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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Enhanced Magic Skills Mods
Thread: Enhanced Magic Skills Mods This thread is 9 pages long: 1 2 3 4 5 6 7 8 9 · «PREV / NEXT»
RerryR
RerryR


Known Hero
posted January 22, 2018 07:51 AM

xericsin said:
Improved Landmine is not working.
I checked the erm, and I found these 2 lines.

!!VRy85&y85><0/v7198=1:+4;
!!FU&y81<3|y85<1:E;

Is >< same as <>?
What does &a|b mean? Did you mean &a/b or |a/b?



!!VRy85&y85><0/v7198=1:+4;
!!FU&y81<3|y85<1:E;

Is >< same as <>. i thought it's the same, might be wrong thou?
This !!FU&y81<3|y85<1:E; Should be the same as a or b Right?

This line is the check for Fire Magic and Sorcery
I added the v7198=1:+4; because if you activated Sorcery II in Wog Options (+30% Spell damage) you get a wrong offset if you ask for sorcery value (it's negative) That's, by the way, the reason the Wog Sorcery Speciality is not working correctly.

For the improved Landmine remember that the chance is only 1/8 (all mines on the field)so it's only one mine from eight which explodes bigger.    

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xericsin
xericsin


Known Hero
posted January 22, 2018 08:54 AM

The reduce speed function also did not work.
I don't know whether your syntax is wrong, but I would use <> for not equal and |a/b for (a or b).


Another thing, I noticed you used EA command to add abilities for some spells. You might want to check whether it affects the creature stats modified by the BM command.


One more thing about the Shield bonus.
I would let this damage absorbing 'shield' be a bonus of Stone Skin, as thick skins do absorb damages, both magical and physical. Whereas shield reduces damages, not absorbing damages.

And Shield is originally designed to reduce melee damage. Add a 'shield' that reduces any kind of damage is deviating away from the original design.

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RerryR
RerryR


Known Hero
posted January 22, 2018 09:23 AM

All right, I will look into it as soon as I'm back.
Unfortunately, my company sends me away for a couple of days, so only mobile connection

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xericsin
xericsin


Known Hero
posted January 22, 2018 02:26 PM

I checked. Your script works actually.
I didn't know reducing speed requires sorcery.

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RerryR
RerryR


Known Hero
posted January 26, 2018 07:08 PM
Edited by RerryR at 19:19, 26 Jan 2018.

Not much going on here today, probably everybody is playing the new Hota . Time to show you my new work on the Spell Trainer Mod.

AlfWithCake said:
 Is it possible to know level of spell with "spell trainer" mod?


Yes, it's possible now! It took me some while but now it works.
You can check out the level of your spells by right-clicking your spellbook in your hero screen.


You can see the bonus you get on the spells, aswell as the times your hero casted them. Keep in mind that only these casts are listed which contribute to your level upgrades. For more details see the readme.


Updated Spell Trainer to V.1.3
- added list of spell levels
- replaced all hero vars (W-Vars) for better compatibility
- minor improvements

Dropbox Link: https://goo.gl/G5dFhK

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AdamK
AdamK


Hired Hero
posted February 05, 2018 12:39 AM

Hi,

brilliant ideas, and it seems great, i really hope that Valery will use this mod in his maps. It would give a plenty of tactical combinations and interesting fights with high level heroes

Br,

Adam

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AlfWithCake
AlfWithCake


Adventuring Hero
posted February 11, 2018 10:19 AM
Edited by AlfWithCake at 11:38, 11 Feb 2018.

 Spell trainer may have a bug. If you use all spell improvements in one round, in example you cast Slow 3 times after getting basic Scholar and Slow gets improved, then you cast Slow 50 more times it will have 53 casts total and not get improved. You finish battle, start new battle cast Slow and it will have 54 casts total and will not get upgraded, even though  it has more than 8 casts and it didn't get improved after casting it 8th time. I hope this situation is clear.

 Also, do buff/debuff spell have limit? Because it seems I can't level up slow beyond 63%/150 casts.

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RerryR
RerryR


Known Hero
posted February 11, 2018 12:44 PM
Edited by RerryR at 12:53, 11 Feb 2018.

AlfWithCake said:
 Spell trainer may have a bug. If you use all spell improvements in one round, in example you cast Slow 3 times after getting basic Scholar and Slow gets improved, then you cast Slow 50 more times it will have 53 casts total and not get improved. You finish battle, start new battle cast Slow and it will have 54 casts total and will not get upgraded, even though  it has more than 8 casts and it didn't get improved after casting it 8th time. I hope this situation is clear.

