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Hero_of_Light
Responsible
Supreme Hero
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posted March 26, 2012 07:24 PM |
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So what you're saying is that:
Script should be:
!#MA:A123/10; [attack]
and map trigger script should be:
!!MA:A123/20; [attack]
And the creature in the map (and only in the map) would have 20 attack right?
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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 March 26, 2012 08:14 PM |
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It works this way:
ZVSE
1)
!#MA:A123/100; [attack]
2)
!?PI;
!!MA:A123/200; [attack]
(now creature has 200 attack)
3)
!#TM$:S1/999/1/255; each day
!?TM$;
!!MA:A123/300; [attack]
4)
!?OB1/1/1;
!!MA:A123/400; [attack]
When map loads, the creature will have 300 attack. When object is visited creature will have 400 attack. Next day, time trigger will again put it at 300. Hope is clear.
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Era II mods and utilities
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JimV
Responsible
Supreme Hero
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posted March 27, 2012 05:07 AM |
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If I recall correctly, ERM Help says that instructions (!#) are executed before the map is loaded, and !?PI triggers when the map is loaded but not started. So if an instruction sets a particular Hero to level 2 and the Map Editor sets that same Hero to level 10, the Hero will be at level 10 at the start of the game. But if a PI trigger sets that same Hero to level 5, it will be level 5 at the start of a game.
However, no one should trust my memory when they can a) read ERM Help, and b) make a simple test in a test map.
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Kegolo
Promising
Famous Hero
of infamy
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posted March 27, 2012 06:15 AM |
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So I'm replacing the commander of the conflux with Tolberti from MM7 but only the def during battle using
!!UN:C7894228/1/51; [ZM182NPC.def -> ZM183NPC.def]
!!VRz543:S^Tolberti^;
where I've added the tolberti def as zm183npc.def
This works perfectly when on the attacker side, but on the defender side the def is still the astral spirit!!! How can this be? I've replaced the def in memory but it's still there?
Very confused
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solitaire345
Promising
Famous Hero
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posted March 27, 2012 03:40 PM |
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There is another entry of ZM182NPC.def, at higher address (9*16 bytes if I did the math right). WoG uses creature IDs for commanders quite inefficiently - one ID per faction for each side which makes 18 IDs reserved for commanders.
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Kegolo
Promising
Famous Hero
of infamy
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posted March 28, 2012 02:44 PM |
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Edited by Kegolo at 03:02, 29 Mar 2012.
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Simpler question: I have 2 units with the exact same flags, one is level 7 the other level 8. I can resurrect the level 7 but not the level 8, why? I've made him a level 7 as well but still it says "This spell will affect no one"
What's going on?
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted March 29, 2012 02:14 PM |
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Make sure your test map has no experience enabled (UN:P900/0) and that you have enough spell power to cast it for high HP creatures. If still not working, then no idea.
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Era II mods and utilities
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Kegolo
Promising
Famous Hero
of infamy
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posted March 29, 2012 04:11 PM |
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Quote: Make sure your test map has no experience enabled (UN:P900/0) and that you have enough spell power to cast it for high HP creatures. If still not working, then no idea.
Ah it was the hero level and I see how apparently you cannot increase spellpower during combat. So if I want to always be able to resurrect a creature, is there a way to get around this? I believe I tried setting its type to some low level creature, casting then reverting back, but still a crash...
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LizardWarrior
Honorable
Legendary Hero
the reckoning is at hand
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posted March 31, 2012 10:35 PM |
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I have a problem with undead ability, I used the script !!MA:X171/262144; to make creature with ID 171(Lava Sharpshooter) undead,but it lost the shooter ability.What is the problem?Is there any way to give them the undead ability without losing the shooting one?
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Kegolo
Promising
Famous Hero
of infamy
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posted March 31, 2012 10:40 PM |
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Edited by Kegolo at 23:03, 31 Mar 2012.
