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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: ERM help and discussion
Thread: ERM help and discussion This Popular Thread is 407 pages long: 1 50 100 150 200 ... 235 236 237 238 239 ... 250 300 350 400 407 · «PREV / NEXT»
mister_kalu
mister_kalu


Known Hero
posted October 19, 2014 08:00 PM

Salamandre said:
mister_kalu said:
any idea of redraw town screen after build with CA:B1 or B6 with the build def and how to check the right hero into de tavern?


!!UN:R4/1; to redraw town screen
!!OW:V#/$1/$2; to find left/right tavern heroes.
;# owner
;$1/$2 left right heroes


R4/1, isn't show the new build  until you build another or left the town hall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 19, 2014 08:02 PM

Even when you build with B6? (much safer than B1)
____________
Era II mods and utilities

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mister_kalu
mister_kalu


Known Hero
posted October 19, 2014 08:10 PM

Salamandre said:
Even when you build with B6? (much safer than B1)


the most simplest way

!?CM1;
!!CM:F0;
!!CA-1:B6/16;
!!UN:R4/1;

the blacksmith was built

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 19, 2014 08:13 PM

Yeah, had same problem in Conquistador (build/destroy tavern depending on player entering the town).

Didn't find a solution to redraw. Ask russians maybe.
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mister_kalu
mister_kalu


Known Hero
posted October 19, 2014 08:18 PM

Salamandre said:
Yeah, had same problem in Conquistador (build/destroy tavern depending on player entering the town).

Didn't find a solution to redraw. Ask russians maybe.


had forgot why i left this game..

thanks for your time

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Siegfried
Siegfried


Famous Hero
posted October 19, 2014 08:22 PM

Hi,

i have some problem reading the topmost terrain overlay. I'm doing this:

!?BA0&1000;
!!BA:Q?y5;
!!FU&y5=1:E;
!!BA/?y1/?y2/?y3; ** Position
!!TRy1/y2/y3:G?y4; ** Terrain Overlay
!!IF:M^Terrain overlay type = %Y4^;
!!VRy2:+1;
!!OBy1/y2/y3:T?y6 U?y7;
!!IF:M^Object type %Y6 subtype %Y7^;
!!FU:E;

This always gives terrain overlay type = 0 and object type = 0, subtype -1, Regardless where. I tested on plain grass, on magic plains and on one of Freds patches. Always the same.

Am i doing something wrong?


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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 19, 2014 08:33 PM
Edited by Salamandre at 21:27, 19 Oct 2014.

I don't think you can use new types/subtypes for top terrains. I mean, there is no way to check others than the existing ones. In BA trigger you can't get them, use !?BF then BU:G, or simple monster visit

!?OB54&1000;
!!TR998:G?y1;

But you can't get the type/subtype with OB receiver because it will return the monster. Maybe there is some way to ignore the top monster and check the terrain under but is not documented, I have no idea.
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bloodsucker
bloodsucker


Legendary Hero
posted October 20, 2014 04:08 AM
Edited by bloodsucker at 06:36, 20 Oct 2014.

This line is from TEW4

!!MNv1/v2/v3:O5; for MOS give lighthouses

WTF is MN?? From the comment I guess is lighthouse but where is this info?

ERM is already dificult enouch without objects with undocumented IDs.

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Siegfried
Siegfried


Famous Hero
posted October 20, 2014 06:15 AM
Edited by Siegfried at 06:26, 20 Oct 2014.

Salamandre said:
I don't think you can use new types/subtypes for top terrains. I mean, there is no way to check others than the existing ones. In BA trigger you can't get them, use !?BF then BU:G, or simple monster visit

!?OB54&1000;
!!TR998:G?y1;

But you can't get the type/subtype with OB receiver because it will return the monster. Maybe there is some way to ignore the top monster and check the terrain under but is not documented, I have no idea.


I tried it with the standard Magic Planes as well. Same result. So the problem is not the new type. It is something different.

But i'll try BF and BG.

P.S.: I tried it now simply with !#...
I got the overlay with the Magic Planes, not the new one. I did not get the object for both. So it seems indeed it's not possible.

I'll do some more tests next weekend.
____________

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 20, 2014 11:27 AM

Bloodsucker, all unknown receiver you may meet are in "other objects" column.

