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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted August 01, 2019 09:16 AM |
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There is no trigger to avoid a battle, but trigger when you meet the monsters. From there, you can choose to disable the monster (thus not get in battle) or fight. A disabled monster remains disabled unless you enable it again. Check OB receiver for such commands.
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Era II mods and utilities
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Bersy
Honorable
Supreme Hero
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posted August 01, 2019 09:42 AM |
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TheSamaritan
Hired Hero
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posted August 01, 2019 09:46 AM |
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Oh thank you so much!I saw that but i thougt it would disable the script to the object too.
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GaĻa be with you.
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Bersy
Honorable
Supreme Hero
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posted August 01, 2019 09:51 AM |
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xericsin
Famous Hero
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posted August 02, 2019 10:43 PM |
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Hi, I found BA:S is not working on era2.84.
It almost always returns 0 when attacking fort and castle.
Anyone having the same problem? or only me?
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Bersy
Honorable
Supreme Hero
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posted August 03, 2019 10:12 AM |
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xericsin
Famous Hero
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posted August 04, 2019 06:17 PM |
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laivric
Tavern Dweller
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posted August 05, 2019 10:38 AM |
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Hi everyone. I'm new to modding and have looked and looked and can't find answers to what I'm trying to do. I am having trouble with editing units to be shooters, 2 hex big, and have attributes (such as strike twice or an angel's morale boost). I am not trying to create new units or new effects or anything fancy like that. I know that this requires work in ERM, I'm fine with that. I got the ERM editor. And I know that what I am trying to do requires certain codes, I've seen them in the tutorials. The biggest issue I am having is opening the game file to edit the code with ERM.
I don't know what I'm looking for to open and how to open it. All the tutorials just start trying to edit map properties and events and I am not interested in that. Can someone please help me out in getting it open so I can edit creatures? Steps would be fantastic. I greatly appreciate it.
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RerryR
Promising
Supreme Hero
Researching Magic
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posted August 05, 2019 10:00 PM |
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Edited by RerryR at 22:07, 05 Aug 2019.
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laivric
Tavern Dweller
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posted August 06, 2019 12:26 PM |
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Edited by laivric at 11:38, 08 Aug 2019.
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Thank you for the reply. I have made a lot of progress on what I want to do. I figured out how to make creautres two hex and fly and such with editing the flags.
The thing I am having trouble with is shooting. I am trying to get creatures that in vanilla do not shoot to shoot. I have read this thread over and over ( http://heroescommunity.com/viewthread.php3?TID=33542&pagenumber=1 ) and I am just not able to get it to work. In this example I am trying to make the griffin shoot. I have changed the def animation to have shoot animation and tried to use the code in the thread. When entering a battle I get two messages saying that it is missing sprites. Like this https://ibb.co/pfKdqH7
It goes to the battle but crashes if I tell the griffins to shoot. It gives me this error. https://ibb.co/wRC3PTd
Does anyone know what is wrong and what to change to fix it? The code I used last is below
ZVSE
!?FU6000;
!!VRx3&x1=1/x2<2:S14;
!!VRx3&x1=1/x2>197:S14;
!!FU|x2<2/x2>197:E;
!!VRx2:+7961526;
!!UN&x1=0:Cx2/1/x3;
!!UN&x1=1:Cx2/1/?x3;
!#MA:X4/?i;
!#VRi:|4;
!#MA:X4/i;
!#MA:N4/16;
!#FU60000/4/11;
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laivric
Tavern Dweller
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posted August 08, 2019 11:40 AM |
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I am still having trouble with what is going on in the post above. If anyone knows what might be going on, I would greatly appreciate it. Its driving me crazy currently.
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igrik
Promising
Known Hero
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posted August 08, 2019 08:00 PM |
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Edited by igrik at 20:09, 08 Aug 2019.
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laivric said: I am still having trouble with what is going on in the post above. If anyone knows what might be going on, I would greatly appreciate it. Its driving me crazy currently.
1. Not all monster defs have shooting frames. Therefore, the game crashes.
It is necessary to add shooting frames to non-firing monsters.
2. The address of the table of shooting monsters is incorrect. You have for Wog. And necessary for the Era
!?PI; !!FU6000:P20/5/24 P21/5/24; pegasuses and improved pegasuses is shotting
!?GM0; !!FU6000:P20/5/24 P21/5/24;
; exemple
; FU6000:P[monstre id]/[packet type (0...15)]/[count ammunition];
!?FU6000;
!!MA:Nx1/x3;
!!MA:Xx1/?y1;
!!VRy1:|4;
!!MA:Xx1/y1;
!!VRx1:+7994814;
!!UN:Cx1/1/x2;
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laivric
Tavern Dweller
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posted August 09, 2019 09:29 AM |
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igrik said:
laivric said: I am still having trouble with what is going on in the post above. If anyone knows what might be going on, I would greatly appreciate it. Its driving me crazy currently.
