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hawaiing
Adventuring Hero
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posted April 27, 2013 09:04 AM |
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Can one stack use more than 2 attacks?
Just like "Barbarian Lord's Axe of Ferocity" add one more attack.
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StrikerX
Known Hero
The Bringer of Rain
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posted April 29, 2013 05:52 PM |
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How do you check a hero's level in erm scripting?
I looked thru all the HERO (HE) RECEIVER in erm help but it doesn't mention any way to check a hero's level and save it to a variable that I can see.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 29, 2013 05:55 PM |
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StrikerX
Known Hero
The Bringer of Rain
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posted April 29, 2013 06:03 PM |
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Quote: HE:E?y1/?y2
y1: experience
y2: level
Thanks for fast reply.. Ugg I'm blind.. I even clicked on that Hero's level/exp list link right next to that command and had it up on the right side pane. Staring me in the face.
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StrikerX
Known Hero
The Bringer of Rain
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posted April 29, 2013 07:25 PM |
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Can't get compare to work right
!!FU&y6<>2|y6<>4|y6<>7|y6<>10|y6<>14|y6<>18|y6<>23|y6<>28|y6<>34|y6<>40|y6<>45|y6<>50|y6<>55|y6<>60|y6<>65|y6<>70|y6<>75:E;
What code should I should to exit the function if the level does not equal a certain number? I can get one compare to work like !!FU&y6<>2:E; but I don't need to use a separate line for each level do I? I know there is an !!FU|y6<>2 and I thought I figured it out with that using / after each one but that doesn't work either.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 29, 2013 07:59 PM |
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!!if|y6=2/y6=4/y6=7/y6=10/y6=14/y6=18/y6=23/y6=28/y6=34/y6=40/y6=45/y6=50/y6=55/y6=60/y6=65/y6=70/y6=75:;
[...] your script
!!en:; close condition
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Era II mods and utilities
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StrikerX
Known Hero
The Bringer of Rain
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posted April 29, 2013 08:12 PM |
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Quote: !!if|y6=2/y6=4/y6=7/y6=10/y6=14/y6=18/y6=23/y6=28/y6=34/y6=40/y6=45/y6=50/y6=55/y6=60/y6=65/y6=70/y6=75:;
[...] your script
!!en:; close condition
Thanks.. I was narrowing in on it.. I had switched to this statement but didn't have the syntax quite right and was missing the : at the end.
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StrikerX
Known Hero
The Bringer of Rain
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posted April 29, 2013 08:59 PM |
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Where can I change abilities of creatures? I found crtraits in the pac but doesn't look like you can change abilities with that.
I want to remove darkness ability from darkness dragons. That's what makes the hero get covered in shroud of darkness as they walk same as some necro hero abilities?
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 29, 2013 09:37 PM |
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I think is this:
!#UN:C7685703/4/9999; disable dragons shadow
!?GM0;
!!UN:C7685703/4/9999;
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Era II mods and utilities
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StrikerX
Known Hero
The Bringer of Rain
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posted April 29, 2013 09:58 PM |
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Edited by StrikerX at 22:24, 29 Apr 2013.
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Quote: I think is this:
!#UN:C7685703/4/9999; disable dragons shadow
!?GM0;
!!UN:C7685703/4/9999;
So there is no file to edit to change that? Have to create erm script for it? Can I just create a new .erm script and put that in it or does it need to be in a special place?
(Edit) Thanks that worked.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 29, 2013 09:59 PM |
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StrikerX
Known Hero
The Bringer of Rain
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posted April 30, 2013 04:49 PM |
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How would I go about changing the ability of Inferno commanders? There seduce ability is really overpowering on large maps. I have stacks and stacks of top level creatures and feel like I need to have mules following the main hero just to hold everything I get.
Not sure what I would change it to. Is there a file to change them or is that script only also?
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 30, 2013 04:53 PM |
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It is hardcoded, only OxFea can maybe find the address and provide some UN:C magic for. Ask him.
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Era II mods and utilities
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PyroStock
Adventuring Hero
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posted May 01, 2013 09:02 PM |
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I found an old script which adds Beserk to the AI spell list (which works with ERA2.43). Currently the AI never casts: LandMine, Quicksand, FireWall, or Forcefield if those are it's only spells regardless of how much Power&Knowledge it has. I understand why, except Landmine, as the AI troops wouldn't activate it's own Landmines. Perhaps using the Beserk script I could write something where if the AI has no spell chosen it will cast LandMine? Or am I overlooking something obvious as why this wouldn't be a good idea?
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted May 01, 2013 09:16 PM |
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It is not that way it works. There is no way to make AI cast certain spells, but you can cast them for him. This means use BM trigger and make that stack cast the spell. Could be done in specific locations/battles from some custom map, but making an universal script supposed to work on any map is rather hard work, you will have to add checks for terrain, creatures immunities, artefacts, heroes resistance and so on.
IMO not worth outside custom maps.
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Era II mods and utilities
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PyroStock
Adventuring Hero
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posted May 01, 2013 09:38 PM |
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Quote: It is not that way it works. There is no way to make AI cast certain spells, but you can cast them for him. This means use BM trigger and make that stack cast the spell. Could be done in specific locations/battles from some custom map, but making an universal script supposed to work on any map is rather hard work, you will have to add checks for terrain, creatures immunities, artefacts, heroes resistance and so on.
IMO not worth outside custom maps.
In all my tests, the Beserk script does have the AI cast Beserk instead of other certain spells (Misfortune, Magic Arrow, etc) and takes into consideration immunities, and other factors (although I didn't inspect the entire list in the script).
But I guess you're saying getting the AI to cast LandMine instead of no spell at all is a lot of trouble and not worth the effort.
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PyroStock
Adventuring Hero
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posted May 01, 2013 09:48 PM |
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On the same note, I was in a battle where the Orb of Vulnerability made my Resistance Hero useless. However, WoG's Dracoliches still had 20% Spell Resistance (which against all odds worked 5 out 5 times). I'm guessing the Dracolich isn't the only WOG creature with that bug. I'm not sure if this was fixed in ERA or elsewhere later, but nothing I read in those threads suggests it was fixed.
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PyroStock
Adventuring Hero
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posted May 01, 2013 11:38 PM |
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The Beserk script shows it will not cast Beserk if:
1>AI doesn't know the spell;
2>AI has no target there;
3>the creature is not alive;
4>the creature is a siege weapon;
5>the creature is immune to mind spells;
6>the creature is fire immune;
7>the creature is undead;
8>the creature is Gold, Black, Diamond or Darkness Dragons.
In tests the AI correctly used Magic Arrow instead of Beserk when opponent had Pendant of Dispassion. The AI knew not to cast it on Giants/Titans and other naturally immune creatures. The AI didn't attempt any L1-4 spells against opponent wearing the Power of DragonFather Armor. 5%-95% Spell resistance worked fine although didn't display the resist shield all the time.
However, it seems it does need:
1>Exit script if on Cursed Ground (otherwise it casts & fails);
2>Exit script if opponent has Badge of Courage (otherwise it casts & fails).
3>Exit script if creature has immunity from a stack experience skill like Immunity 4, Beserk Immunity, etc (otherwise it casts & fails). It might be easier to simply add all the creatures with the potential to gain these skills instead.
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Hero_Of_Light
Responsible
Supreme Hero
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posted May 02, 2013 11:34 AM |
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Is there a way to make the natural calamity have all four elemental messengers available to hire (instead of a random one per week) just like the external golem factory dwelling has all types of golems available?
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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 May 02, 2013 06:59 PM |
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