 Also, do buff/debuff spell have limit? Because it seems I can't level up slow beyond 63%/150 casts.


Hi Alf,

yes, i know what you mean and it's not a "bug". It's a limitation of my code. In principal you can only do three upgrades per battle with expert scholar (more with artifacts). After that the cast counter still goes up and but you won't gain any more levels. By doing that it can happen that you miss a level.  So I would recommend that after you have your three upgrades per battle you don't spam much more cast to not miss the next level (better start a new combat if you don't know the excat casts for next level up)

Buffs/Debuffs have a maximum level yes but it's above 150 for slow . You were right. Max level is after 150 casts. I'll check. If i can increase the limit.
Damage spells are capped by hero level + 10 (more with artifacts).

Do you have any more recommendations? Or suggestions for others spells?

I hope it is clear now. Maybe i can improve my code so you are not able to miss levels. I know see the problem, if you only can upgrade once, the problem is more likly to occur.

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AlfWithCake
AlfWithCake


Adventuring Hero
posted February 11, 2018 07:10 PM
Edited by AlfWithCake at 20:35, 11 Feb 2018.

 I saw your code that checks amount of casts for new level, I could suggest to stop counter right before new level if you don't have spell upgrades available at least, I hope it's useful.

 And sorcery specialist can cast force field/earthquake as bonus "offensive" spell, though he's not supposed to.

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AlfWithCake
AlfWithCake


Adventuring Hero
posted February 15, 2018 07:48 PM

 I get error screen in battle while using your mods, I think it's something connected to them.
 My mods, my wog settings, my save

 To proc errors, engage cavaliers and cast magic arrow. I got an error 3/6 times. By the way, if you get a chance for double cast as Sorcery specialist, while havenig bonus cast from 4 Expert Magics, your second cast you will be limited to offensive spells (plus mentioned force field, earthquake).

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RerryR
RerryR


Known Hero
posted February 16, 2018 12:02 AM
Edited by RerryR at 00:05, 16 Feb 2018.

AlfWithCake said:
 I get error screen in battle while using your mods, I think it's something connected to them.
 My mods, my wog settings, my save

 To proc errors, engage cavaliers and cast magic arrow. I got an error 3/6 times. By the way, if you get a chance for double cast as Sorcery specialist, while havenig bonus cast from 4 Expert Magics, your second cast you will be limited to offensive spells (plus mentioned force field, earthquake).


Hi Alf,

looking at the mods you use i noticed there are some new versions available:
Spell Trainer 1.3
Critical Sorcery 1.62
Reworked Magic Specialists is now Magic Specialists 1.02 (this is most likely the source of the error)
And maybe the New Artifact Mod

You are still using the Old Mod Manager, which is fine, but you can consider updating it. By the way, in your heroes 3 Mods folder is a usage.txt file which lists all your active mods. It's simpler to copy paste that than using a screenshot.

So please update the mods and if the error still occurs post the screenshot of the error so i can see problematic ERM code.

Sorcery specialist Mod + Expert at all 4 Magic schools (Double Cast Mod) is not perfectly compatible. I will look into it and see if i can fix it.

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AlfWithCake
AlfWithCake


Adventuring Hero
posted February 16, 2018 09:14 PM

 Is being damage spell specialist supposed to give you bonus spell casts only 1st round? And I could cast 4 spells at 20 level as Frost Ring specialist, and these 4 casts I could cast every spell, not just Frost Ring.

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RerryR
RerryR


Known Hero
posted February 17, 2018 11:37 AM
Edited by RerryR at 11:39, 17 Feb 2018.

Good Morning,

damage spell specialists, namely sorcery specialist gives you a chance for an extra cast for damage spells only. With lvl 20 this can max be 1 extra cast which can be used any time in combat, not just first round. Chance with lvl 20 is around 30%.
Frost Ring specialist can cast 1 additional Frost Ring for every 10 heroes level. So if you were able to cast any spell 4 times this should not be possible. Was this possible in just one combat round? Or did you use the double cast Mod?

