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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted February 01, 2017 01:32 PM |
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Sure, but you need to precise which creature ID, how many experience levels should gain, if it is free or must pay, how many times can be redone, if the objects is set to "visited" every day or not etc etc.
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szaman
Known Hero
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posted February 03, 2017 12:12 AM |
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Is it possible to add sound to text message?
Let's say a hero steps on a event, message appears and sound (no loop).
also...
How to make a hero to live forever? (with no castles)...
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bloodsucker
Legendary Hero
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posted February 03, 2017 09:01 AM |
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szaman said: Is it possible to add sound to text message?
Yes, in Era. Look for SN receiver, there are examples in Adventure Pillars mod.
Again, you need to be able to specify exactly what you want. Try to read something about programing languages decision making, like fluxograms and that stuff.
I'm betting I could write all you wanted but have no idea what you are asking for.
Do you want an hero to live forever? Give him 20.000 azures, 50.000 SAs, Water Magic and Clone, plus more then 80 in all prims and he will probably not dye.
Do you want to kill him? !!HE(...):K;
P.S: Oh, sorry. You want to get rid of the 7 days limit without castle. I know it is possible. I can't check it right now but I believe a map called Foll does that.
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igrik
Promising
Known Hero
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posted February 03, 2017 12:52 PM |
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Edited by igrik at 12:54, 03 Feb 2017.
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szaman said: How to make a hero to live forever? (with no castles)...
!!OW:D[id_player]/254;
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Hero_of_Light
Responsible
Supreme Hero
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posted February 04, 2017 12:40 AM |
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@Salamandre
A long while ago you gave me a script that game speed bonus on Sea for some creatures of my mod:
;sea bonus
!?BR&50/1000;
!!DO2014/0/41/1:P;
!!IF:V50/0;
!?FU2014;
!!BMx16:T?y1;
!!FU&y1<>123/y1<>129/y1<>170/y1<>171:E; exit if not water creatures
!!BMx16:Sd1; increase speed by 1
I was wondering if you could give them +1 to attack and defense as well.
Also, can you give Nomads the same bonus on desert? I know that they have it already in original Heroes, but the thing is that they loose the bonus if you change their allegiance (from Neutral to anything else) and since I made them Stronghold creatures they lost the bonus. I would like to give it back to them.
Can you help me please?
____________
Not idly do the leaves of Lorien fall.
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Hero_of_Light
Responsible
Supreme Hero
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posted February 04, 2017 12:42 AM |
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Ooops sorry for double post!
____________
Not idly do the leaves of Lorien fall.
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szaman
Known Hero
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posted February 04, 2017 12:57 AM |
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Quote: !!OW[id_player]/254;
Thanksigrik! What about the sound in message is it possible?
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RerryR
Promising
Supreme Hero
Researching Magic
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posted February 04, 2017 10:18 AM |
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Hero_of_Light said: @Salamandre
A long while ago you gave me a script that game speed bonus on Sea for some creatures of my mod:
;sea bonus
!?BR&50/1000;
!!DO2014/0/41/1:P;
!!IF:V50/0;
!?FU2014;
!!BMx16:T?y1;
!!FU&y1<>123/y1<>129/y1<>170/y1<>171:E; exit if not water creatures
!!BMx16:Sd1; increase speed by 1
I was wondering if you could give them +1 to attack and defense as well.
Also, can you give Nomads the same bonus on desert? I know that they have it already in original Heroes, but the thing is that they loose the bonus if you change their allegiance (from Neutral to anything else) and since I made them Stronghold creatures they lost the bonus. I would like to give it back to them.
Can you help me please?
Hi,
did you try addind
!!BMx16:Sd1; increase speed by 1
!!BMx16:Dd1; increase defence by 1
!!BMx16:Ad1; increase attack by 1
for the Nomads thing i dont know sry
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Hero_of_Light
Responsible
Supreme Hero
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posted February 04, 2017 10:26 AM |
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Yeah thanks that worked
Actually the script I posted was not complete there was another part of it.
