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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 ... 241 242 243 244 245 ... 250 300 350 400 407 · «PREV / NEXT»
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 01, 2014 09:09 PM

You can't add new functional graphics (types/subtypes). Once you understand you can't, you work around with existent resources, redirect, replace etc.

For redirect, see Battle Heroes extra. It shows how to use 20 different graphics for same commander.  
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Era II mods and utilities

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bloodsucker
bloodsucker


Legendary Hero
posted November 02, 2014 12:43 AM

1. I really like CB disposition for battles. Takes away lots of things, like Tactics use and the distance betwen targets and I think overall looks more treatning. I was wondering if they couls be used to teach spells, like the visit to some Adventure Pillars but from what I see in the help it's not immediatly possible. Did someone already worked this around? Where can I find an example?

2. I've read the thread about making a new town (Dragon Peaks from JV) and the thing that interested me the most was the actual adding of objects instead of replacing someothers with them. I hate the way Battle Academy and the Wizard Tower tend to replace several Utopias and Griffin Conservatories I deliberatly put close to each other, leaving me with nothing of use and I have several objects that should defenitively appear once on each map (relatively close to players starting town) but makes no sense or really shouldn't appear more then once per map. Until now and besides opening the map on the editor and placing then there manually I had no other solution. But as I think about it I remember this kind of routine has to be also in the warlord's banner alocation and in Adventure Pillars - Leaders, do you remember any where else where it has been used? Maybe to place objects 63 and CBs instead of heroes and towns.

3. Looking at my objects Battle and Powerups Tower I feel I went wrong with the last one. After beating the (one hundread fourty Azure Dragons with 10/10/5/5 Mutare with Expert Water magic and Dispel, Cure, Bless and Prayer for spells leading them, be it) guards you have access to unlimited bonus at once, if you can pay for them. Due to the speed of the game and the fact that I would really like to add tons of things to several creatures, even a daily timer wouldn't satisfy me but completly unlimited access to all bonus after single one battle also too much. Maybe an unprotected object with very few battles (like 5) and a the timer increasing the difficulty of the battles each day would work better. What do you think? Would it require more code then it makes sense for a single object?

4. It looks like adding a creature using Amethyst is still a long process and the download I made has several files in russian (I think) so I probably would have to start by substitute them by copies of the ones existing in Era but I have another problem: how can I make this creatures recrutable on the map? Is there a thread with a tutorial for adding dwellings? Do we have to create them ourselves from object 63 or is it possible to custom object 216?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 02, 2014 12:51 AM

bloodsucker said:
What do you think?



I think nothing. If you want some quick review for a code, post it. Other than that, unleash your imagination and code what you can. I am not very good at theories and at "let's discuss if lunch at 12 pm or 12:05 pm".

For other questions about new towns and creatures, you'll have to wait someone who knows, I have no clue.
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bloodsucker
bloodsucker


Legendary Hero
posted November 02, 2014 01:30 AM
Edited by bloodsucker at 02:26, 02 Nov 2014.

Salamandre said:
For other questions about new towns and creatures, you'll have to wait someone who knows, I have no clue.


Ok, I will moderate my tendency to get too theorectical but don't you have any clue about CB theaching spells eigther?
I remember you said more then once you had played almost every map ever published so it looks to me you are the right person to ask where has someone ever code this: a CB struture giving something that is not creatures, money, resources or artifacts? Dragonmaster uses an Object 63 BTW.  

P.S.

From script78 - Wogify

ZVSE
~#FU:C0; [Enable y variable outside of Function checking]
~#VC:CB; [Clear used variable list and start variable logging]

what is ~# ???

