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RerryR
Promising
Supreme Hero
Researching Magic
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posted February 18, 2020 07:59 AM |
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you can try this, but you might need to check for different player colors.
ZVSE
!?TM2&$once$=1/$day$>=1; [Trigger each day]
!!FU(New_fct_1):P25; [25 Uland]
!!FU(New_fct_2):P77; [77 Xsi]
!?FU(New_fct_1);
!!HEx1:O?y2; (Check hero owner)
!!OW:C?y3; (Check current player)
!!FU&y2<>y3:E; (Abort if not the same)
!!HEx1:Ed100/1; [Give 100 Experience points]
!?FU(New_fct_2);
!!HEx1:O?y2; (Check hero owner)
!!OW:C?y3; (Check current player)
!!FU&y2<>y3:E; (Abort if not the same)
!!HEx1:Id4/1; [give 4 spell points]
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Hero_of_Light
Responsible
Supreme Hero
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posted February 18, 2020 12:51 PM |
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Thanks,it (partialy) worked!
The only thing that didn't work as well was the experience giving, since the hero doesn't level up if the experience is given that way. I started a new game with Uland and waited ten days (so that he would level up) but nothing happened. After a battle (where he gained less than the ammount needed) the level up did occur though.
**EDIT**
I think I found the problem, the syntax for the experience was partially wrong, because it would set the hero level to 1. I also combined the two scripts to give both bonuses to both heroes. I think it's a nice speciality: The 100 Experience per day bonus works roughly to a 5% bonus in a Large map (throughout the game) so it's like having Basic Learning. And by giving +4 spell points is like having Expert Mysticism (vanilla Mysticism that is, because I enhanced it on my mod). So you get both these bonuses without the extra space on the Skill Tree. I think it's a pretty decent speciality, especially for Uland and Xsi, who are pretty low tier heroes.
So anyway, here is the revised script, If anyone wants it. Thanks RerryR!
!?TM2&$once$=1/$day$>=1; [Trigger each day]
!!FU(New_fct_1):P25; [25 Uland]
!!FU(New_fct_2):P77; [77 Xsi]
!?FU(New_fct_1);
!!HEx1:O?y2; (Check hero owner)
!!OW:C?y3; (Check current player)
!!FU&y2<>y3:E; (Abort if not the same)
!!HEx1:Ed100; [Give 100 Experience points]
!!HEx1:Id4; [give 4 spell points]
!?FU(New_fct_2);
!!HEx1:O?y2; (Check hero owner)
!!OW:C?y3; (Check current player)
!!FU&y2<>y3:E; (Abort if not the same)
!!HEx1:Ed100; [Give 100 Experience points]
!!HEx1:Id4; [give 4 spell points]
____________
Not idly do the leaves of Lorien fall.
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xericsin
Famous Hero
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posted February 21, 2020 01:01 PM |
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Edited by xericsin at 13:09, 21 Feb 2020.
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I have a question about this chunk of code in 21 wog - neutral units.erm.
FU5411 reads the monsters in the creature bank, then simply ends after setting y2.
How would this have any effect on the cb?
I'd guess this chunk is NOT finished.
[If necessary, reduce number of guards in Creature Banks when AI attacks]
[x16=guard stack number (0..6)]
!?FU5411;
!!CBv998/v999/v1000:Gx16/?y1/?y2; [Guard slot x16, Type: y1, Number: y2]
!!MA&y1>=0/y2>0:Ly1/?y3; [Level of creatures in stack: y3]
!!VRy2&y1>=132/y1<=135/y2>1:S1; [If it's a powerful neutral dragon, reduce number to 1]
!!VRy2&y1>=0/y3=0/y2>50:S50; [Set maximum Level 1 creatures to 50 per stack]
!!VRy2&y1>=0/y3=1/y2>30:S30; [Set maximum Level 2 creatures to 30 per stack]
!!VRy2&y1>=0/y3=2/y2>25:S25; [Set maximum Level 3 creatures to 25 per stack]
!!VRy2&y1>=0/y3=3/y2>15:S15; [Set maximum Level 4 creatures to 15 per stack]
!!VRy2&y1>=0/y3=4/y2>10:S10; [Set maximum Level 5 creatures to 10 per stack]
!!VRy2&y1>=0/y3=5/y2>8:S8; [Set maximum Level 6 creatures to 8 per stack]
!!VRy2&y1>=0/y3=6/y2>6:S6; [Set maximum Level 7 creatures to 6 per stack]
-----------------------------------
Second question.
