|
|
Hippox89
Famous Hero
|
posted October 12, 2013 02:42 AM |
|
|
Bersy said: 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;
Barsy, could you be so kind to show me an example added to this script that would make it possible to exclude a particular monster ID from being set to 'never flee'?. If not too much trouble.
My goal is to set all monsters to 'never flee' except for all level 1-3 monster and low level neutrals. I only need one example for one monster then I should be able to add the rest myself, I think. :)
|
|
Bersy
Honorable
Supreme Hero
|
posted October 12, 2013 08:35 PM |
|
Edited by Bersy at 20:36, 12 Oct 2013.
|
Sorry, what is "low level neutral"?
I'm quite busy these months, but try to specify the task more precisely please.
|
|
Hippox89
Famous Hero
|
posted October 13, 2013 02:04 AM |
|
Edited by Hippox89 at 15:22, 13 Oct 2013.
|
Bersy said: Sorry, what is "low level neutral"?
I'm quite busy these months, but try to specify the task more precisely please.
Okay, I'll try.
The script you made makes all wandering monster set to 'never flee' as I asked for, but then I thought that I'd like to exclude some monsters from being set to 'never flee'. Specifically, all town creatures through level 1 to level 3 (with level 3). That leaves the neutral monsters which I thought haven't got any official level. I might be wrong about this, though.
Basically, I want to exclude some monsters from being set to 'never flee' via monster IDs. IDs = what numbers represents them in ERM scripting.
I hope I'm understandable.
|
|
Bersy
Honorable
Supreme Hero
|
posted October 13, 2013 09:24 PM |
|
|
Pretty clear.
Try the following:
!?FU99999;
!!UN:U54/-1/-1/2;
!!OB2:U?y1; y1 is mon type
!!MA:Ly1/?y2; y2 - mon level
!!FU&y2<3:E; exit for 0..2 level
!!FU&y1=[ID to exlude without brackets]:E;
...
!!FU&y1=[ID to exlude without brackets]:E;
!!MO2:U1 R10/1;
!?TM2&$day$=1/$once$=1;
!!UN:U54/-1/?y1;
!!FU&y1=0:E;
!!VRv2:S-1;
!!DO99999/1/y1/1:P;
|
|
felipe
Known Hero
Editing Heroes Without Limits
|
posted October 14, 2013 05:43 PM |
|
|
Is there a way to get the victory side of a battle?
|
|
felipe
Known Hero
Editing Heroes Without Limits
|
posted October 14, 2013 07:08 PM |
|
|
felipe said: Is there a way to get the victory side of a battle?
Resolved
!?BA1; post battle trigger
!!BA:H0/?v1; attacker hero in battle
!!BA:H1/?v2; defender hero in battle
!!HEv1?v3; *-1 the attacker was defeated
|
|
felipe
Known Hero
Editing Heroes Without Limits
|
posted October 14, 2013 08:42 PM |
|
|
Is there a mod that synchronize:
!!CA-10/2/14/3; *third monster at dwelling 1
and synchronize with the !!CA-1:M1/0/?v8/?v7;
*second monster at dwelling 1
I want to have 3 different kind of upgrades at one dwelling,but I don't know how to make they have the correct number always.
|
|
Hippox89
Famous Hero
|
posted October 14, 2013 08:52 PM |
|
Edited by Hippox89 at 13:42, 15 Oct 2013.
|
Bersy said: Pretty clear.
Try the following:
!?FU99999;
!!UN:U54/-1/-1/2;
!!OB2:U?y1; y1 is mon type
!!MA:Ly1/?y2; y2 - mon level
!!FU&y2<3:E; exit for 0..2 level
!!FU&y1=[ID to exlude without brackets]:E;
...
!!FU&y1=[ID to exlude without brackets]:E;
!!MO2:U1 R10/1;
!?TM2&$day$=1/$once$=1;
!!UN:U54/-1/?y1;
!!FU&y1=0:E;
!!VRv2:S-1;
!!DO99999/1/y1/1:P;
This is almost perfectly what I personally wanted, Barsy. :)
However, excluding via 'level' or 'ID' turns off both 'savage' and 'monster never flees'. I personally only want to turn off 'monster never flees' via excluding - but not savage.
If 'monster never flees' and 'savage' was separated in the script, and you was able able to exclude them separately via 'level' and 'ID' than that'd be really great. I appreciate your help.