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bloodsucker
bloodsucker


Legendary Hero
posted October 20, 2014 03:35 PM
Edited by bloodsucker at 16:28, 20 Oct 2014.

Salamandre said:
Bloodsucker, all unknown receiver you may meet are in "other objects" column.


Forget it, I was too sleepy last night. I looked there but didn't saw it, of course I was convinced it should be one of the last and it's the first.

With the defs and the bank growth I copied from yours TEW4 and Alexander my main file is now 37 k and loads with no errors. Since I didn't manage to play the game for two weeks I'm not sure what is working and what is not but it starts to look good. I think today I'm going to attack the Palace of Dreams to add spella like Meteor Shower and maybe (if I feel I'm understanding enouch of what I'm doing...) a page for spells BEFORE attack.

From Alexander:

[Battle with Minotaurs is trigger]
!?BA0&v998=103/v999=65/v1000=0;
!!BA:M1/0/?y-1/d; [Check defending monster type: y-1]
!!FU&y-1<>79:E; [Exit if not Minotaurs]
!!FU111:P; [Match strength of neutrals to attacking army]


[Match strength of neutrals to attacking army]
!?FU111;
!!BA:H0/?y1 H1/?y2; [Attacking Hero: y1, Defending Hero: y2]
!!FU&y2>=0:E; [Exit if there's a defending hero]
!!VRy-2:S0; [Initialize y-2 to 0]
!!DO112/0/6/1:Py1; [Determine hero's total army health: y-2]
!!VRy3:Sy-2:85; [Number of neutrals: y3]
!!VRy3&y3<6:S6; [Minimum of 6:y3]
!!VRy4&v7003<>1:Sy3:1; [Number for each stack (one third): y4]
!!VRy4&v7003=1:Sy3:2; [Number for each stack (one third): y4]
!!BA:M1/0/79/y4 M1/1/79/y4 M1/2/79/y4 M1/3/193/y4 M1/4/79/y4 M1/5/79/y4 M1/6/79/y4; [Set stacks of neutrals]

[Determine hero's total army health: y-2]
!?FU112;
!!HEx1:C0/x16/?y1/?y2; [Hero's army Type: y1, Number: y2]
!!FU|y1<0/y2=0:E; [Exit if nothing in slot]
!!MA:Py1/?y3; [Base health of creature: y3]
!!VRy4:Sy3 *y2; [Total health for stack: y4]
!!VRy-2:+y4; [Add stack's health to total health: y-2]


Did any one ever manage to work this dinamicly, like for each battle in the map including the monsters from Week of Monsters? Probably not or it would be one of Conquistador's options but a man can dream.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 20, 2014 08:18 PM

This is an option  to make the monsters strength depending on your army. Could be used one, max 2 times in a mod to spice things but no way it would work as permanent option, as then player would cheat, take little army to pass key points.
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bloodsucker
bloodsucker


Legendary Hero
posted October 20, 2014 08:53 PM

Salamandre said:
This is an option  to make the monsters strength depending on your army. Could be used one, max 2 times in a mod to spice things but no way it would work as permanent option, as then player would cheat, take little army to pass key points.


I easly understand what it does your code is incredibly clear (it's like Shakespeare, I can understand what he said, others will understand it better but I can't say it that way), thing is: it looked like a good option against my armies of liches...

I manage to make the Palace of Dreams to have an option for spells BEFORE attack and added Disrupting Ray. I want also to create one to allow to choose creatures for Summom. As I see it could have three firdt options: Clone, Muliple, Once and player should be able to choose betwen some creatures.
Options like show all existing creatures on a dialog seem undoable and pointless but I wonder if there is another limit besides the 12 choices from the dialog I should be attemptive.

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Siegfried
Siegfried


Famous Hero
posted October 20, 2014 08:53 PM

Hi,

2 things:

1. I changed the 3 Spires (red, green and blue) in Fredobjs to type 300 and placed them on a test map. That seems to work. So now these objects could be scripted. It is not very stable to place them with editor though. The editor always reports an error, as soon as the name of the object is required. But once it is placed, everything works well. And sometimes the editor does not only report an error, but also crashes. So it is advisable to put these objects last and save the map before placing

2. I read that the !!PO receiver somehow "creates" an object. What does that mean? I think i will need this when placing a new functional object like a town or a dwelling.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 20, 2014 09:13 PM

1) I am sure you don't do it the right way, can you upload your objects as mod then I can test? Normally you should be able to place anything with editor, if correctly done.