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AlfWithCake
AlfWithCake


Adventuring Hero
posted February 17, 2018 03:22 PM

I just checked everything, I can't cast any spell 4 times, I can cast any spell 2 times and Frost Ring 2 more times, nothing wrong here. But I'm kinda disappointed that you get bonus cast as Spell Speciaist only for the first round, Sorcery Specialist is much better late game. Being able to cast up to 3 times (possibly more, didn't check) with 50% chance for a bonus cast every battle round, better than Spell Specialist that get only bonus casts 1 time.

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RerryR
RerryR


Known Hero
posted February 17, 2018 04:45 PM
Edited by RerryR at 20:59, 18 Feb 2018.

AlfWithCake said:
I just checked everything, I can't cast any spell 4 times, I can cast any spell 2 times and Frost Ring 2 more times, nothing wrong here. But I'm kinda disappointed that you get bonus cast as Spell Speciaist only for the first round, Sorcery Specialist is much better late game. Being able to cast up to 3 times (possibly more, didn't check) with 50% chance for a bonus cast every battle round, better than Spell Specialist that get only bonus casts 1 time.


If everything works correct you should be able to cast the spell anytime in combat, not just first round. You get let's say two extra cast with Frost Ring you can use anytime in combat until it's used up. Sometimes it's confusing when new round starts.

Edit:
But since I'm currently working on this mod I'll test...
Test on my side confirmed all works correct. You can use the additional cast any time in combat, not only first round.



Updated Magic Specialists to 1.2

- added Bonuses to a lot of other Magic Specialists Heroes
- added compatibility with Double Cast Mod
- fixed Sorcery Specialists could cast Quicksand and Earthquake

Buff/Debuff Specialists- Their unique spell will now scale with the hero, making it really powerful in the late game. I added all heroes which have a buff/debuff spell. This concept is really nice, maybe i'll write a mod which alters all spell so that they directly scale with spell power someday.

Now it also works together with double cast mod, but only for attacking hero, which is 90% of the time. I'll have to completely rewrite the other mod someday to make it also for the defender. hope Alf is happy now



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AlfWithCake
AlfWithCake


Adventuring Hero
posted February 19, 2018 08:35 PM
Edited by AlfWithCake at 21:04, 19 Feb 2018.

Well, weakness seem to not improve at all, and it reduces attack by 12 instead of 16 (ReMagic on). I still get error notification when enemies move in 50% of battles. Errors show code from Era Quick Savings and Spells Improved mods.

New specialities seem kinda interesting, gotta experiment with them. They look weak though, +1 stat for Prayer per 20 lvls+SP? Maybe better progression from level. Even late game it's +4 stats max, when you have 30th level and 50 SP. Late game sorcery specialist will cast extra 1.25 offensive spells average per battle round, offensive spell specialist will cast a plethora of spells 1st round, possibly maiming enemies with earth or ice spell bonus.

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RerryR
RerryR


Known Hero
posted February 19, 2018 09:49 PM
Edited by RerryR at 22:37, 19 Feb 2018.

Can you show me the error code you get in battle?

Edit:
For the Weakness thing, open Spell Trainer.erm and go to line 616 and change the y83=30 to y83=3 (one zero to much) or wait till i reupload

Edit2: Reduction should be 12. You can check that by viewing the SPTRAITS.TXT but maybe the description is wrong.

Edit3: i check the save you sent me and found an possible error. I reuploaded to Improved Spells v.2.151

Download Link:
https://goo.gl/G5dFhK

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AlfWithCake
AlfWithCake


Adventuring Hero
posted February 19, 2018 10:28 PM
Edited by AlfWithCake at 22:40, 19 Feb 2018.

First
Second
Third
Fourth message point to lines from 48 to the end of "Improved offensive spells" erm file.

Edit: I don't really know sptraits, but I think this is kinda confusing. I'll change last 3 numbers from 12 and 16 to 10 and 12 respectively. I really should transate this thing myself someday, if I'll be not lazy.

Edit2: With Ring of the Magi you increase offensive spell's strength by 8%, but it will still say "damage increased by 4%" instead of 8%.

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RerryR
RerryR


Known Hero
posted February 19, 2018 10:39 PM
Edited by RerryR at 22:43, 19 Feb 2018.

Ok check out the new version and confirm the error is gone.

Edit:
Regarding the third picture seems I messed up the description. You can fix this on your side ;P

Edit: The thing with the ring i know. I'll see if i can change it.

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AlfWithCake
AlfWithCake


Adventuring Hero
posted February 19, 2018 10:57 PM

Sorry, the problem stays when I fight Master Genies. Save, if you need it. I hope I'm not being too persistent

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