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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted August 23, 2013 02:13 AM |
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Hero_Of_Light
Responsible
Supreme Hero
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posted August 23, 2013 12:56 PM |
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Thanks, it worked!
I want to ask you another favor. I am almost through with my new mod and I want to install some third upgrades. In order for that to work (and have the third upgrades work in town) there's need for a "Universal Creatures Upgrade" script. What I mean is that I want some extra upgrades to be scripted.
This is what I want (and I have the numbers of the ids):
I want skeleton Warriors(57) to be upgraded to skeletons(56) when the upg horde building(19) is built in Necropolis.
I want Nomads(142) to be able to upgrade to Horned Demons(49) when the upg Demon Gate(40) is built in Inferno.
I want Lizard Warriors(101) to be upgraded to Santa Gremlins(173) when the upg building(38) in Fortress is built.
I want Hobgoblins(85) to be upgraded to Wolf Raiders(87) when the upg Mess Hall(19) is built.
I want Wolf Riders(86) to be upgraded to Boars(140) when the upg Wolf Pen(38) is built.
I want Earth(113) Fire(114) and Water(115) Elementals to be upgraded to Storm Elementals(127) when the upg Altar of Fire(40) is built.
I know that when I use this command (just an example):
!!MA:U142/49; [upg]
The Nomads will be upgraded to Horned Demons. However, this will work only on Hill Forts and when the Universal Upgrades is ON. I want these upgrades mentioned to work all the time and not just on these cases. Can you help me with that?
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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 23, 2013 03:42 PM |
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I can eventually look at your test script and find if something is wrong, but sit down and write it from scratch is a lot of work and I am done with wog, sorry for that.
Try to adapt universal upgrades to your needs, add check messages (!!IF:M) often so you get what's about every line, add your ID's, then test with every town.
Basically the script needs to activate when you visit a town, then reset regular upgrades when you leave the town.
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Era II mods and utilities
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OxFEA
Promising
Famous Hero
feanor on DF2.ru
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posted August 23, 2013 10:53 PM |
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Black magic aboard.
Snipplets.
Attack stack with another stack.
!!UN:C6919200/4/?y10;
!!VRy11:S0 *1352 +21708 +y10; **0 - attacker stack ID
!!VRy21:S21 *1352 +21708 +y10; **21 - defender stack ID. ou can attack ally, enemy, both neighboor and distant, but don't attack yourself: if you die with it, it will cause some unexpected behaviour.
!!SN:E4461360/2/y11/y21/4; 4 - orientation of stack (0..5).
Attack stack with another stack and show custom attack animation.
!!UN:C6919200/4/?y10;
!!VRy11:S0 *1352 +21708 +y10; **0 - attacker stack ID
!!VRy21:S21 *1352 +21708 +y10; **21 - defender stack ID
!!UN:C4462581/1/3;**3 - animation ID (number of cadre group)
!!UN:C4462626/1/3;**3 - animation ID (number of cadre group)
!!SN:E4461360/2/y11/y21/2;
!!UN:C4462626/1/13;
!!UN:C4462581/1/19;
Sample script - titans hit enemies without approaching to them.
!?BG0;
!!BG:A?y6 N?y10 E?y20;
!!BMy10:T?y11;
!!if&y20<>-1/y11=40/y6=6:;
!!UN:C6919200/4/?y9;
!!VRy11:Sy10 *1352 +21708 +y9; **ïåðâûé ñòåê
!!VRy21:Sy20 *1352 +21708 +y9; **âòîðîé ñòåê
!!BMy20:V37;
!!SN:E4461360/2/y11/y21/2;
!!BMy20:V38;
!!BG:A12;
!!el:;
!!en:;
Play animation on hex
!!UN:C6919200/4/?y9;
!!SN:E4810128/2/y9/<anim id>/<hex id>/<delay=100>/0;
Fixing of death cloud animation - it was unusable with ERM.
!?GM0;
!!UN:C8088808/4/1;
!#UN:C8088808/4/1;
Shoot with stack
!!UN:C6919200/4/?y10;
!!VRy11:S0 *1352 +21708 +y10; **0 - shooting stack
!!VRy21:S21 *1352 +21708 +y10; **21 - target stack
!!SN:E4453920/2/y11/y21;
Imitate shooting (only stack and missile animation, without real hitting)
!!UN:C6919200/4/?y10;
!!VRy11:S0 *1352 +21708 +y10; **0 - shooting stack
!!VRy21:S21 *1352 +21708 +y10; **21 - target stack
!!SN:E4452320/2/y11/y21;
And don't forget, using of UN:C irremediably corrupts your soulþ
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karlito31
Tavern Dweller
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posted August 24, 2013 09:10 PM |
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Hi.
I would like to know is it possible to add aditional secondary skills for heroes (not replaceing 28 existing ones) by erm scripting or by hex editing or by combination of both. And if it is possible, can someone explain to me how to do that.
Thanks
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OxFEA
Promising
Famous Hero
feanor on DF2.ru
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posted August 24, 2013 11:18 PM |
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Hero_Of_Light
Responsible
Supreme Hero
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posted August 25, 2013 12:08 AM |
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There it is, the black Magic OxFea has to offer
Do you think it's possible to use those dark skills of yours and help me with my scripting problems listed in my previous posts?
I would like your ERA goodies that could either:
Remove the hardcoded immunities and vulnerabilities of the four upgraded elementals (creatures 123, 125, 127, 129)
OR (if that's too hard)
Remove the Armunity from the Magma Elementals (125).
Can you voodoo up something for me?
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Not idly do the leaves of Lorien fall.