2) That was Blooodsucker who said "PO creates an object", I didn't dare to argue as he is already sleepy and nervous. Of course, PO does not create any object, it only stores informations on the visiting square, pure terrain, no type nor subtype.

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bloodsucker
bloodsucker


Legendary Hero
posted October 20, 2014 09:21 PM
Edited by bloodsucker at 21:55, 20 Oct 2014.

Siegfried said:
Hi,

2 things:


2. I read that the !!PO receiver somehow "creates" an object. What does that mean? I think i will need this when placing a new functional object like a town or a dwelling.



It "creates an object" in the sense that a statue or a tree behaves like a triggable object, so I don't need to have a thousand OB63/xxx. I don't think it would work for a town. I'm sure it can work for a dwelling; if u want to write one hundred lines to do it.

P.S. Can a creature cast Frenzy on enemy? Something like -> casts frenzy BEFORE attack, casts dispel AFTER attack = instant SUPER Disrupting Ray

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Siegfried
Siegfried


Famous Hero
posted October 20, 2014 09:55 PM

Salamandre said:
1) I am sure you don't do it the right way, can you upload your objects as mod then I can test? Normally you should be able to place anything with editor, if correctly done.


2) That was Blooodsucker who said "PO creates an object", I didn't dare to argue as he is already sleepy and nervous. Of course, PO does not create any object, it only stores informations on the visiting square, pure terrain, no type nor subtype.


1. You may download the FREDOBJ.txt from here: http://www.rorkvell.de/h3/FREDOBJ.txt

It is not a mod, as i don't know how to do that. It is just a replacement for that file in the fredobj mod.

I don't think that in the editor you could place _any_ object without problems. As i wrote, i changed object type to 300. That is beyond the maximum object number. And that is intentional. This way i have the possibility to script a completely new object, which has no default (built-in) functionality.

BTW, in the meantime i also renumbered these female prisoners to object type 62 (prison) with subtype 2. So now you can free them. Of course it would be quite strange if you release a male hero from this type of prison
@Fred: Would it be possible to make some similar objects with male figures? Maybe somehow tortured, but still alive?



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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 20, 2014 09:59 PM
Edited by Salamandre at 23:26, 20 Oct 2014.

Could you please upload a package with:

a) a few of the objects you want to use from fred's patch (def+msk+msg for each)
b) details about what type/subtype to give them (yet only subtype may be considered, if you add new types, editor will not recognize)

I will try to make a correct mod and objects list from it, so at least we are sure if it does not work, is not because invalid data. If it works, then you add the remaining objects.

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bloodsucker
bloodsucker


Legendary Hero
posted October 20, 2014 11:58 PM
Edited by bloodsucker at 00:35, 21 Oct 2014.


I hesitate to put all this code here but as I have no ideia what can be creating a gap of two lines in my page I decided it was for the best.

----------


ZVSE

!#VRz457:S^New Palace of Dreams^;
!#HT63/35:T457;

!#TM91:S1/999/7/255;
!?TM91&1000;
!!VRz457:S^New Palace of Dreams (not visited)^;
!!HT63/35:T457;
!!IF:V499/1;

!?OB63/35&1000/-499;
!!IF:M^The New Palace of Dreams is only open to one customer per week!^;


!?OB63/35&1000/499;
!!IF:M^You can Add or Remove one of a creature's special skills here.  If the creature already has 8 special skills, a new one must replace an old one.  The cost is 30 of every natural resource, and sometimes some mithril also.  The creature type will be modified everywhere, not just in your army.^;

!!OW:R-1/0/?y-1;
!!OW:R-1/1/?y-2;
!!OW:R-1/2/?y-3;
!!OW:R-1/3/?y-4;
!!OW:R-1/4/?y-5;
!!OW:R-1/5/?y-6;
!!OW:R-1/7/?v7018;
!!VRz10|y-1<30/y-2<30/y-3<30/y-4<30/y-5<30/y-6<30:S^Not enough resources!
You must have at least 30 of each resource!^;
!!IF|y-1<30/y-2<30/y-3<30/y-4<30/y-5<30/y-6<30:D5/10;
!!IF|y-1<30/y-2<30/y-3<30/y-4<30/y-5<30/y-6<30:E1/5;
!!FU20013&y-1>=30/y-2>=30/y-3>=30/y-4>=30/y-5>=30/y-6>=30:P;

