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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted January 18, 2018 12:17 AM |
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RerryR said: and make it so that they lose the ability after their attack.
Won't that be almost impossible because what if the creature already had the implemented ability? Maybe reserve 8th ability slot only for this script and after special attack clean it.
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RerryR
Promising
Supreme Hero
Researching Magic
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posted January 18, 2018 09:33 AM |
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Salamandre said:
Won't that be almost impossible because what if the creature already had the implemented ability? Maybe reserve 8th ability slot only for this script and after special attack clean it.
Yes, that would be a good idea.
Also, the abilities sazman mentioned are mostly flagged abilities and cannot be given with the bonus table.
One could do a check if the creature already has that ability and if yes than reroll the dice.
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xericsin
Famous Hero
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posted January 18, 2018 09:57 AM |
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Salamandre said:
Won't that be almost impossible because what if the creature already had the implemented ability? Maybe reserve 8th ability slot only for this script and after special attack clean it.
Changing the Exp Abilities during battle will make the stack reset its stats. For example, if BM is used to change the stack's defense, this change will be gone after changing EA.
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szaman
Known Hero
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posted January 18, 2018 10:01 PM |
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Big thanks Rerryr! I very appraciate your help with this.
I notice that this script is assignant to red player... so every hero in the red army will have this effect? I want it only to a specific hero, Tyraxor that is
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted January 18, 2018 10:11 PM |
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{~Red} means the color of text in message box
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RerryR
Promising
Supreme Hero
Researching Magic
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posted January 19, 2018 08:33 AM |
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szaman said: Big thanks Rerryr! I very appraciate your help with this.
I notice that this script is assignant to red player... so every hero in the red army will have this effect? I want it only to a specific hero, Tyraxor that is
Should work for every hero.
I'll let you figure out how to make it only work for Tyraxor
If you have an idea you can post code and we will help you.
@xericsin I didn't know that with !!BM reset. I'll test on weekend. Thanks
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xericsin
Famous Hero
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posted January 24, 2018 01:11 AM |
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Edited by xericsin at 01:42, 24 Jan 2018.
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Question about the sequence of turns.
I can say there are 2 stages of actions.
The first stage starts right from the beginning of battle.
Stacks move from the fastest to the slowest.
The second stage is for the waiting stacks.
They will start to move from slowest to the fastest.
Question: If one stack triggers BG0, how do I know whether it is in the first or second stage? Then I can determine whether the fastest or the slowest moves first.
Problem: I know when a stack choose to wait, it will get a waiting flag. But this flag will be cleared after all stacks have taken some action. Then I cannot use this flag to determine the stage of action.
Thought: There must be something that tells the programme when the stage changes.
Eidt:
I think I have solved this.
For every creature in a round:
Trigger FU77007 occur once in the first stage.
Trigger FU77006 occur both in the first and second stage.
I can set a v variable to 0 under FU77007 and increase it by 1 under FU77006.
So when under BG0 trigger,
If the variable is 1, then it is in first stage.
If more than 1, then in second stage.
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blackstomper
Adventuring Hero
Member of the old Wog-team
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posted January 24, 2018 06:58 PM |
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What´s the name of the .txt file that decide spell animation speed?
As it is now it is too fast for my flavour
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blackstomper
Adventuring Hero
Member of the old Wog-team
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posted January 24, 2018 08:16 PM |
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Another question, what files regulates this text?
Picture
It would be nice and convenient to have it set from start, since it always the same for me when I play
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xericsin
Famous Hero
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posted January 28, 2018 06:57 AM |
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Edited by xericsin at 08:15, 28 Jan 2018.
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I am having a problem with Morn battlefields.
When visiting creature banks, the BA:P nearly always returns map level as underground (z=1) even if it is above ground.
Any one has/had the same problem?
And I copied this BA:P to new script. The error remains. Though this can be fixed by crosschecking with HE:P, I just find this error strange.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted January 28, 2018 10:18 AM |
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There is nothing modifying the map level in that mod. Before adding any script to it, try to debug your version by adding after
!!BA:P?v2/?v3/?v4;
this:
!!IF:L^%V2, %V3, %V4^;
I tested briefly on creature banks on both map levels and it always return correct.
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xericsin
Famous Hero
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posted February 04, 2018 11:04 AM |
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Salamandre said: There is nothing modifying the map level in that mod. Before adding any script to it, try to debug your version by adding after
!!BA:P?v2/?v3/?v4;
this:
!!IF:L^%V2, %V3, %V4^;
I tested briefly on creature banks on both map levels and it always return correct.