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OxFEA
Promising
Famous Hero
feanor on DF2.ru
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posted August 25, 2013 10:32 AM |
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OxFEA said:
Quote: I hope he finds a way to eliminate the immunities and vulnerabilities for all of the upgraded elementals.
Vulnerabilities:
degrades
!!UN:C4502224/1/8;
!!UN:C4502225/1/8;
!!UN:C4502226/1/8;
!!UN:C4502227/1/8;
upgrades
!!UN:C4502235/1/8;
!!UN:C4502237/1/8;
!!UN:C4502239/1/8;
!!UN:C4502241/1/8;
Immunities:
degrades
!!UN:C4499128/1/8;
!!UN:C4499129/1/8;
!!UN:C4499131/1/8;
upgrades
!!UN:C4499139/1/8;
!!UN:C4499141/1/8;
!!UN:C4499143/1/8;
!!UN:C4499145/1/8;
and fire/energy elemental immunity changeable via flags.
Quote: EDIT: Nevermind that. What's the flag for Halflings' good luck passive?
It's not a flag ability
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Hero_Of_Light
Responsible
Supreme Hero
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posted August 25, 2013 12:18 PM |
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It worked! All hail the great Belzeb... ehm I mean OxFea and his black magic! The vulnerabilities are indeed gone.
However, I also need to have the Armunity taken away from the Magma Elementals. This wasn't removed with the rest immunities and it is the most important feature that I wanted removed.
I also would like to ask you if there is some ERA magic for my third upgrades problem I posted in the first post of this page. Is there an easy way to make these creatures have the upgrades mentioned in the post? Maybe by making them work as non upgraded creatures I don't know. Can you please look into it?
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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 25, 2013 02:44 PM |
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You can also register in russian scripts subforum, there are more people providing help than here. And they allow english posts.
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OxFEA
Promising
Famous Hero
feanor on DF2.ru
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posted August 25, 2013 08:30 PM |
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Hero_Of_Light said: It worked! All hail the great Belzeb... ehm I mean OxFea and his black magic! The vulnerabilities are indeed gone.
However, I also need to have the Armunity taken away from the Magma Elementals. This wasn't removed with the rest immunities and it is the most important feature that I wanted removed.
Damn.
Removing immunities:
!!UN:C7995184/1/8;
!!UN:C7995185/1/8;
!!UN:C7995187/1/8;
!!UN:C7995195/1/8;
!!UN:C7995197/1/8;
!!UN:C7995199/1/8;
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Hero_Of_Light
Responsible
Supreme Hero
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posted August 25, 2013 11:46 PM |
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Thanks, it worked
@Salamandre
I get a peculiar game crash. During Autosave I get this message:
### Location: 8: 28
EIP=0x00423DBD, Attempt to divide an integer value by an integer division of zero
The Latest Executed ERM Receiver:
Fu&v3=0;E; [Exit if Passable Terrain script is not enabled]
!!OW:A-1/?v4; [Check active hero:v4]
The thing is that if I exit the game and restart my computer, this won't occur again when I load the game. So maybe it won't be shown when loading it. Here is the link to the savegame and my script. Can you help me?
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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 27, 2013 03:08 AM |
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If the save is corrupted, there is no way to load it, same here. When trying to debug something, you need to attach a working save. Anyway, I see some reference about passable terrain script, which was, on purpose, replaced in wog revised and should stay like that.
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Hero_Of_Light
Responsible
Supreme Hero
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posted August 27, 2013 11:33 AM |
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I'll use the WoG Revised mod and see where that leads me. Thanks
***EDIT***
OK, so get this: I used WoG revised, loaded the game and pressed F12 to update scripts. Now the game still crashes again with a new message! It must be the same script that replaced the Passable terrain, I don't know. Here is what it reads:
### Location: 8: 28
EIP=0x00423DBD, Attempt to divide an integer value by an integer division of zero
The Latest Executed ERM Receiver:
HEn:S3/?g;
!!IF&g>0:Wn; [Exit if Passable Terrain script is not enabled]
!!VRw51&g>0/w51=0:S2; train new spy (if not present)
Here is a link with a working save as well as the flawed one. Can you help me?
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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 27, 2013 12:07 PM |
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If Era was mine, I would replace asap wog by wog revised, as original wog bugs are clearly still there. But Bersy wants to keep it as it is, then apply corrective mods. For sure passable terrain is a source of bugs and crashes, tested.
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Hero_Of_Light
Responsible
Supreme Hero
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posted August 27, 2013 12:12 PM |
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I edited my previous post. As I said, I replaced it and the problem remains.
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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 27, 2013 12:15 PM |
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I CAN'T LOAD your saves, both crashes before game loads. Give me one day before crash.
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Era II mods and utilities
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Hero_Of_Light
Responsible
Supreme Hero
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posted August 27, 2013 12:23 PM |
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That's odd... One of them loads normally in my computer. Here is a link with three saves in it. I don't know if they'll suffice.
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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 27, 2013 12:28 PM |
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All three crash. Btw, the "[Exit if Passable Terrain script is not enabled]" text SHOULD not be present in espionage script. The correct is:
!!HEn:S3/?g;
!!IF&g>0:Wn;
!!VRw51&g>0/w51=0:S2; train new spy (if not present)
So I don't know from where you got that script.
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Era II mods and utilities
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Hero_Of_Light
Responsible
Supreme Hero
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posted August 27, 2013 12:44 PM |
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Yes as I said, I didn't use WoG revised before and that's why the crash was about the passable terrain. However, when you press F12 the script changes and the game crashes still but shows the Espionage text as you say.
Anyway, now that I updated the scripts it may not happen again. I will try new games and see if the crash persists.
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Not idly do the leaves of Lorien fall.
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