!?FU20012;
!!HE-1:C0/x16/?y1/?y2;
!!UN&x16=0/y1>-1:N3/1/y1/0;
!!UN&x16=1/y1>-1:N3/2/y1/0;
!!UN&x16=2/y1>-1:N3/3/y1/0;
!!UN&x16=3/y1>-1:N3/4/y1/0;
!!UN&x16=4/y1>-1:N3/5/y1/0;
!!UN&x16=5/y1>-1:N3/6/y1/0;
!!UN&x16=6/y1>-1:N3/7/y1/0;

!?FU20013;
!!VRz1:S^^;
!!VRz2:S^^;
!!VRz3:S^^;
!!VRz4:S^^;
!!VRz5:S^^;
!!VRz6:S^^;
!!VRz7:S^^;
!!VRz8:S^Select the creature which you want to modify:^;
!!VRz9:S^exit^;
!!DO20012/0/6/1:P;
!!IF:G1/7011/256/8/1/2/3/4/5/6/7/9;  creates DL single choice number 256
!!VRy3&v7011=1:S0;
!!VRy3&v7011=2:S1;
!!VRy3&v7011=4:S2;
!!VRy3&v7011=8:S3;
!!VRy3&v7011=16:S4;
!!VRy3&v7011=32:S5;
!!VRy3&v7011=64:S6;
!!HE-1&v7011<128:C0/y3/?v7015/?y2;
!!FU20020&v7011<128:P;

!?FU20020;
!!VRz22:S^Slot 1^;
!!VRz23:S^Slot 2^;
!!VRz24:S^Slot 3^; 4
!!VRz25:S^Slot 4^; 8
!!VRz26:S^Slot 5^; 16
!!VRz27:S^Slot 6^; 32
!!VRz28:S^Slot 7^; 64
!!VRz29:S^Slot 8^; 128
!!VRz30:S^Select the Slot where you want Add or Remove skills:^;
!!IF:G1/7012/256/30/22/23/24/25/26/27/28/29;
!!VRv7016&v7012=1:S6;
!!VRv7016&v7012=2:S7;
!!VRv7016&v7012=4:S8;
!!VRv7016&v7012=8:S9;
!!VRv7016&v7012=16:S10;
!!VRv7016&v7012=32:S11;
!!VRv7016&v7012=64:S12;
!!VRv7016&v7012=128:S13;
!!FU20014&v7012<=128:P;


!?FU20014;
!!VRz31:S^Special Abilities^;
!!VRz32:S^Ranged Attack Skills^;
!!VRz33:S^Beneficial Spells^;
!!VRz34:S^Magic Immunities^;
!!VRz35:S^Magic Spells to cast AFTER attacks^;
!!VRz36:S^Magic Spells to cast BEFORE attack^;
!!VRz38:S^Exit^;
!!VRz39:S^Choose the category where you want to Add or Remove skills:^;
!!IF:G1/7013/64/39/31/32/33/34/35/36/38;
!!FU20015&v7013=1:P;
!!FU20016&v7013=2:P;
!!FU20017&v7013=4:P;
!!FU20018&v7013=8:P;
!!FU20019&v7013=16:P;
!!FU20010&v7013=32:P;