1. Not all monster defs have shooting frames. Therefore, the game crashes.
It is necessary to add shooting frames to non-firing monsters.
2. The address of the table of shooting monsters is incorrect. You have for Wog. And necessary for the Era
!?PI; !!FU6000:P20/5/24 P21/5/24; pegasuses and improved pegasuses is shotting
!?GM0; !!FU6000:P20/5/24 P21/5/24;
; exemple
; FU6000:P[monstre id]/[packet type (0...15)]/[count ammunition];
!?FU6000;
!!MA:Nx1/x3;
!!MA:Xx1/?y1;
!!VRy1:|4;
!!MA:Xx1/y1;
!!VRx1:+7994814;
!!UN:Cx1/1/x2;
It works! You sir are a personal hero. Thank you so much!
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laivric
Tavern Dweller
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posted August 10, 2019 12:14 PM |
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Thank you again for your guys help, I have more questions.
1. Is it possible to remove abilities for creatures, for instance, jousting for cavaliers, the random spellcast for master genies, or thunder for thunderbirds? Because of WoG, some units are given extra abilities, for instance, pikemen gain an anti-calvary bonus, can these be removed as well?
2. On the flip side of all that, is there a way to give creatures the spellcast ability and a specific spell? For example, give a swordsman the "Cure" spell?
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RerryR
Promising
Supreme Hero
Researching Magic
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posted August 10, 2019 01:29 PM |
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@laivric not aksing for the easy stuff do you?
all this is possible but some requires UN:C hacks some not. If you are lucky someone will show you, if not you have to grind thourgh all the forums around and you will find ways to do it. I know that I have read it on several occaisons how to make such things but cant remember where sry
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Hero_of_Light
Responsible
Supreme Hero
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posted August 10, 2019 02:56 PM |
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I've asked this before but I will ask this again more elaborately.
Is there a way to change the Deity of Fire (Inferno Grail) effect? I think that the week of the imp thing is really boring, not to mention that it serves more Necropolis than Inferno. I guess it could be used for Demon harvesting but you can do that with any level 1 creature so it is pretty much the most useless and irritating grail. What I was thinking that might be cool is that the grail could make Devils as powerful as Angels. By this, I mean that the stats of the Devils could be changed with these commands:
!!MA:A54/20; [ attack ]
!!MA:D54/20; [ defense ]
!!MA:M54/50; [min dmg]
!!MA:E54/50; [max dmg]
!!MA:P54/200; Health
!!MA:S54/12; Speed
!!MA:A55/30; [ attack ]
!!MA:D55/30; [ defense ]
!!MA:M55/50; [min dmg]
!!MA:E55/50; [max dmg]
!!MA:P55/250; Health
!!MA:S55/18; Speed
!!MA:A153/30; [ attack ]
!!MA:D153/30; [ defense ]
!!MA:M153/50; [min dmg]
!!MA:E153/50; [max dmg]
!!MA:P153/250; Health
!!MA:S153/18; Speed
If the inferno Grail is built. Can this happen? Please answer if it is possible and if so how it could be done.
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Not idly do the leaves of Lorien fall.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted August 10, 2019 03:16 PM |
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All you need is removing grail effects with some UN:C thing (search for grail word posted by igrik and will find). The rest is manually easy, check towns, skip if not inferno, check for grail, apply codes.
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Hero_of_Light
Responsible
Supreme Hero
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posted August 10, 2019 04:01 PM |
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I found this one.
; grail inferno bonus
!!UN:C5015000/1/3; number of town
I pasted it on my script but still grail gives week of imps.
Even if it works, will it disable the +5000 gold income and +50% growth? Because I want these to keep happening.
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Not idly do the leaves of Lorien fall.
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igrik
Promising
Known Hero
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posted August 11, 2019 09:01 PM |
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laivric said: Thank you again for your guys help, I have more questions.
1. Is it possible to remove abilities for creatures, for instance, jousting for cavaliers, the random spellcast for master genies, or thunder for thunderbirds? Because of WoG, some units are given extra abilities, for instance, pikemen gain an anti-calvary bonus, can these be removed as well?
2. On the flip side of all that, is there a way to give creatures the spellcast ability and a specific spell? For example, give a swordsman the "Cure" spell?
Use this codes for scripts thread UN:C (Russian)
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Hero_of_Light
Responsible
Supreme Hero
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posted August 11, 2019 09:48 PM |
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igrik can you help me with my problem as well?
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Not idly do the leaves of Lorien fall.
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