|
|
Salamandre
Admirable
Omnipresent Hero
Wog refugee
|
posted September 21, 2013 04:19 PM |
|
|
To both questions above: yes, what about look in the corresponding erm section, CA for HoL, HE for Moonwalker.
|
|
Hero_Of_Light
Responsible
Supreme Hero
|
posted September 21, 2013 04:44 PM |
|
|
It works, but I would really prefer to have the towns unable to build the mage guilds level 5 (having the 4th level as a max) rather than disabling level 5 mage guild. Is there a way to change that through editing one of the txt files?
____________
Not idly do the leaves of Lorien fall.
|
|
Salamandre
Admirable
Omnipresent Hero
Wog refugee
|
posted September 21, 2013 04:57 PM |
|
|
Maybe OxFea and his black magic then. There is no erm or text edit way to change towns building patterns.
|
|
Hero_Of_Light
Responsible
Supreme Hero
|
posted September 21, 2013 05:16 PM |
|
|
Where art though OxFea???
Oh well, it doesn't matter that much really. I can make it work as I said but it's just that I don't like the idea of the silver building line (that means that this building cannot be build). I would like to have it the gold line in 4th level magic (and thus rendering it the highest level of mage guild that you can built). Maybe I'll just drop it altogether and leave it as it is.
I just wanted to have other towns than Castle to have only up to 4th level magic school. I think this will bring some more balance in scenarios and rendering fifth level spells that can win you the game (dimension door and fly) more scarce and so more difficult to obtain. My idea was to have:
2 towns up to 3 level magic (Stronghold and Fortress)
3 towns up to 4 level magic (Castle, Rampart and Necropolis)
And the rest 4 towns up to 5th level as is.
____________
Not idly do the leaves of Lorien fall.
|
|
Felipe
Known Hero
Editing Heroes Without Limits
|
posted September 27, 2013 02:04 AM |
|
|
I found many ways to get monster experience, but I don't know how to get the monster experience (or rank) at the battle if the monster don't have hero.
Any suggestion?
|
|
Salamandre
Admirable
Omnipresent Hero
Wog refugee
|
posted September 27, 2013 07:53 PM |
|
|
!?BG0;
!!BG:N?y1;
!!VRy1:+1*-1;
!!EAy1:E?y2/d/d/d; y2=stack experience
|
|
LizardWarrior
Honorable
Legendary Hero
the reckoning is at hand
|
posted September 29, 2013 04:12 PM |
|
|
Where can I find a complete list of creatures' abilities flags? I know there is one in ERM help but it contains only a few flags. Could someone help me? Thanks in advance.
____________
|
|
Felipe
Known Hero
Editing Heroes Without Limits
|
posted September 29, 2013 04:16 PM |
|
|
Salamandre said: !?BG0;
!!BG:N?y1;
!!VRy1:+1*-1;
!!EAy1:E?y2/d/d/d; y2=stack experience
Thanks!!
I haven't find:
"Support for stack experience on the battle field.
You can set experience points, experience lines and experience parameters for any creature on the battle field.
Use any !!EA command for this. To refer to a stack on a battle field you need to mention a stack index in negative range:
!!EA-1:... stack 0
!!EA-2:... stack 1 "
It should be at the beggining of the EA help...
|
|
Salamandre
Admirable
Omnipresent Hero
Wog refugee
|
posted September 29, 2013 07:52 PM |
|
|
@LW, you have right in your nose, once you open erm help, formats:
Format FL Monsters flags.
|
|
LizardWarrior
Honorable
Legendary Hero
the reckoning is at hand
|
posted September 29, 2013 08:12 PM |
|
|
Thanks
____________
|
|
Felipe
Known Hero
Editing Heroes Without Limits
|
posted September 30, 2013 03:32 AM |
|
|
Salamandre said: !?BG0;
!!BG:N?y1;
!!VRy1:+1*-1;
!!EAy1:E?y2/d/d/d; y2=stack experience
There is a problem... !!EA$:E doesn't get any variable. It can only set.
|
|
Salamandre
Admirable
Omnipresent Hero
Wog refugee
|
posted September 30, 2013 06:22 AM |
|
|
|
hippox89
Famous Hero
|
posted October 01, 2013 05:16 PM |
|
|
Is there an ERA script that can set all wandering monsters to both savage and 'never flee'? I know about the one that can set them all to savage, but not both.