!?FU20015;
!!VRz40:S^Additional times to cast^;
!!VRz41:S^Additional counterattacks^;
!!VRz42:S^Clone^;
!!VRz43:S^Block (20 mithril required)^;  8
!!VRz44:S^Deflect^;  ??
!!VRz47:S^Double Damage^;
!!VRz48:S^Attack and Return^;
!!VRz49:S^Charge (Champion's ability)^;  128
!!VRz50:S^High Morale^;
!!VRz51:S^Rebirth (Additional Castings affects this)^;
!!VRz54:S^Lower Target's Defense^;
!!VRz52:S^Exit^;  2048
!!VRz53:S^Choose the special skills you want to Add or Remove:^;
!!IF:G1/7014/4096/53/40/41/42/43/44/47/48/49/50/51/54/52;
!!EAv7015&v7014=1:Bv7016/1/80/43/0/0/1/1/2/2/3/3/4/4/5;
!!EAv7015&v7014=2:Bv7016/1/82/43/0/0/1/2/3/4/5/6/7/8/9;
!!EAv7015&v7014=4:Bv7016/1/108/v7015/0/8/12/18/24/32/40/50/60/70/80;
!!EAv7015&v7014=8/v7018>=20:Bv7016/1/66/61/0/0/0/0/0/5/10/15/20/25/30;
!!OW&v7014=8/v7018>=5:R-1/7/d-20;
!!IF&v7014=8/v7018>=5:M^Done!^;
!!FU20021&v7014=8/v7018>=5:P;
!!IF&v7014=8/v7018<5:M^Not enough Mithril!^;
!!EAv7015&v7014=16:Bv7016/1/76/74/0/5/10/15/20/25/30/35/40/45/50;
!!EAv7015&v7014=32:Bv7016/1/101/61/0/5/10/15/20/25/30/35/40/45/50;
!!EAv7015&v7014=64:Bv7016/1/102/98/0/0/0/0/0/1/1/1/1/1/1;
!!EAv7015&v7014=128:Bv7016/1/102/99/0/0/0/0/0/1/1/1/1/1/1;
!!EAv7015&v7014=256:Bv7016/1/102/109/0/0/0/0/0/1/1/1/1/1/1;
!!EAv7015&v7014=512:Bv7016/1/102/114/0/0/0/0/0/1/1/1/1/1/1;
!!EAv7015&v7014=1024:Bv7016/1/98/61/0/4/8/12/16/20/24/28/32/36/40;

!!IF&v7014<2048/v7014<>8:M^Done!^;
!!FU20021&v7014<2048/v7014<>8:P;

!?FU20016;
!!VRz54:S^Ignore distance^;
!!VRz55:S^Ignore obstacles^;
!!VRz56:S^Proximal shooting^;
!!VRz57:S^exit^;
!!VRz58:S^Choose the special skills you want to Add or Remove:^;
!!IF:G1/7017/16/58/54/55/56/57;
!!EAv7015&v7017=1:Bv7016/1/105/61/0/0/0/0/0/1/1/1/1/1/1;
!!EAv7015&v7017=2:Bv7016/1/111/61/0/0/0/0/0/1/1/1/1/1/1;
!!EAv7015&v7017=4:Bv7016/1/102/115/0/0/0/0/0/1/1/1/1/1/1;
!!IF&v7017<8:M^Done!^;
!!FU20021&v7017<8:P;


!?FU20017;
!!VRz270:S^Shield^;
!!VRz271:S^Air Shield^;
!!VRz272:S^Fire Shield^;
!!VRz273:S^Bless^;
!!VRz274:S^Bloodlust^;
!!VRz275:S^Precision^;
!!VRz276:S^Stone Skin^;
!!VRz277:S^Prayer^;
!!VRz278:S^Haste^;
!!VRz279:S^Slayer^;
!!VRz59:S^EXIT^;
!!VRz60:S^Choose the special skills you want:^;
!!IF:G1/7019/2048/60/270/271/272/273/274/275/276/277/278/279/59;
!!VRv7033&v7019=1:S27;
!!VRv7033&v7019=2:S28;
!!VRv7033&v7019=4:S29;
!!VRv7033&v7019=8:S41;
!!VRv7033&v7019=16:S43;
!!VRv7033&v7019=32:S44;
!!VRv7033&v7019=64:S46;
!!VRv7033&v7019=128:S48;
!!VRv7033&v7019=256:S53;
!!VRv7033&v7019=512:S55;
!!EAv7015&v7019<1024:Bv7016/1/115/v7033/0/0/1/1/1/2/2/2/3/3/3;
!!IF&v7019<1024:M^Done!^;
!!FU20021&v7019<1024:P;

