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felipe
Known Hero
Editing Heroes Without Limits
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posted August 28, 2013 06:46 AM |
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Edited by felipe at 07:20, 28 Aug 2013.
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Salamandre said: For most events is tricky, as defs are loaded at different moments. For example, you can change a def to another in !?BA trigger but not in BR/BG, as the battle defs are loaded at battle start.
For example, this is how to change a def before battle, up to you to check when your def is loaded and script is accordingly.
!?BA0;
!!SN:L^Era.dll^/?y1;
!!SN:Ay1/^RedirectFile^/?y2;
!!SN:Ey2/1/^Cabehe.def^/^Cabehed.def^;
You can change last line to:
!!SN:Ey2/1/^Twcrport.def^/^Newtwcrport.def^;
and see how it goes. use same script to revert after battle.
I have added "Newtwcport.def" at the "wog revised.pac" and I used at the "wogify.ert" of the wog revised mod:
!?BA0;
!!SN:L^Era.dll^/?y1;
!!SN:Ay1/^RedirectFile^/?y2;
!!SN:Ey2/1/^Twcrport.def^/^Newtwcrport.def^;
But the defs didn't change.
I tried to change one creature def with the same command and it worked. Why the Twcrport don't change?
I am lost. Any suggestion?
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted August 28, 2013 11:08 AM |
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Well, it is easy to know why. Use instructions commands and change it, it works-I tested. In BA it doesn't. This means the game loads twcrport.def when the game starts, but not later. So forget about.
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GrayHero
Tavern Dweller
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posted August 28, 2013 11:15 AM |
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Hi, I've got some questions.
1.
I'm running HoMM3 Complete. I installed the HD mod for Windowed Mode ability on Windows 8, then I installed WoG Era 2.46 in that order and in the same folder. Works perfectly so far.
My main interest for the time is just to get an original gameplay going on without DD, Fly, Water Walk, etc in that area, but there weren't any patches, etc to disable the air magic book, etc, so I came across a WoG picture setting and here I am.
I've edited all settings, though once DD and Fly are disabled in the WoGify Options, it turns out Conflux can still get DD and Fly once they get the grail... I tested on the "Good to go" map where it starts you with everything.
On the HD mod for HoMM3, with the patch that disables DD and Fly from the mage guild here..
http://heroescommunity.com/viewthread.php3?TID=19321
it actually disables the spells for Conflux even when they have the grail.
I've installed the patch into the Data folder after I installed WoG, but now the game won't even start up.
Is there any way I can have this patch installed?
If the patch can't be done, I'm confused as to why the best of both worlds couldn't be met for this design, as it clearly works for one type of mod.
2.
If I choose to have spells banned from pyramids, scholars, scrolls and pandora boxes, with DD, fly and water walk disabled, will those places still give the possible chance of learning those three spells? If so, is there a way to just have spells banned on pyramids alone, without it disabling spells from mage guilds? I don't understand why these two were put together and not separate. That makes absolutely no sense to me.
3.
If DD, fly, water walk are disabled but spell scrolls and pandora boxes are allowed with spells, will those two things teach those three spells? If they do, is there any way in editing anything so these spells can't show up in these two objects?
I do plan on testing, but who knows if I'll get what it is any time soon, as I rarely get 2 and 3.
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GrayHero
Tavern Dweller
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posted August 28, 2013 11:29 AM |
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Edited by GrayHero at 11:30, 28 Aug 2013.
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How do I disable this fast running movement in battle?
I've opened the heroes3 configuration file, but I can't find any options in placing the speed at default.
I've tried editing..
Combat Speed
Computer Walk Speed
Walk Speed
but these options are for other thing.
I've also looked at the WoGify Options, but there's nothing there either.
I've opened up the game settings while in game and there's no options there either. If I slow down the combat speed, it's just the attacks that slow down, not the movement.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted August 28, 2013 11:39 AM |
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The patch you added is changing sptraits.txt for SoD, yet you added it in era, which uses a special one, how could you expect to work?
All you have to do is extract/open Era sptraits.txt in TEXT EDIT and disable the spells you want by lowering chances to appear to zero. But if you want to play sod game with only spells removed, I don't see why you bother to use era, just play heroes complete, the patch above will work.
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GrayHero
Tavern Dweller
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posted August 28, 2013 12:34 PM |
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Salamandre said: The patch you added is changing sptraits.txt for SoD, yet you added it in era, which uses a special one, how could you expect to work?
I wasn't sure if it was compatible or not. I know the thread's in a different section, but I didn't see any text regarding anything about WoG compatibility, etc.
Salamandre said: All you have to do is extract/open Era sptraits.txt in TEXT EDIT and disable the spells you want by lowering chances to appear to zero. But if you want to play sod game with only spells removed, I don't see why you bother to use era, just play heroes complete, the patch above will work.
Thanks for that info , but there's no patches to remove air magic book and spell binder's hat, which is why WoG caught my attention in a Google search on how to disable certain spells, etc, or is there a way to disable those artifacts with the artraits patch/C1 download?
[url=http://randommaps.narod.ru/text.html[/url]
I've opened the text file, where I can see all the artifact names and prices, but I don't understand the War Machine, Misc, Feet, Left Ring and Right Ring parts of that text file, with a "x" letter.
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gnollking
Supreme Hero
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posted August 28, 2013 12:48 PM |
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GrayHero said: I've opened the text file, where I can see all the artifact names and prices, but I don't understand the War Machine, Misc, Feet, Left Ring and Right Ring parts of that text file, with a "x" letter.
An 'x' in, for an example, the Left Ring slot, means the artefact can be equipped on the Left Ring slot. Remove every 'x' on an artefact, and it technically can't be equipped, which is about the same as disabling the artefact. I believe the correct text file for SoD/Complete is named Artraits.txt.
