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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Advanced Classes Mod
Thread: Advanced Classes Mod This thread is 23 pages long: 1 ... 6 7 8 9 10 ... 20 23 · «PREV / NEXT»
RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted March 24, 2020 12:47 PM
Edited by RerryR at 12:52, 24 Mar 2020.

majaczek said:
how to make secondary skills have 5 levels?


Main ingredients are blood sweat and tears ^^

For some time I wanted to do a ERM tutorial on how to create unique secondary skills and spells, but since the interesst in erm scripting has nearly dropped to zero in this forum I saw no sense in doing it.

We cannot create new secondary skills or level higher then Expert we can only simulate them with ERM.

The main idea behind this is to always switch the skill name and the skill description when you open the hero screen for each hero individual. This is not so difficult to do.
More tricky is the level up procedure because once you have learned all skills on expert the game will not offer you any more at level up. So before each level you reduce the skills to advance but set the names to Expert or higher, so the game will still show you 2 skills to learn with changed skill names and description. When you picked your skill you change the names back again.

Drawback of this method is you that the names "Basic , Advanced, Expert" I found no way to change them on the fly, so I replaced them by just "Skill" (see the pictures on first page). This means the level of the skill has now to be in the skill name itself, like "Exp. Logistics".

Once you have done all the description switching you have to code the new effects of each skill level.

If you are funny or have to much time at hand you can of course create unlimited skill level with this method ;-)


Hope this helps majaczek



                                                         

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted March 24, 2020 02:15 PM

thanks but uhmm maybe I will try to do plugin for this.
or not yet implement that feature :P

now I need to fix my script for additional "neutral towns" since CA:D don't work currently :(


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tupaz
tupaz


Adventuring Hero
posted March 24, 2020 03:58 PM
Edited by tupaz at 16:01, 24 Mar 2020.

I'm playing the mod with few Others mods
like New WoG scripts(v1.42f) and Third Upgrade mod (v1.3.0)
Everything seems working allright except for creature specialists, they should get a 10% HP bonus at level 1 for creatures and they getting it right at battle start, but once they get damage or attack their HP reset to normal.
I tried disabling WoG script and the HP bonus works right, so i think that is the culpit.
Any chance to make it works correctly with that mod? I have of course disabled "enhanced creatures specialist" option and every other script may collide with with advanced classed mod, but nothing seems to works.


Here are WoG options, mods list and order:
free image hosting api







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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted March 24, 2020 04:56 PM

Mod list is fine, so are you settings I think.
But I do not observe this effect. Send me save please and your settings.dat

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xericsin
xericsin


Famous Hero
posted March 24, 2020 05:23 PM

RerryR said:


Drawback of this method is you that the names "Basic , Advanced, Expert" I found no way to change them on the fly, so I replaced them by just "Skill" (see the pictures on first page). This means the level of the skill has now to be in the skill name itself, like "Exp. Logistics".



Because you changed the skill level texts to "Skill", the upgrade window was not showing the next level of the skill candidates. Then I had to click on the skills to see the level. I'm not good at reading the icons.

So, I added 3 lines to your code to display the skill names with M. and GM. levels in the upgrade window.

I looked for a way to add the 3 standard level texts to the skill names, but it seems no readily available code to use. Have to find the next level of all skills of the current hero. So, I re-enabled the 3 standard level texts in the txt. I'll leave the tough work to you.

Here is the code insertion section, around line 1200 in the ADSkills.erm:

!?FU(H3_Mod_Skill_Loop10);
!!VRx16:Sx2;
!!HEx1:Sx16/?y1;

!!if&y1>0:;
!!FU(H3_Mod_Check_Skill_Level):Px1/?y2/?y3/x16;

!!VRy4&y2=0:S199500+x16;[master name]
!!VRy4&y2=1:S199600+x16;[grandmaster name]
!!FU7701:P0/x16/0/y4;[xericsin: added skill name for upgrade window]

!!FU7701&x16=0/y1=3/y2=0/y3=0:P0/0/3/189701;                                [Pathfinding]

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted March 24, 2020 05:54 PM
Edited by RerryR at 17:56, 24 Mar 2020.