!#UN:P900/?v561; [Check if Stack Experience is enabled: v296]
!#UN&v561=0:P906/1; [Disable gaining of Stack Experience from battles if Stack Experience is disabled]
!?BA0&1000;
!!UN:P900/1; [Enable Stack Experience]
;sea creatures bonus
!!BA:P?y16/?y17/?y18;
!!TRy16/y17/y18:T?y19/d/d/d/d/d/d/d;
!!IF&y19=8:V50/1;
!?BR&v997=0; after tactics phase
;sea bonus
!?BR&50/1000;
!!DO2014/0/41/1:P;
!!IF:V50/0;
!?FU2014;
!!BMx16:T?y1;
!!FU&y1<>123/y1<>129/y1<>170/y1<>171:E; exit if not water creatures
!!BMx16:Sd1; increase speed by 1
!!BMx16:Dd1; increase defence by 1
!!BMx16:Ad1; increase attack by 1
I think I got all of it. Can you make it give Nomads the same for Sand please?
____________
Not idly do the leaves of Lorien fall.
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RerryR
Promising
Supreme Hero
Researching Magic
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posted February 04, 2017 10:39 AM |
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Yes i can try, i just need a check for terrain, with that it should work. I will come back to you.
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Hero_of_Light
Responsible
Supreme Hero
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posted February 04, 2017 12:06 PM |
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OK, thanks a lot!
____________
Not idly do the leaves of Lorien fall.
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RerryR
Promising
Supreme Hero
Researching Magic
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posted February 04, 2017 01:03 PM |
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ZVSE
!#UN:P900/?v561; [Check if Stack Experience is enabled: v296]
!#UN&v561=0:P906/1; [Disable gaining of Stack Experience from battles if Stack Experience is disabled]
!?BA0&1000;
!!UN:P900/1; [Enable Stack Experience]
;sea creatures and Nomads bonus
!!BA:P?y16/?y17/?y18;
!!TRy16/y17/y18:T?y19/d/d/d/d/d/d/d;
!!IF&y19=8:V50/1;
!!IF&y19=1:V51/1;
!?BR&v997=0; after tactics phase
;sea bonus
!?BR&50/1000;
!!DO2014/0/41/1:P;
!!IF:V50/0;
;Sand bonus
!?BR&51/1000;
!!DO2015/0/41/1:P;
!!IF:V51/0;
!?FU2014;
!!BMx16:T?y1;
!!FU&y1<>123/y1<>129/y1<>170/y1<>171:E; exit if not water creatures
!!BMx16:Sd1; increase speed by 1
!!BMx16:Dd1; increase defence by 1
!!BMx16:Ad1; increase attack by 1
!?FU2015;
!!BMx16:T?y1;
!!if&y1=142:;
!!BMx16:Sd1; increase speed by 1
!!BMx16:Dd1; increase defence by 1
!!BMx16:Ad1; increase attack by 1
!!en:;
This should give Nomads +1 attack,defense and speed on sand terain. Is that what you wanted?
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Hero_of_Light
Responsible
Supreme Hero
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posted February 04, 2017 01:20 PM |
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Yes, I'll test it and will post back the results.
Seems to work OK...
Thanks for your time!
____________
Not idly do the leaves of Lorien fall.
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szaman
Known Hero
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posted February 04, 2017 04:45 PM |
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Edited by szaman at 16:46, 04 Feb 2017.
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In ERM Help have found this ERM script for custom sound BUT
ZVSE
!?OB100;
!!VRz10:S^..data1.wav^;
!!SNz10;
!?SN;
!!SN:S?z-10;
!!VRi:S0; !!VRz-9:S^Gazebo.wav^; !!VRi&z-10=z-9:S1;
!?SN&i=1;
!!VRz-10:S^ZQUIET.WAV^;
!!SN:Sz-10;
it's for to change sound in learning stone, but i want it to trigger on a event when a hero steps on it
What i have to change to trigger this on a event...
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RerryR
Promising
Supreme Hero
Researching Magic
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posted February 04, 2017 04:54 PM |
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szaman said: In ERM Help have found this ERM script for custom sound BUT
ZVSE
!?OB100;
!!VRz10:S^..data1.wav^;
!!SNz10;
!?SN;
!!SN:S?z-10;
!!VRi:S0; !!VRz-9:S^Gazebo.wav^; !!VRi&z-10=z-9:S1;
!?SN&i=1;
!!VRz-10:S^ZQUIET.WAV^;
!!SN:Sz-10;
it's for to change sound in learning stone, but i want it to trigger on a event when a hero steps on it
What i have to change to trigger this on a event...