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 02, 2014 02:10 AM
Edited by Salamandre at 02:12, 02 Nov 2014.

meh, a creature bank is an object. So:

!$OB# [this is syntax to post-visit an object]
;if there was a battle:
!!HE-1:O?v1; see if hero dead or victorious
!!FU&v1<0:E; exit if dead
!!HE-1:M[..]  [give spells, candies, ice cream]

OR:

!?BA1&1000; after battle
!!OB998:T?y1; check type of object where battle occured
!!FU&y1<>#:E; exit if not type #
!!HE-1:O?v1; is hero dead
;etc, like previous.


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bloodsucker
bloodsucker


Legendary Hero
posted November 02, 2014 03:01 AM

Salamandre said:
meh, a creature bank is an object. So:
!!HE-1:M[..]  [give spells, candies, ice cream]



Thank you, I go for Ice Cream.

Still from Wogify

** table fields: type/subtype/footprint/terrain/back wall/edge x/edge y
** footprint values:  0 = Y, 1 = RY, 2 = YR, 3 = RYR, 4 = other

** TABLE of RYR OBJECTS **
...
!!VRvy10&y3=1:C17/91/3/-1/0/1/0; [vast cavern] [table of RYR objects]

...
!!VRvy10&y3=1:C16/20/3/-1/1/2/1; [grotto]

Do you know if I can simply expect some VR I coded as C17/101 or C16/24 to work or are this index numbers limited and to wich values?

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bbvsdd2
bbvsdd2

Tavern Dweller
posted November 02, 2014 06:43 AM

Salamandre,

could you provide a little detail regarding the syntax about your redirect file? The SN commands syntax is a bit difficult to understand.

!!SN:L^era.dll^/?y1 Ay1/^RedirectFile^/?y2 Ey2/1/^ZM174NPC.def^/^%V3.def^;

What does each one of the variables do?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 02, 2014 09:54 AM

Just paste it for each def you want to redirect, knowing that:

!!SN:L^era.dll^/?y1 Ay1/^RedirectFile^/?y2 Ey2/1/^My old.def^/^My new.def^;

There are heavy restrictions still. You can't redirect maps objects graphics during game. Also in battle you can't redirect once battle started, but can before battle (or in BA trigger, not sure). To be able to replace one def by another, the def must not be loaded by the game at that time, up to you to test various combinations.

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bloodsucker
bloodsucker


Legendary Hero
posted November 02, 2014 02:16 PM
Edited by bloodsucker at 14:30, 02 Nov 2014.

@SalamandreNot sure if it's the right place to put the question, while is no doubt ERM related: I see in many of your definitions EA habilities like Prayer Enchanted and Haste Enchanted. Since you also define the speed, attack, defense and damage of the creature why use this so often? I mean, my enchanters also have it but it ends up as a mass-spell, so his presence affects also the basic skills of the other creatures in the army.
I don't ask this to be impertinent, what happens is that I'm starting my own defs and while I intend to use some of yours, I see we adopt very different aproaches. I also use spells but much more cursing spells then blesses. Wanted to check if I am misssing something.

P.S. About 300, Xerxes and Commanders. What's the use of creatures numbers 174 to 191? Are they really needed for commanders and the fact you don't use them is the reason why 181 is free for Xerxes definition? Or can we reuse them and still play with commanders?

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bbvsdd2
bbvsdd2

Tavern Dweller
posted November 02, 2014 03:33 PM

Awesome! Thank you, Sal.

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bloodsucker
bloodsucker


Legendary Hero
posted November 03, 2014 06:50 AM
Edited by bloodsucker at 14:16, 03 Nov 2014.

Is it possible to set the Henchman (henchmen) to specific values for a triggered battle? Does anyone knows where there is code doing this?

-------

I was trying to create a new type of Creature Bank with a much harder battle but first my post battle code was triggering everywhere and I was finding Sylvia in every battle. Now I think I managed to correct that part but the code for the battle doesn't run at all, even if the post battle is running ok. I don't get what is wrong cause what I would expect was that the insuficent number of conditions would trigger the battle everywhere, not that it doesn't work where is supose to.

This for what I wanted a custom Henchmen BTW.