Thanks xericsin,
you are right! I will consider adding it for the final version. It would certainly be an improvement.

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted March 25, 2020 08:01 AM

tupaz said:
I'm playing the mod with few Others mods
like New WoG scripts(v1.42f) and Third Upgrade mod (v1.3.0)
Everything seems working allright except for creature specialists, they should get a 10% HP bonus at level 1 for creatures and they getting it right at battle start, but once they get damage or attack their HP reset to normal.
I tried disabling WoG script and the HP bonus works right, so i think that is the culpit.
Any chance to make it works correctly with that mod? I have of course disabled "enhanced creatures specialist" option and every other script may collide with with advanced classed mod, but nothing seems to works.



Hi Tupaz,
thanks for the save. It took me some time to find the responsible option for resetting the HP but it is the "Battle Experience" from ES. Unfortunately the underlying mechanics from EA receiver (Stack Experience System) is bugged, that means whenever you set Stack Exp during battle, all additional stats will be removed from creatures.
You can also observe this behavior when disabling ACM mod and activating "Hero Specialisation Boost" and "Battle Experience", same happens and not only HP is removed.
So my suggestion is to disable Battle Experience option.
Also consider removing Town Treasury option and Max Secondary Skill option, use 10 Skill Plugin or only 8 Skills. Rest of the mods and options is okay to use.

Have fun
 

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tupaz
tupaz


Adventuring Hero
posted March 25, 2020 08:45 AM

Oh damn, I should have figured out that the responsible was battle experience, i liked the idea but too bad i'll disable it, it's better than make creature specialists useless.
Thank you again for the tips and for the mod, i have noticed many improvements compared to the first versions
BTW did you considered to give a chance to find class sets for hybrid classes? They are masters of two classes after all,
of course Grandmansters should have double chance to get their relative class set.


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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted March 25, 2020 09:34 AM

tupaz said:
Oh damn, I should have figured out that the responsible was battle experience, i liked the idea but too bad i'll disable it, it's better than make creature specialists useless.
Thank you again for the tips and for the mod, i have noticed many improvements compared to the first versions
BTW did you considered to give a chance to find class sets for hybrid classes? They are masters of two classes after all,
of course Grandmansters should have double chance to get their relative class set.


Thanks, yes there have been many little improvements

The idea of Battle Experience is good, but after some weeks in-game it gets obsolete anyway. I know Berserker has already looked at the EA problem briefly, maybe he finds a fix at some point in the future.

Own class sets for Hybrid classes would be a cool thing, but there are not enough free artifacts available. I know there are ways to add more artifacts but this process will further decrease compatibility with god knows what, so I stayed away from it for now.
But how about a single hybrid-class artifact you can only find when you reached that class ;-)


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tupaz
tupaz


Adventuring Hero
posted March 25, 2020 11:32 AM
Edited by tupaz at 11:41, 25 Mar 2020.

RerryR said:

Own class sets for Hybrid classes would be a cool thing, but there are not enough free artifacts available. I know there are ways to add more artifacts but this process will further decrease compatibility with god knows what, so I stayed away from it for now.
But how about a single hybrid-class artifact you can only find when you reached that class ;-)




Well, add new hybrid class artifacts would be cool, but I'm not talking about add new ones but giving the chance to get existing ones
for example I don't know the existing chances to get class sets pieces but let's say it's 1%
if a Master adventurer have a 1% to get a adventurer set piece
a grandmaster adventurer maybe will have a 2% or maybe more
and a druid will have a 1% to get a adventurer set piece and a 1% to get a mage set piece.