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Quote: I have a problem with undead ability, I used the script !!MA:X171/262144; to make creature with ID 171(Lava Sharpshooter) undead,but it lost the shooter ability.What is the problem?Is there any way to give them the undead ability without losing the shooting one?
You must add the flags. Shooter is 4, undead 262144 so do !!MA:X171/262148 and it will give both
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted March 31, 2012 10:44 PM |
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LizardWarrior
Honorable
Legendary Hero
the reckoning is at hand
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posted April 01, 2012 09:08 AM |
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Thanks
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Hero_of_Light
Responsible
Supreme Hero
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posted April 04, 2012 08:42 PM |
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I changed some object defs around but on the map they are cut in half or a portion of them anyway. Is there a way to change an object's passability and visibility in the map?
I wanted to exchange the original magic mushrooms with the altars of Elements that Astaroth made. But in most of the cases they don't appear normal in the map.
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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 April 04, 2012 09:32 PM |
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Hero_of_Light
Responsible
Supreme Hero
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posted April 04, 2012 11:18 PM |
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Thanks, they work ok now.
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Not idly do the leaves of Lorien fall.
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ShizueKaryan
Adventuring Hero
Outcast Fire Witch
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posted April 05, 2012 03:30 PM |
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I made some creatures from commanders. Because they are commanders originally, so I cann't give them skill by !!EA:B script. And, when I enable "creatures gain exp", number of creatures in hero screen are missing. How to fix them?
Thanks.
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My HoMM3 Maps
Sorry for my bad English.
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JimV
Responsible
Supreme Hero
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posted April 05, 2012 05:23 PM |
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Edited by JimV at 17:27, 05 Apr 2012.
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I am not sure what problems you are describing, so this response may be irrelevant, but Commander creatures can be given special abilities with EA:B, but there are some restrictions.
Example (from my customized version of "Alexander the Great 1.01":
* ATG_ImmortalSquires3 - improved version - for "Alexander the Great 1.01"
* (Make Archangels clone Astral Spirits instead of AA's, because
* 2-hex wide clones can cause battle crashs when they overlap other stacks.)
!#UN:P51/0; [Enhanced Commanders is disabled]
!?PI;
!!EA191:B5/0/////////////;
!!EA191:B6/0/////////////;
!!EA191:B7/0/////////////;
!!EA191:B8/0/////////////;
!!EA191:B9/0/////////////;
!!EA191:B10/0/////////////;
!!EA191:B11/0/////////////;
!!EA191:B12/0/////////////; Astral Spirits
!!EA191:B5/1/104/69/50/50/50/50/50/50/50/50/50/50/50; 500%>Ghost Dragons
!!EA191:B6/1/104/111/50/50/50/50/50/50/50/50/50/50/50; 500%>Chaos Hydras
!!EA191:B7/1/104/55/50/50/50/50/50/50/50/50/50/50/50; 500%>Archdevils
** Alex's other troops get this one later:
!!EA191:B8/1/119/49/1/0/0/0/1/1/1/1/1/1/1;immunity to level 1 hostile spells
!!EA191:B9/1/104/109/50/50/50/50/50/50/50/50/50/50/50; 500%>Wyverns Monarch
!!EA191:B10/1/104/53/50/50/50/50/50/50/50/50/50/50/50; 500%>Effrets sultans
This works, because there are no Astral Spirit Commanders in the map (in fact, no Commanders at all). When there are actual Commanders and "Commander creatures" of the same creature number in a battle, WoG gets confused.
However, when a map does have Commanders, it is still possible to have Commander creatures in a battle, as long as:
1) The creature numbers of the Commander creatures are not the same as those of any actual Commanders which are in the same battle. For example, if the Hero has a Paladin Commander and is attacking, then his Commander is type 174, so a creature of type 183 (Paladin defender) could be used in that battle (unless there is an enemy Hero with that creature type).