ZVSE

!?OB63/88&1000;
!#VR:v4141/0;
!!IF:Q1^You have found a {Winter Keep}, do you want to attack the guards?^;
!!FU&-1:E;
!#VR:v4141/1;

!?BA0&1000;
!!BA:B10;
!!BA:Q0;
!!BA:H1/3;
!!HE3:X0/1;

!!BF:O75/5 O75/10 O75/23 O75/27 O75/40 O75/43;
!!BF:O75/58 O75/60 O75/75 O75/76 O75/109 O75/110;
!!BF:O75/126 O75/128 O75/142 O75/145 O75/159 O75/163;
!!BF:O75/175 O75/180 O65/25 O65/161;

!!HE3:C0/0/152/8/125000/2 C0/1/39/75/125000/2 C0/2/152/8/125000/2 C0/3/39/125/125000/2;
!!HE3:C0/4/152/8/125000/2 C0/5/39/75/125000/2 C0/6/152/8/125000/2;
!!HE3:S1/3 S6/2 S7/3 S11/3 S15/3 S16/3 S17/3 S22/1 S23/2 S26/2;
!!HE3:M27/1 M28/1 M34/1 M35/1 M37/1 M41/1 M46/1 M48/1 M53/1 M54/1 M57/1;
!!HE3:F15/15/10/10;

!$OB63/88&1000:;
!!FU&v4141=0:E;

!!HE-1:O?v1; see if hero dead or victorious
!!FU&v1<0:E; exit if dead

!!VRv1:S0 R6; randomize v2 to 0-6

!!IF:M^You have learned a new spell^;
!!HE-1:S7/3;
!!HE-1&v1=0:M18/1;
!!HE-1&v1=1:M36/1;
!!HE-1&v1=2:M40/1;
!!HE-1&v1=3:M66/1;
!!HE-1&v1=4:M67/1;
!!HE-1&v1=5:M68/1;
!!HE-1&v1=6:M69/1;

!!IF:M^and released some hostages^;
!!HE-1:S12/?y2;      if hero has necromancy skill
!!if&y2>0 :;
 !!HE-1:C2/196/3/1/147000/2;    give some level 10 creatures
!!el:;
 !!VRv1:S0 R3;
 !!HE-1&v1=0:C2/150/4/1/147000/2;
 !!HE-1&v1=1:C2/136/12/1/122500/2;
 !!HE-1&v1=2:C2/37/20/1/105000/2;
 !!HE-1&v1=3:C2/132/2/1/147000/2;
!!en:;

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Siegfried
Siegfried


Famous Hero
posted November 03, 2014 03:58 PM

Hi,

lines starting with !# are not false per se, but there is a high probability that this is not what you wanted.

!#VR:v4141/0;

This line f.ex. has nothing to do with your trigger. It runs once at map start. And the other lines starting with !# too. So just check if that is really what you wanted.

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bloodsucker
bloodsucker


Legendary Hero
posted November 03, 2014 05:56 PM
Edited by bloodsucker at 18:10, 03 Nov 2014.

Siegfried said:
Hi,

lines starting with !# are not false per se, but there is a high probability that this is not what you wanted.

!#VR:v4141/0;

This line f.ex. has nothing to do with your trigger. It runs once at map start. And the other lines starting with !# too. So just check if that is really what you wanted.