Change from Object Trigger !?OB to Event Trigger !?LE
Quote from ERM Manual:
Example:
!?LE10/21/0;
This will identify an event at the location x=10, y=21 on the surface map level (0) as a trigger. If a hero trips this event, then all ERM statements following the trigger code will be executed.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted February 04, 2017 09:38 PM |
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You can compress:
!!BMx16:Sd1; increase speed by 1
!!BMx16:Dd1; increase defence by 1
!!BMx16:Ad1; increase attack by 1
as
!!BMx16:Sd1 Ad1 Dd1;
it helps when a lot of battle commands.
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Hero_of_Light
Responsible
Supreme Hero
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posted February 04, 2017 11:51 PM |
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Thanks, I actually rearranged the script in the way the one you gave me worked and made Mummies native to Sand as well.
Seemed the only logical thing to do...
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Not idly do the leaves of Lorien fall.
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RerryR
Promising
Supreme Hero
Researching Magic
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posted February 18, 2017 12:38 PM |
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Edited by RerryR at 12:44, 18 Feb 2017.
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Hi,
maybe someone can help me with my problem. I wrote a script that when your creatures in combat walk multiples times through a firewall they get increased damage and some animation shows up.
The problem now is how the AI handles the battle and makes decisions. Is it correct that the AI on every turn in combat calculates "every" possible action and chooses one. So that also means that the script i wrote triggers multiples times before every AI turn. (in this case its the !?MR trigger thats activated)
That in my case results that before the AI stacks actually move they already show some animations on them as if they had already walked through the firewall with every stack.
I hope i could express myself okay and it was understandable.
Is there a way to prevent that? or some flags or checks i can do?
I only know about flag 1000 but thats only for triggers dont run in complete AI battles.
Edit: Maybe better if i post script if it helps (the script itself works fine in hotseat mode, its more about the trigger thing i want to know about):
*-------------------------------firewall ---------------------------------------*
*enemies pass more than once through your firewall they explode
!?MR1&1000;
!!MR:S?y2; [y2 now contains spell number]
!!FU&y2<>13:E;
!!BG:Q?y3;
!!if&y3=0:;
!!HEv9282&y99>=0:S14/?y81 S15/?y82 S16/?y83 S17/?y84 S25/?y85 Fd/d/d?y22/d; [Checke ob der Held Sorcery und Fire Magic hat]
!!VRy85&y85><0/v7198=1:+4;
!!en:;
!!if&y3=1:;
!!HEv9281&y99>=0:S14/?y81 S15/?y82 S16/?y83 S17/?y84 S25/?y85 Fd/d/d?y22/d; [Checke ob der Held Sorcery und Fire Magic hat]
!!VRy85&y85><0/v7198=1:+4;
!!en:;
!!FU&y81<1|y85<1:E;
!!FU33678:P?y4; [call fkt for magic dmg recieving stack]
*!MF:N?y4;
!!if&y4>=0/y4<=41:;
!!BMy4:G13/?y13/?y14; [Check for Firewall]
!!MR:D?y8; [damage dealt]
!!if&y13>5/y8>10:;
!!BMy4:M13/15/3; [Apply bigger Firewall]
!!VRy9:Sy8 *4; [quadruple damage]
!!BMy4:V9;
!!VRz1:S^FIREBALL^;
!!SN:P1;
!!en:;
!!if&y13>0/y13<=5/y8>10:;
!!BMy4:M13/15/3; [Apply Firewall]
!!VRy9:Sy8 *2; [double damage]
!!BMy4:V53;
!!VRz1:S^Explosion.wav^;
!!SN:P1;
!!en:;
!!if&y13=0/y8>10:;
*!IF:M^Value y13:%Y13 und damage:%Y8^;
!!BMy4:M13/5/3; [Apply Firewall]
!!VRy9:Sy8;
!!en:;
!!MR:Fy9;
!!en:;
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted February 18, 2017 08:40 PM |
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Maybe two or more if/en conditions may run while you wanted only one, use a debug message in each if/en and see.
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Hero_Of_Light
Responsible
Supreme Hero
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posted February 19, 2017 11:21 AM |
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I was wondering if there's a way to change the map terrain before the game starts during wogification.
The reason I ask is because I would like to have each map with water on it to have appropriate beach effect, meaning sand terrain near the sea. In some maps from the original campaigns this was done manually (as in the picture bellow). Note how the map makers placed some sand terrain all around the sea to enhance the beach effect.
I was wondering if there can be a script that makes this same effect during the wogification for any map. Meaning, a script that replaces all the surrounding terrain of any sea area with sand.
____________
Not idly do the leaves of Lorien fall.
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