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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted July 30, 2013 05:13 PM |
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Ok, second download is wog revised mod. First download contains original artificer script from wog. Why you use it?
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blackstomper
Adventuring Hero
Member of the old Wog-team
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posted July 30, 2013 05:18 PM |
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the single artificer is from wog folder.
thought it was stupid to upload 56mb just to get a single file
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted July 30, 2013 05:25 PM |
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blackstomper
You asked how to sell artefacts to artificer. I told you to use wog revised mod with top priority. That's all, don't touch anything inside those mods.
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blackstomper
Adventuring Hero
Member of the old Wog-team
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posted July 30, 2013 05:32 PM |
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Salamandre said: blackstomper
You asked how to sell artefacts to artificer. I told you to use wog revised mod with top priority. That's all, don't touch anything inside those mods.
I havent!
All Iīve done is installed it, have it enabled.
But I canīt get the artificer to work like you said.
Is there maybe something in the "plugins" in wog that needs to be on/off?
This is how it looks like for me
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Annesh
Tavern Dweller
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posted July 30, 2013 05:45 PM |
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Salamandre, the link for Def Preview in the modding intro thread here->(http://heroescommunity.com/viewthread.php3?TID=32519&pagenumber=1) doesn't work - the .rar is corrupted somehow. Also, your Def tutorial in that thread seems to skip a few steps and I'm having trouble figuring out how to add animations in Def Tool.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted July 30, 2013 05:51 PM |
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blackstomper, you omitted to say you use Phoenix mod thus we lost both our time, please be more precise next time. Phoenix mod is using original wog scripts, so it overrides wog revised. Place wog revised above it, to get the artificer working. Anyway, I am not sure they are both compatible, as Phoenix mod has its own wog fixes.
Annesh, all tools necessary to Heroes modding are inside era, and available via mod manager. There are no other links.
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Annesh
Tavern Dweller
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posted July 30, 2013 06:02 PM |
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Alright, downloading era now.
Are we sure there's no way to get a creature to cast a damage spell like faerie dragons, with power according to stack size? The very fact that faerie dragons work like that should mean it's possible.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted July 30, 2013 06:06 PM |
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I did not say that. I only noticed how BM and EA triggers work. If you want to modify spell damage, you have MF/MR triggers.
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Era II mods and utilities
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Annesh
Tavern Dweller
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posted July 30, 2013 06:16 PM |
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Edited by Annesh at 18:17, 30 Jul 2013.
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Okay, so if you were to make a script to add the ability to cast, for example, Magic Arrow to a creature, and have its damage increase based on the creature's stack size, what would it look like?
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blackstomper
Adventuring Hero
Member of the old Wog-team
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posted July 30, 2013 06:22 PM |
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Salamandre said: blackstomper, you omitted to say you use Phoenix mod thus we lost both our time, please be more precise next time. Phoenix mod is using original wog scripts, so it overrides wog revised. Place wog revised above it, to get the artificer working. Anyway, I am not sure they are both compatible, as Phoenix mod has its own wog fixes.
So sorry, didnt even realize that it had its own wog scripts.
But, now it works
Sad that I cant convince the Artificer to also buy my scrolls, but I guess he also has tons of his own, and doesnt need any more
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted July 30, 2013 06:29 PM |
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Annesh, such script would take several hours even for an expert scripter so I can not show you what would look like. First you must identify the battle stack, check if it has EA ability and which percentage. Then the size of the stack. If it is 100% chance to cast, set a flag to true upon attack, then open MR/MF trigger, then modify the damage, + the damage displayed in battle box after multiplying by your stack size algorithm. If it has not 100% cast chance, then you must remove EA ability and replace by manual script, triggered by BG0, and then you must check for immunities, check for both heroes artefacts, terrain and such.
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Annesh
Tavern Dweller
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posted July 30, 2013 07:06 PM |
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Question: I installed Era, but now all my Wog scripts are gone! Ideas how to get them back?
