably may help finding bugs for feanor plugin (we all want bugs to be gone before it lands in bigger mod don't we?) - and unique spell linked to artifact is nice idea. It seems feanor didn't take into account such scenario, but it's also possible that it would work without bugfixing, and I'm curious how it is.... anybody can share a test result here?

sorry for repeating this again and again, but I feel frustrated a bit that my offtopic gone so voiced and my ontopic question is unanswered. I don't want to be bad so I'll wait for the answer (ie. I'm not going to spam this forum - I'll try to calmly wait).

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
OxFEA
OxFEA


Promising
Famous Hero
feanor on DF2.ru
posted December 11, 2012 10:18 PM

Quote:
Emerald brings no new functions, buttons, empty templates visible anywhere in the editor.

I don't think that 530 brand new yellow squares are something that map editor should have. You can add your artifact yourself (use zeobjcts.txt/ZObjcts.txt). Don't forget about correct map def name, though.

However, I should add 171-174 artifacts ("Inquisitor set") in map editor.
Quote:
0xFEA I disagree. View sptraits txt under wog mod under era. There are spells with number 81-199 which are blank ones (unused and with uninformative description), but you know ERM under ERA can customize spells a bit.

Most times when I say - I know what I say.

There are no new spells in ERA, there are only lines in txt-file. Adding fully functional spells is a bit harder than adding new towns (but simplier than adding a new heroes).

Quote:
What would happen if I insert 209 (128+81) under spell field?

Nothing, I think. Or, maybe, it will cause some sort of "index-out-of-bounds" error - i don't remember what field goes after spells array in hero structure.

Quote:
Offtopic:

Firstly, most of the plugins that I write - I write for myself. Yes, I hope that I'll finish my mod sometime. I listen requests, but rarely perform them.
Secondly, i don't like remaking things that I made sometime. I already played with vampire ability (in amethyst and in UN:C) and don't want do it again - at least until I don't start remaking amethyst for ERA II.
And at last - daring me is useless, sorry =(

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jump To: « Prev Thread . . . Next Thread » This thread is 3 pages long: 1 2 3 · NEXT»
Post New Poll    Post New Topic    Post New Reply

Page compiled in 0.0627 seconds