I have tested many times with and without HD.
And I conclude that the problem is caused by HD.
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Bersy
Honorable
Supreme Hero
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posted February 04, 2018 10:40 PM |
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xericsin
Famous Hero
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posted February 05, 2018 02:32 AM |
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At least it happens for both 4.208 and 5.0.
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xericsin
Famous Hero
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posted February 08, 2018 09:49 AM |
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Edited by xericsin at 10:56, 09 Feb 2018.
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About BM:C
I encountered this problem.
In BM1's turn, its hero casts a group buff on the left side. After this spell is cast, in BG1, stack 21 copies this group buff to cast on the right side, using BM21:C?/?/3/?/? command. The 3 means mass cast.
But the group buff is cast on the left side, the acting side. And if the left heroes casts a debuff on the right side, the copied spell is also cast on the right side. So I think mass casts are always treated as done by the current acting side.
Is it possible that @Bersy or someone can add in a check of sides, so that the monsters mass cast group buffs and debuffs on the correct sides?
Edit:
I know BH:C can do the job. But it requires a hero.
Another option is to loop through every stack, check the spell immunity and cast the spell one by one. But the stacks cannot have the buff/debuff animation at the same time.
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VikingII
Adventuring Hero
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posted February 09, 2018 11:19 PM |
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Edited by VikingII at 23:20, 09 Feb 2018.
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I'm trying to change some heroes specialty, for example, Ivor instead buff only elves, to buff the Archery skill (as the Knight Orrin).
Here is an answer:
Baronus said: ZVSE
!#HEn1:Xn2/n3
n1 hero number
n2 kind of ability
n3 ability details
see ERM help and mods. Which n2 is Orrin. I dont know.
So, I have found this:
ZVSE
!#HE21:X1/Archery
which 21 is Ivor, 1 is Archery, and... instead n3 I copied Archery (I don't know if this is the "ability details" you've said).
But having this, how to put it into the game? should I make a mod with the mod manager or other application? Thank you
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted February 10, 2018 12:07 AM |
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Look, there are dozens of mods out there, changing specialties and even script the order skills are offered. All you need is open their erm file then search for ":X0/" segment, or whatever you look for, check first in Erm manual, for the appropriate code, then you will get many results to analyze until you understand how it works, copy/paste them, modify to your likes etc.
Then it looks to me redundant to ask about how to put them in the game, you have 120+ era mods showing you how to do that; reproduce their structure, or even simpler: take one, delete all files you don't need then replace in its erm file with your codes. Rename it to whatever you want, you can even create a compressed mod by using mod manager's appropriate feature. Good luck.
VikingII said:
So, I have found this:
ZVSE
!#HE21:X1/Archery
which 21 is Ivor, 1 is Archery, and... instead n3 I copied Archery (I don't know if this is the "ability details" you've said).
I don't know where you found such thing, but is pure rubbish. That is not a valid erm code. Check manual for correct syntax, skills are not represented by their name, but by their ID.
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Era II mods and utilities
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VikingII
Adventuring Hero
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posted February 10, 2018 01:30 AM |
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Edited by VikingII at 05:38, 11 Feb 2018.
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Salamandre said: there are dozens of mods out there, changing specialties
I will do that until I learn better about how to make a mod from scratch. I've downloaded most mods in this page but didn't found any mod that changes specialties, is there another page like Nexusmods with a good search engine? Or please, can you link to a mod that do that?
Edit: Solved here http://heroescommunity.com/viewthread.php3?TID=44945
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rrusualex
Tavern Dweller
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posted February 10, 2018 09:05 PM |
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Too huge wandering monster(WoG+era)
I have the issue where,whatever map i choose,the enemies i encounter are Hordes or Throngs and rarely Lots or several.What can i do?The game seems to hard even though i put it on the easiest difficulty.Is there a setting i can make?
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VikingII
Adventuring Hero
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posted February 11, 2018 05:43 AM |
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rrusualex said: I have the issue where,whatever map i choose,the enemies i encounter are Hordes or Throngs and rarely Lots or several.What can i do?The game seems to hard even though i put it on the easiest difficulty.Is there a setting i can make?
Happened something like this to me with some WoG options, I don't remember which, maybe one of the "AI stack experience difficulty". Check carefully all wog settings, especially those related to wandering creatures.
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