How can I get whether crypt ob84 is visited?
Found CB receiver.
Thanks.
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Bersy
Honorable
Supreme Hero
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posted February 21, 2020 04:55 PM |
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xericsin
Famous Hero
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posted February 22, 2020 03:56 PM |
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Can I check which player has visited warrior's tomb? like CB:V does for creature bank.
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Bersy
Honorable
Supreme Hero
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posted February 22, 2020 04:37 PM |
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Hero_of_Light
Responsible
Supreme Hero
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posted February 24, 2020 11:48 PM |
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I've asked this before and I didn't get any answer.
Is there a way to change the background of right clicking on specific creatures (God creatures 160 to 163)? What I mean is that instead of CRBKGNEU.pcx that is shown on the background, it will be replaced by a new one (placed on the lod). Is this possible?
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Not idly do the leaves of Lorien fall.
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Bersy
Honorable
Supreme Hero
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posted February 25, 2020 01:05 AM |
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xericsin
Famous Hero
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posted February 25, 2020 01:19 PM |
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Bersy said: Maybe it's stored in OB:C flags?
Seems yes. Player0 will set flag 32. Player1 will set 64. Thanks.
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Hero_of_Light
Responsible
Supreme Hero
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posted February 26, 2020 02:28 PM |
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Can someone please make a bin file (ERA II patch) with these changes? I am working on a new version of my mod and I would like these changes to apply on every map, without the use of ERM, so that these changes can apply on custom maps and campaigns. I want:
Sanya the Cleric to start with Destroy Undead (instead of Dispel)
Piquedram the Alchemist to start with Disrupting Ray (instead of Shield)
Torosar the Alchemist to start with Lighnting Bolt (instead of Magic Arrow) and with Gargoyles instead of Ballista
Serena the Wizard to start with Air Elemental (instead of Dispel)
Pyre the Demoniac to start with Gogs instead of Ballista
Olema the Heretic to start with Fire Elemental(instead of Weakness)
Aislin the Necromancer to start with Shield (instead of Meteor Shower)
Jeddite the Warlock to start with Earth Elemental (instead of Ressurection)
Aenain the Elementalist to start with Water Elemental (instead of Disrupting Ray)
Inteus the Elementalist to start with Land Mine (instead of Bloodlust).
Can anyone help?
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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 26, 2020 05:52 PM |
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Edited by RerryR at 17:52, 26 Feb 2020.
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Why not work with ERM, 30min and finish. It can be applied to every map.
Only drawback is that the changes are only shown when map gets loaded and not before, but if you ask me it is a minor issue.
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Hero_of_Light
Responsible
Supreme Hero
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posted February 26, 2020 06:19 PM |
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As I said, I know how to do this with ERM, they are indeed easy changes. But I need them to be via bin file so that the changes work for custom maps and campaigns as well.
For instance, say I remove Magic Arrow from Torosar. If he learns it on the first scenario on a campaign, then he will lose it again in the second, because the ERM command will remove it at the start of the scenario.
Again, it may not seem that big a deal (and maybe it isn't) but I am working on a new update on my mod and I would like to have it done right this time. So again, if anyone knows how to create such patches for ERA II I would really appreciate it.
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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 26, 2020 06:37 PM |
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okay
and why don't you script it so, that he doesn't lose Magic Arrow when proceeding to new scenario?
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Hero_of_Light
Responsible
Supreme Hero
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posted February 26, 2020 06:49 PM |
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A while ago, I asked for the four gods to gain the ability to attack and move normally, with commands such as these:
!!UN:C7718934/4/50000; ***gods attack
!!UN:C7718943/4/50001; ***gods attack
!!UN:C7727325/4/50000; ***gods attack
!!UN:C7727334/4/50001; ***gods attack
The thing is that there's still a problem. The gods do not move, meaning that even if there are moving animations the gods are set to teleport. Can there be an ERA command like the above, that restores moving animation normally?
Can anyone please help me? It is important for my new mod update.
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Not idly do the leaves of Lorien fall.
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Hawaiing
Adventuring Hero
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posted March 17, 2020 03:11 AM |
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Hero_of_Light said: A while ago, I asked for the four gods to gain the ability to attack and move normally, with commands such as these:
!!UN:C7718934/4/50000; ***gods attack
!!UN:C7718943/4/50001; ***gods attack
!!UN:C7727325/4/50000; ***gods attack
!!UN:C7727334/4/50001; ***gods attack
The thing is that there's still a problem. The gods do not move, meaning that even if there are moving animations the gods are set to teleport. Can there be an ERA command like the above, that restores moving animation normally?