2) The EA:B commands must be applied to the Commander creatures in battle only, under a BF or BR trigger. If they were set under PI, as in the example above, going into battle would over-write them with the standard Commander options.
An example, from the map "Stargate Atlantis" (not to be confused with the better map "Stargate Atlantis Rising":
!?FU380; check for Teyla the Temple Guardian in stacks 0-6 and 21-27
!!VRv1:S1000; v1=stack # for Teyla, if any
!!DO376/0/6/1:P176; check stacks 0-6 for type 176 (Teyla)
!!DO376/21/27/1&v1=1000:P176;
**IF:M^Stack check for Teyla: v1 = %V1^;
!!FU&v1=1000:E;
!!VRv1:+1*-1; convert 0 to -1, 1 to -2, etc., for EA- commands
!!EAv1:B0/1/65/43/0/1/2/2/3/4/5/6/6/7/8;
!!EAv1:B1/1/68/43/0/1/2/3/3/4/4/5/6/7/8;
!!EAv1:B2/1/77/43/0/0/1/1/2/2/3/3/4/4/5;
!!EAv1:B3/1/109/43/0/0/0/1/2/2/3/3/4/4/4;
!!EAv1:B4/1/72/37/0/5/10/15/20/25/30/35/40/45/50;
!!EAv1:B5/1/83/43/0/0/0/0/1/1/1/1/1/1/2;
!!EAv1:B6/1/66/61/50/50/50/50/50/50/50/50/50/50/50; block
!!EAv1:B7/1/102/65/1/1/1/1/1/1/1/1/1/1/1; attack all around
!!EAv1:B8/1/102/82/1/1/1/1/1/1/1/1/1/1/1; No retaliation
!!EAv1:B9/1/104/144/20/20/20/20/20/20/20/20/20/20/20; 200%>Hybrids (Trolls)
!!EAv1:B10/1/104/65/30/30/30/30/30/30/30/30/30/30/30; 300%>Michael (Power Liches)
Also note: in case 1 (Commanders are disabled in the map, Commander creatures are given EA:B abilities under a PI trigger), you cannot access the creature experience screen for the Commander creature from the Hero Screen, but you can access it in battle.
I figured out all these things by experimenting in test maps and deducing the above rules from my observations, so my analysis might be incomplete or faulty, but that is the best information I can supply. I hope it helps.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 10, 2012 06:37 AM |
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Months ago, someone shared a UN:C command for enabling music in map instructions, but I can't remember where it was and forgot to store it. Please, if someone still has it, I badly need for Atlantis ERA conversion.
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Era II mods and utilities
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Bersy
Honorable
Supreme Hero
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posted April 10, 2012 12:55 PM |
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era - quick savings.erm
...
; Sound Control
!?FU77999;
; Arguments: SoundIsOn: boolean; OldValue: v-index
!!if&x1=1:;
!!VRy4:Svx2;
!!VRy1:Sy4%256;
!!VRy4::256;
!!VRy2:Sy4%256;
!!VRy4::256;
!!VRy3:Sy4%256;
!!UN:C6916016/1/y1 C6916020/1/y2 C6916028/1/y3;
!!el:;
!!UN:C6916016/1/?y1 C6916020/1/?y2 C6916028/1/?y3 C6916016/1/0 C6916020/1/0 C6916028/1/0;
!!VRy3:*65536;
!!VRy2:*256;
!!VRvx2:Sy1+y2+y3;
!!en:;
!!FU77999:P0/2; sound is off, v2 keeps old settings
...
!!FU77999:P1/2; restore sound
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 10, 2012 05:12 PM |
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Thanks, I have no idea how this works. I enabled FU77999 in instructions, my game always starts with sound and effects at 0.
code used:
!#FU77999:P1/2;
I was more looking for that UN:C command which changed music volume and was flexible. Or maybe make it work with quick savings, but I don't get it.
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Era II mods and utilities
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