The reason is that this would make diplomacy not act to affect the calculations for if monsters will fight or not (negotiate) and thus scatter and run, even if savage.
|
|
Bersy
Honorable
Supreme Hero
|
posted October 01, 2013 07:33 PM |
|
|
Try this one:
http://wikisend.com/download/633722/Monsters%20never%20flee.erm
|
|
hippox89
Famous Hero
|
posted October 02, 2013 03:31 AM |
|
Edited by hippox89 at 03:37, 02 Oct 2013.
|
Bersy said: Try this one:
http://wikisend.com/download/633722/Monsters%20never%20flee.erm
Thanks Bersy.
However small thing. If I make a map with this script and save it only to load it up in SoD, the changes are undone. I know you cannot do this with most of the ERA stuff, but the savage script from 'Natural Stack Size' isn't undone when doing so.
I've cut that particular script down to this:
[Post-Instruction trigger]
!?PI;
!!UN232/?y-1; [Check if script is enabled: y-1]
!!UN&y-1=1:U54/-1/?y-2; [Number of monsters on the map: y-2]
!!VRv1:S-1; [Initialize v1 to -1 to work with new faster UN:U syntax]
!!DO5402/1/y-2/1&y-1=1/y-2>0; [Cycle through all monsters]
!?FU5402;
!!VRv1&x16=1:S-1;
!!UN:U54/-1/-1/1; [Store coordinates for next monster in v1/v2/v3]
** All Monsters are Savage,only monsters left by hero on the map will join **
!!MOv1/v2/v3&y1>=0:R10/1; [Set all monster stacks to Savage]
I just cut most of the stuff out from the original to only have the 'make all monsters savage' part still working. Probably some old bits left over. I just try and error at this point until I learn more. /shrug
|
|
Salamandre
Admirable
Omnipresent Hero
Wog refugee
|
posted October 02, 2013 07:37 AM |
|
|
hippox89 said: load it up in SoD, the changes are undone.
Erm works only with WoG/Era. SoD can't read it.
|
|
hippox89
Famous Hero
|
posted October 02, 2013 12:34 PM |
|
Edited by hippox89 at 13:16, 02 Oct 2013.
|
Salamandre said:
hippox89 said: load it up in SoD, the changes are undone.
Erm works only with WoG/Era. SoD can't read it.
But 'neutral stack size' makes monsters savage and that change carries over when you load it up in SoD with a save. Also, same with replacing cartographers with covers of darkness. So maybe you could achieve the same with setting all monsters to 'not flee' with ERM? I mean, neutral stack size uses ERM to make a change that the saved game remembers. But if you guys say that cannot be done then I've no doubt that's true.
|
|
Bersy
Honorable
Supreme Hero
|
posted October 02, 2013 03:11 PM |
|
Edited by Bersy at 17:07, 02 Oct 2013.
|
Now I see what you wanted. Yes, it's not usual to use WoG as SoD map preprocessor, but still possible. I hope you use ERM editor for script changes.
!?TM2&$day$=1/$once$=1;
!!UN:U54/-1/?y1;
!!FU&y1=0:E;
!!VRy2:S0;
!!VRv2:S-1;
!!UN:U54/-1/-1/2; #4
!!MO2:U1;
!!VRy2:+1;
!!SN&y2<y1:G4;
|
|
hippox89
Famous Hero
|
posted October 02, 2013 04:40 PM |
|
Edited by hippox89 at 17:06, 02 Oct 2013.
|
Bersy said: Now I see what you eanted. Yes, it;s not usual to use WoG as SoD map preprocessor, but still possible. I hope you use ERM editor for script changes.
!?TM2&$day$=1/$once$=1;
!!UN:U54/-1/?y1;
!!FU&y1=0:E;
!!VRy2:S0;
!!VRv2:S-1;
!!UN:U54/-1/-1/2; #4
!!MO2:U1;
!!VRy2:+1;
!!SN&y2<y1:G4;
Thanks, Bersy. Works perfectly.
Sorry if I was a bit unclear about my intentions in my outlaying of things. My intention was indeed to use WoG as SoD map preprocessor. ;)
Also, I thought of something that might perhaps be interesting.
If you could targeted monsters based on their level with ERM then you could make a script that'd make all level '2-10' monsters be set to savage and never flee (but not level 1 monsters)
Then you could still get/buy level 1 monsters with diplomacy. Also, level 1 monsters would have a higher chance of not fighting against a diplo hero. Food for thoughts. :P
But all monster set to both 'savage' and 'never flee' should be interesting to play with. :)
|
|
felipe
Known Hero
Editing Heroes Without Limits
|
posted October 05, 2013 01:00 AM |
|
|
Salamandre said: Tested and it can both set and get.
Yes it can. Tha ERM help donīt say that and it canīt get creature type. It was confusing me.
Thanks
|
|
|