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GrayHero
Tavern Dweller
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posted August 28, 2013 08:48 PM |
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gnollking said:
GrayHero said: I've opened the text file, where I can see all the artifact names and prices, but I don't understand the War Machine, Misc, Feet, Left Ring and Right Ring parts of that text file, with a "x" letter.
An 'x' in, for an example, the Left Ring slot, means the artefact can be equipped on the Left Ring slot. Remove every 'x' on an artefact, and it technically can't be equipped, which is about the same as disabling the artefact. I believe the correct text file for SoD/Complete is named Artraits.txt.
Ah, thanks. I'll give it a try after my game finishes.
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Sguazz
Known Hero
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posted August 29, 2013 12:07 AM |
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How many values can I store with !!SN:W reciever?
I have tryed this, but I recieve an error at the line with "Cost Creature 5".
!?PI; [STORE ORIGINAL CREATURE COSTS]
!!MA:C0/6/?y1; !!SN:W^Cost Creature 0^/y1;
!!MA:C1/6/?y1; !!SN:W^Cost Creature 1^/y1;
!!MA:C2/6/?y1; !!SN:W^Cost Creature 2^/y1;
!!MA:C3/6/?y1; !!SN:W^Cost Creature 3^/y1;
!!MA:C4/6/?y1; !!SN:W^Cost Creature 4^/y1;
!!MA:C5/6/?y1; !!SN:W^Cost Creature 5^/y1;
!!MA:C6/6/?y1; !!SN:W^Cost Creature 6^/y1;
!!MA:C7/6/?y1; !!SN:W^Cost Creature 7^/y1;
[...]
!!MA:C195/6/?y1; !!SN:W^Cost Creature 195^/y1;
!!MA:C196/6/?y1; !!SN:W^Cost Creature 196^/y1;
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted August 29, 2013 01:41 AM |
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This will work for all 196 creatures at once, looks like you didn't yet get how x16 works. Instead or 200 lines script, use:
ZVSE
!?PI;
!!DO111/0/196/1:P;[run all creatures]
!?FU111;
!!MA:Cx16/6/?y1;
!!SN:W^Cost Creature %X16^/y1; [store price for every creature]
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Era II mods and utilities
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Sguazz
Known Hero
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posted August 29, 2013 11:37 AM |
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Salamandre said: This will work for all 196 creatures at once, looks like you didn't yet get how x16 works. Instead or 200 lines script, use:
ZVSE
!?PI;
!!DO111/0/196/1:P;[run all creatures]
!?FU111;
!!MA:Cx16/6/?y1;
!!SN:W^Cost Creature %X16^/y1; [store price for every creature]
Does X16 work into ^^? Nice! Thanx Sal!!!
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cloistered
Tavern Dweller
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posted September 03, 2013 12:39 AM |
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Can anyone direct me to the ERM Script Master? It seems pretty useful for someone with limited scripting capabilities like myself... but I can't find it anywhere. The link on the WoG site is dead.
Thanks!
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Felipe
Known Hero
Editing Heroes Without Limits
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posted September 05, 2013 02:58 AM |
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I am trying to use a simple question. But the it's not working.
!!IF:Q1^ok?^;
Why?
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Annesh
Tavern Dweller
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posted September 05, 2013 08:45 PM |
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How do you edit stack experience bonuses in Era 2.58? Is there still a crexpbon file somewhere?
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Felipe
Known Hero
Editing Heroes Without Limits
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posted September 05, 2013 11:16 PM |
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Annesh said: How do you edit stack experience bonuses in Era 2.58? Is there still a crexpbon file somewhere?
Search !!EA commands
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Felipe
Known Hero
Editing Heroes Without Limits
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posted September 05, 2013 11:21 PM |
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Hum... I have two doubts now.
1)Why this order are not acceptable:
!!IF:Q1^ok?^;
2)How do I get if the commander have a specific extra ability?
The order:
!!CO-1:B3/1/?v2;
(or any oder !!CO#:B#/$1/$2
can only set the ability not get it. The ?v2 is always set to 0 despite the commander have the ability 1 (Fearsome)
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted September 05, 2013 11:36 PM |
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I don't see what's wrong with IF:Q1 command, should work.
!!IF:Q1^OK?^;
!!IF&-1:M^Not OK^;
!!IF&1:M^OK^;
For Commander you can check by same method you use to give:
!?CM0; right-click on map
!!HE-1:N?y1; get active hero
!!COy1:B1/1/1; give commander fearsome
!!COy1:B1/1/?y2; check if has fearsome
!!IF:M^%Y2^; 1=has, 0=not
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Felipe
Known Hero
Editing Heroes Without Limits
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posted September 06, 2013 02:43 AM |
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Salamandre said: I don't see what's wrong with IF:Q1 command, should work.
!!IF:Q1^OK?^;
!!IF&-1:M^Not OK^;
!!IF&1:M^OK^;
For Commander you can check by same method you use to give:
!?CM0; right-click on map
!!HE-1:N?y1; get active hero
!!COy1:B1/1/1; give commander fearsome
!!COy1:B1/1/?y2; check if has fearsome
!!IF:M^%Y2^; 1=has, 0=not
1 - I was writing the code IF:Q in a wrong way.
2 - Apparently it takes sometime to the command update the command abilities
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Felipe
Known Hero
Editing Heroes Without Limits
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posted September 06, 2013 02:46 AM |
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Is there a way to localize a random swamp terrain?
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Annesh
Tavern Dweller
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posted September 06, 2013 08:00 PM |
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What script elements do I need to look at to give a creature the ability to cast a specific non-damage offensive spell once per fight? Is there a thread that already exists on this?
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