!?FU20018;
!!VRz300:S^Immune to Dispel beneficial spells^;
!!VRz301:S^Immune to all harmful spells (50 Mithril Required)^;
!!VRz302:S^Exit^;
!!VRz61:S^Immune to all direct-damage spells (20 Mithril Required)^;
!!VRz303:S^Choose the special skills you want to Add or Remove:^;
!!IF:G1/7822/16/303/300/301/61/302;
!!EAv7015&v7822=1:Bv7016/1/119/78/0/0/0/0/0/1/1/1/1/1/1;
!!IF&v7822=1:M^Done!^;
!!FU20021&v7822=1:P;
!!EAv7015&v7822=2/v7018>=10:Bv7016/1/119/53/0/0/0/0/0/1/1/1/1/1/1;
!!OW&v7822=2/v7018>=10:R-1/7/d-50;
!!IF&v7822=2/v7018>=10:M^Done!^;
!!FU20021&v7822=2/v7018>=50:P;
!!IF&v7822=2/v7018<10:M^Not enough Mithril!^;
!!EAv7015&v7822=4/v7018>=5:Bv7016/1/119/68/0/0/0/0/0/1/1/1/1/1/1;
!!OW&v7822=4/v7018>=5:R-1/7/d-20;
!!IF&v7822=4/v7018>=5:M^Done!^;
!!FU20021&v7822=4/v7018>=20:P;
!!IF&v7822=4/v7018<5:M^Not enough Mithril!^;

!?FU20019;magic: cast spell after attack
!!VRz310:S^Weakness^;
!!VRz311:S^Disrupting Ray^;
!!VRz312:S^Berserk^;
!!VRz313:S^Paralysis^;
!!VRz314:S^Dispel beneficial spell^;
!!VRz315:S^Blind^;
!!VRz316:S^Stone Gaze^;
!!VRz317:S^Poison^;
!!VRz318:S^Acid Breath^;
!!VRz319:S^Age^;
!!VRz326:S^Clone (has some bugs)^;
!!VRz327:S^Exit^;
!!VRz328:S^choose the special skills you want to Add or REMOVE:^;
!!IF:G1/7823/4096/328/310/311/312/313/314/315/316/317/318/319/326/327;
!!VRv7824&v7823=1:S75;
!!VRv7824&v7823=2:S47;
!!VRv7824&v7823=4:S59;
!!VRv7824&v7823=8:S74;
!!VRv7824&v7823=16:S78;
!!VRv7824&v7823=32:S62;
!!VRv7824&v7823=64:S70;
!!VRv7824&v7823=128:S71;
!!VRv7824&v7823=256:S80;
!!VRv7824&v7823=512:S75;
!!VRv7824&v7823=1024:S65;
!!EAv7015&v7823<2048:Bv7016/1/99/v7824/0/0/5/10/15/20/30/35/40/45/50;
!!IF&v7823<2048:M^Done!^;
!!FU20021&v7823<2048:P;
******MY OPTION
!?FU20010;magic: cast spell BEFORE attack
!!VRz410:S^Weakness^;
!!VRz411:S^Disrupting Ray^;
!!VRz412:S^Titan's Lightning Bolt^;
!!VRz413:S^Meteor Shower^;
!!VRz414:S^Implosion^;
!!VRz415:S^Dispel^;

!!VRz427:S^Exit^;
!!VRz428:S^choose the special skills you want to Add or REMOVE:^;
!!IF:G1/7825/4096/428/410/411/412/413/414/415/427;
!!VRv7826&v7825=1:S45;
!!VRv7826&v7825=2:S47;
!!VRv7826&v7825=4:S57;
!!VRv7826&v7825=8:S18;
!!VRv7826&v7825=16:S23;
!!VRv7826&v7825=32:S35;

!!EAv7015&v7825<2048:Bv7016/1/112/v7826/0/0/5/10/15/20/30/40/50/60/75;
!!IF&v7825<2048:M^Done!^;
!!FU20021&v7825<2048:P;
********

!?FU20021;
!!OW:R-1/0/d-30;
!!OW:R-1/1/d-30;
!!OW:R-1/2/d-30;
!!OW:R-1/3/d-30;
!!OW:R-1/4/d-30;
!!OW:R-1/5/d-30;
!!VRz457&499:S^Palace of Dreams (visited)^;
!!HT63/35:T457;
!!IF:V499/0;

---------

If you choose Weakness from the "Cast After Attack" page you will get age instead. In the next item (Disrupting Ray) you will get Weakness and so on.
In my page (Cast BEFORE ATTACK) it happens too but the gap is of two instead of one (weakness will also give age even if I don't have it in my menu).

If I knew how I could send you pictures but everything 'looks' fine, only when you choose Weakness you got Age, Disrupting Ray and got Weakness. Only if I recorded a video would be illustrative...


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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 21, 2014 12:14 AM

If you show me a screen of the error, then I know where to look.

You don't expect me to check and test every line of this script, which would take me several hours, just because you think there may be some error nobody reported until now.

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