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xericsin
xericsin


Famous Hero
posted March 28, 2020 09:14 AM

*Fix Battle Plugin by igrik fix
Here all variables should be reset before a repeated fight
!?FU870520;

!!BU:R;<==============[this is causing crash]
!!SN:W^This_Is_Replay_Battle^/1;

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted March 28, 2020 11:37 AM
Edited by RerryR at 11:44, 28 Mar 2020.

xericsin said:
*Fix Battle Plugin by igrik fix
Here all variables should be reset before a repeated fight
!?FU870520;

!!BU:R;<==============[this is causing crash]
!!SN:W^This_Is_Replay_Battle^/1;



ai ai ai, accepted, I know there can be problem with !!BU:R on certain battlefields. Bersy confirmed and he suggest avoiding BU:R in !?BR&v997=0 and !?FU(OnCombatRound). I will find a different trigger to redraw battlefield.

Thanks for reporting!  

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xericsin
xericsin


Famous Hero
posted April 01, 2020 02:44 PM
Edited by xericsin at 14:48, 01 Apr 2020.

The mana cost of spells seems increased as game goes on.

Magic Arrow costs something like 37 for a level 1 hero.

Has anyone encountered this?



Another thing.

Does AI heroes get Master/GM level?

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted April 01, 2020 04:14 PM

xericsin said:
The mana cost of spells seems increased as game goes on.

Magic Arrow costs something like 37 for a level 1 hero.

Has anyone encountered this?

Yes I noticed, my Resurrection spell was at 56SP at month 8, very annoying ^^
I needed to fix my savegame.
Will send you update later.


xericsin said:

Another thing.

Does AI heroes get Master/GM level?

Yes, strange enough AI mostly goes for Adventurer or Hunter class.




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xericsin
xericsin


Famous Hero
posted April 01, 2020 05:37 PM
Edited by xericsin at 19:23, 02 Apr 2020.

OK

-----------------------
One more suggestion:

Nobility description could include whether the hero has used the skill this week.

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anti-victor
anti-victor


Adventuring Hero
Disciples 2 Map Creator
posted April 28, 2020 03:44 PM
Edited by anti-victor at 16:01, 28 Apr 2020.

xericsin said:

One more suggestion:

Nobility description could include whether the hero has used the skill this week.


That would be good to know, my bro always says "what I was doing here" after we took a break for a week from gaming.^^
Edit: I used to play with that "book script" (forgot name) where you could write in game what you have to do and open anytime or rewrite, but its not working anymore on new era, like many other mods(eg. upg resource silo etc.)
____________
Live and Die by the Blade/In WoG we trust

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xericsin
xericsin


Famous Hero
posted April 29, 2020 12:47 PM

@PerryR?
I found the Advanced Curse could decrease damage by extra 3 points, but Expert Curse could only decrease damage by extra 1 point.

Is it designed like this?

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted April 29, 2020 04:07 PM
Edited by RerryR at 16:11, 29 Apr 2020.

xericsin said:
@PerryR?
I found the Advanced Curse could decrease damage by extra 3 points, but Expert Curse could only decrease damage by extra 1 point.

Is it designed like this?


Yes, most spells follow this pattern now:

Stone Skin:
2 2 4 3 (+MS faktor)

Shield:
85 80 70 85 (+MS faktor)

Curse:
0 0 1 0  (+MS faktor)

Meaning the Advanced version is a bit stronger than the Expert Mass cast. Imo it makes sense because "Mass" is already a significant buff.
But a difference of (2) points from Advanced to Expert, as in your Curse example, should not be possible. Maybe you checked on a different hero?

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted April 29, 2020 05:32 PM

I am working on plugin for enabling 15 Secondary skills levels, which would be helpful for later versions of this mod.

I will finish it in may I think (I have already mostly working version)

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xericsin
xericsin


Famous Hero
posted April 29, 2020 08:12 PM

RerryR said:
Maybe you checked on a different hero?



Yes. I checked on different heroes. Looks like the effect scales up with spell power.

majaczek said:
I am working on plugin for enabling 15 Secondary skills levels, which would be helpful for later versions of this mod.



Looks like a lot of things to do to adapt to the new SS system.

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