Can anyone please help me? It is important for my new mod update.
try this
!!UN:C7734307/2/6891;
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Hero_of_Light
Responsible
Supreme Hero
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posted March 17, 2020 05:47 PM |
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WOW! Thanks a lot
**EDIT**
There's another thing that I wanted to ask. A long time ago, I was given this script:
**Werewolves
**Script for changing werewolf's def and sound on full moon. ERA 1.9 or higher
!#TM1:S1/999/1/255; create timed event that occurs to everyone and everyday.
!?TM1;
!!VRy2:Sc; Get current game day
!!VRy2:%28; Get day of month
!!VRz1:S^CWEREW.def^; wolf form
!!VRz2:S^HGWR^; wolf sound
**Human attributes
!!VRz638:S^Lycan^;
!!UN:G1/194/0/638; [Set description]
!!VRz639:S^Lycans^;
!!UN:G1/194/1/639; [Set description]
!!MA:L194/2; //set monster level
!!MA:G194/6; [Growth]
!!MA:A194/8; [attack]
!!MA:D194/8; [defense]
!!MA:M194/3; [min dmg]
!!MA:E194/4; [max dmg]
!!MA:C194/6/250; [cost Gold]
!!MA:P194/20; Health
!!MA:S194/6; Speed
!!if&y2=>14/y2<=16:; If full moon
!!VRz1:S^ZM194Z.DEF^; Werewolf form
!!VRz2:S^HGWR^; Werewolf sound (the default wolf's sound is actually the one used by monk)
***wolf attributes
!!MA:L194/2; //set monster level
!!MA:G194/6; [Growth]
!!MA:A194/10; [attack]
!!MA:D194/10; [defense]
!!MA:M194/5; [min dmg]
!!MA:E194/8; [max dmg]
!!MA:C194/6/250; [cost Gold]
!!MA:P194/40; Health
!!MA:S194/9; Speed
!!MA:X59/?v300; **undead flags
!!MA:X194/v300;
!!VRz559:S^Werewolf^;
!!UN:G1/194/0/559; [Set description]
!!VRz560:S^Werewolves^;
!!UN:G1/194/1/560; [Set description]
!!en:;
!!SN:K12/9597928/7894504/1; overwrite def name with z1
!!SN:K8/9598440/7894496/1; overwrite sound name with z2
!!VRz1:S^your hero^;
This script, allowes the replacement of the werewolf def file and sounds while on full moon. This means that every other day, the werewolf creature had a diferent def, diferent stats, diferent name and diferent sound and that all changed on the middle of the month.
I was wondering if something like that can be made again, but this time for one of the commander creatures. Can it be made so that:
1) The script checks if commanders are enabled (WOG option 3)
2) If yes then EXIT (nothing happens)
3) If they are not enabled, then the def file of the Necropolis commander (creature 178) will be replaced and new stats and name and sounds are given.
Can this be done? I tried to use the script above as a guidance but I don't understand how the transformation is made (where the replacement takes place). Can someone help me?
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Not idly do the leaves of Lorien fall.
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted March 29, 2020 09:47 AM |
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it can be made but I suggest to use new commands from era instead of direct memory editing (which is done by script you provided)
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Hero_of_Light
Responsible
Supreme Hero
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posted March 30, 2020 12:15 PM |
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Yes, I guess this is not that important. I could always add new creatures with Typhon.
I do have another idea, but don't know if it's possible or not. I was thinking of making Eagle Eye more interesting, and one way to do it (that actually makes sense for the skill) is to grant "Visions" on every hero that has it. It could work out like this:
Every hero with Basic Eagle Eye has an automatic cast of Basic Visions each day.
Every hero with Advanced Eagle Eye has an automatic cast of Advanced Visions each day.
Every hero with Expert Eagle Eye has an automatic cast of Expert Visions each day.
Can this be applied?
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Not idly do the leaves of Lorien fall.
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted March 30, 2020 02:34 PM |
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sure it can. but I think it need to be done as memory call or a plugin. no ERM command for this. (however it's possible reverse way - there is a trigger for adventure spells)
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Hero_of_Light
Responsible
Supreme Hero
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posted March 30, 2020 08:51 PM |
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Is there a way to assign the Espionage special ability (like on Rogues) on another creature? Because that could work as well.
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Not idly do the leaves of Lorien fall.
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