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted July 30, 2013 07:58 PM |
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They are now in mods/wog/data/s folder, renamed but same scripts from wog 3.58.
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LakeQueen
Hired Hero
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posted July 31, 2013 05:23 PM |
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Question:
Is there a way to make IF:Q dialogue boxes only show for the active player and not everyone?
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted July 31, 2013 11:21 PM |
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I never noticed in Multiplayer game messages displaying during the other human turn. Anyway, to limit messages to only human, add flag 1000 so when AI triggers the thing, it does not show.
!!IF&1000:Q[...]
If the other human player gets your messages, you may try flag 999, but I am not 100% sure:
From erm help:
Flag 999, which is set to 1 if the current player (when trigger executes) is a player is "here" and 0 if he or she is at another PC. The AI has it always set to 0. If flag 999 is set, you can be sure that this is human and he is here. It's working for all triggers.
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Era II mods and utilities
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Felipe
Known Hero
Editing Heroes Without Limits
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posted August 01, 2013 10:42 PM |
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Is there a command to change the TWCRPORT.def during the game?
PS: change the pictures or change to another twcrport.def
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted August 02, 2013 10:12 AM |
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For most events is tricky, as defs are loaded at different moments. For example, you can change a def to another in !?BA trigger but not in BR/BG, as the battle defs are loaded at battle start.
For example, this is how to change a def before battle, up to you to check when your def is loaded and script is accordingly.
!?BA0;
!!SN:L^Era.dll^/?y1;
!!SN:Ay1/^RedirectFile^/?y2;
!!SN:Ey2/1/^Cabehe.def^/^Cabehed.def^;
You can change last line to:
!!SN:Ey2/1/^Twcrport.def^/^Newtwcrport.def^;
and see how it goes. use same script to revert after battle.
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LakeQueen
Hired Hero
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posted August 02, 2013 01:14 PM |
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Salamandre said: I never noticed in Multiplayer game messages displaying during the other human turn. Anyway, to limit messages to only human, add flag 1000 so when AI triggers the thing, it does not show.
!!IF&1000:Q[...]
If the other human player gets your messages, you may try flag 999, but I am not 100% sure:
From erm help:
Flag 999, which is set to 1 if the current player (when trigger executes) is a player is "here" and 0 if he or she is at another PC. The AI has it always set to 0. If flag 999 is set, you can be sure that this is human and he is here. It's working for all triggers.
Awesome, thanks!
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Felipe
Known Hero
Editing Heroes Without Limits
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posted August 05, 2013 02:05 AM |
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Thanks Salamander. I will test it.
How do I add a new dewling in the game without using ERM?
Zcrgn1.txt -> I added hive in the end of the list
Zcrgn0.txt -> I added numbers in order in the end of the file
But it still do not recognize the new dewling...
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Felipe
Known Hero
Editing Heroes Without Limits
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posted August 06, 2013 11:31 PM |
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I am trying to make the commander immune to fire magics
T tried:
!?BA0; before battle trigger
!!DO327936/0/20/1y-5; loop attackers
!!DO327936/20/41/1y-6; defender
!?FU327936;
!!VRy-2:Sx16 *-1 -1; set y-2 to battle expo stack numbering
!!EAy-2:F0/?y-96; 1st free expo line?
!!EAy-2&x1=4:By-96/1/119/97/1/1/1/1/1/1/1/1/1/1/1; give air spells immunity on all levels to stack
!!EAy-2&x1=5:By-96/1/119/101/1/1/1/1/1/1/1/1/1/1/1; earth
!!EAy-2&x1=6:By-96/1/119/102/1/1/1/1/1/1/1/1/1/1/1; fire
!!EAy-2&x1=7:By-96/1/119/119/1/1/1/1/1/1/1/1/1/1/1; water
But the commander don't have experience lines...
So I tried:
!?MR0; (Magic cast)
!!MR:M?v1;
!!MR&v1=182:F0; (attacking astral spirit don't receive damage)
Din't work...
suggestions?
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