**
I thought to make two scripts with the same lines expert removing 'savage' from script 1. And 'never flee' from script 2. I couldn't get it to work, though.
|
|
Bersy
Honorable
Supreme Hero
|
posted October 15, 2013 03:55 PM |
|
|
!?FU99999;
!!UN:U54/-1/-1/2;
!!OB2:U?y1; y1 is mon type
!!MA:Ly1/?y2; y2 - mon level
!!MO2:R10/1; MAKE MON SAVAGE
!!FU&y2<3:E; exit for 0..2 level
!!FU&y1=[ID to exlude without brackets]:E;
...
!!FU&y1=[ID to exlude without brackets]:E;
!!MO2:U1; MAKE MON NEVER FLEE
!?TM2&$day$=1/$once$=1;
!!UN:U54/-1/?y1;
!!FU&y1=0:E;
!!VRv2:S-1;
!!DO99999/1/y1/1:P;
Did I understand you right?
|
|
Hippox89
Famous Hero
|
posted October 15, 2013 04:11 PM |
|
|
Sweet! It's just perfect. Appreciate it.
|
|
Bersy
Honorable
Supreme Hero
|
posted October 15, 2013 05:18 PM |
|
|
|
Sagonator
Tavern Dweller
|
posted October 17, 2013 01:35 PM |
|
|
Hi there, I dont know where to adress this. But i have some serious crashes with the lates Version of ERA and WoG combined. For example the aid tent. When a monster is close to it and my mause stays over the monster, when its the aid tent turn to heal/ressurect i get a crash. A lots of "cannot find the resourse" errors too. I can post the crash logs and provide aditional information about the crashes. Can anyone redirect me to the right place or help me with the crashes?
|
|
felipe
Known Hero
Editing Heroes Without Limits
|
posted October 20, 2013 04:04 PM |
|
|
I am trying to change the sptraits.txt at the game. Is it possible?
I tried:
!?PI;
!!SN:L^era.dll^/?y1;
!!SN:Ay1/^RedirectFile^/?y2;
!!SN:Ey2/1/^sptraits.txt^/^sptraits2.txt^;
and
!#SN:L^era.dll^/?y1;
!#SN:Ay1/^RedirectFile^/?y2;
!#SN:Ey2/1/^sptraits.txt^/^sptraits2.txt^;
But it still uses sptrais.txt
|
|
Bersy
Honorable
Supreme Hero
|
posted October 20, 2013 08:57 PM |
|
|
Txt files are loaded before game window appears on the screen. So it's possible to redirect them only once, globally and in dynalic library (dll).
|
|
felipe
Known Hero
Editing Heroes Without Limits
|
posted October 20, 2013 10:40 PM |
|
|
Bersy said: Txt files are loaded before game window appears on the screen. So it's possible to redirect them only once, globally and in dynalic library (dll).
Could you give an example?
|
|
Bersy
Honorable
Supreme Hero
|
posted October 21, 2013 12:20 AM |
|
|
No need in example. Same thing can be achieved by placing custom straits.txt in pac file of your mod.
|
|
felipe
Known Hero
Editing Heroes Without Limits
|
posted October 21, 2013 12:30 AM |
|
|
Bersy said: No need in example. Same thing can be achieved by placing custom straits.txt in pac file of your mod.
I know, but I want to be optional. The player should be able to choose between the new sptraits.txt or not.
|
|
Bersy
Honorable
Supreme Hero
|
posted October 21, 2013 12:38 AM |
|
|
As I said, txt's are loaded before ERM and even before game window is created. It means that you cannot provide any interface to make this redirection optional. Once loaded and parsed, txt's are not used anymore.
|
|
felipe
Known Hero
Editing Heroes Without Limits
|
posted October 21, 2013 01:02 AM |
|
|
Bersy said: As I said, txt's are loaded before ERM and even before game window is created. It means that you cannot provide any interface to make this redirection optional. Once loaded and parsed, txt's are not used anymore.
Thanks!
So it will be in a separated MOD...
|
|
Bersy
Honorable
Supreme Hero
|
posted October 21, 2013 12:37 PM |
|
|
You can also create big ini file and use !!SS command to update spells characteristics right in the game. Read values from ini and !!SS: X X X X update their values manually if wog option is on.
|
|
|