Thank you for the tip. I had already put that method apart but I wasn't aware of the reason why that wasn't funnctioning the way wanted.
This is my code for now. Every thing is working fine except the cruxes, they get doubled by some reason and then came out of the Vs. Also I tried all the methods I could find but no way I could make the creatures had experience. Probably has to be done other way, the scripts I found doing something close increased the parameters directly instead of increasing the experience. But I'm sure the "Neutrals stack experience" option takes another way. Have to check it.
------------------
ZVSE

!#VRz404:S^Winter Keep (not visited)^;
!#VRz405:S^Winter Keep (visited)^;
!#HT63/88:P0/404;
!#HT63/88:P1/405;
!#TM95:S1/999/1/255;

!?TM95&1000;
!!PO9/31/0:N0;

!?OB63/88&1000;

!!PO998:N?v1;
!!IF&v1=1:M^You have already been here today^;
!!FU&v1=1:E;
!!IF:Q1^You have found a {Winter Keep}, do you want to attack the guards?^;
!!FU&-1:E;

!!HE-1:Tv998/v999/v1000/0/1;

!?BA0&v998=110/v999=119/v1000=0;
!!BA:Q0;

!!BA:M1/0/152/8 M1/1/39/75 M1/2/152/8 M1/3/39/125;
!!BA:M1/4/152/8 M1/5/39/75 M1/6/152/8;

*!EX3/0:Ad/d/147000;
*!EX3/1:Ad/d/126000;
*!EX3/2:Ad/d/147000;
*!EX3/3:Ad/d/126000;
*!EX3/4:Ad/d/147000;
*!EX3/5:Ad/d/126000;
*!EX3/6:Ad/d/147000;

*!EX110/119/0/0/1:147000;
*!EX110/119/0/1/1:122500;
*!EX110/119/0/2/1:147000;
*!EX110/119/0/3/1:122500;
*!EX110/119/0/4/1:147000;
*!EX110/119/0/5/1:122500;
*!EX110/119/0/6/1:147000;
!!BA:H1/3;
!!HE3:X0/1;
!!HE3:S1/3 S6/2 S7/3 S11/3 S15/3 S16/3 S17/3 S22/1 S23/2 S26/2;
!!HE3:M27/1 M28/1 M34/1 M35/1 M37/1 M41/1 M46/1 M48/1 M53/1 M54/1 M57/1;
!!HE3:F15/15/10/10;

!?BF&v998=110/v999=119/v1000=0;;
!!BF:C;
!!BF:O75/5 O75/10 O75/23 O75/27 O75/40 O75/43;
!!BF:O75/58 O75/60 O75/75 O75/76 O75/109 O75/110;
!!BF:O75/126 O75/128 O75/142 O75/145 O75/159 O75/163;
!!BF:O75/175 O75/180; ** O65/24 O65/160;
!!PO998:N1;

!$OB63/88&1000;
!!PO998:N?v1;
!!FU&v1=0:E;

!!HE-1:O?v1; see if hero dead or victorious
!!FU&v1<0:E; exit if dead

!!VRv1:S0 R6; randomize v2 to 0-6

!!IF:M^You have learned a new spell^;
!!HE-1:S7/3;
!!HE-1&v1=0:M18/1;
!!HE-1&v1=1:M36/1;
!!HE-1&v1=2:M40/1;
!!HE-1&v1=3:M66/1;
!!HE-1&v1=4:M67/1;
!!HE-1&v1=5:M68/1;
!!HE-1&v1=6:M69/1;

!!IF:M^and released some hostages^;
!!HE-1:S12/?y2;      if hero has necromancy skill
!!if&y2>0 :;
 !!HE-1:C2/196/3/1/147000/2;    give some level 10 creatures
!!el:;
 !!VRv1:S0 R3;
 !!HE-1&v1=0:C2/150/4/1/147000/2;
 !!HE-1&v1=1:C2/136/12/1/122500/2;
 !!HE-1&v1=2:C2/37/20/1/105000/2;
 !!HE-1&v1=3:C2/132/2/1/147000/2;
!!en:;


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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 03, 2014 08:04 PM
Edited by Salamandre at 20:18, 03 Nov 2014.

This is my code (parts you need from) giving ACE experience to neutrals, from tew4 battle scripts:

!?BF&1000;
!!DO9001/21/27/1:P10; give max experience to neutrals/AI (this will proceed stacks 21-27, which means defender stacks)

!?FU9001; max experience to neutrals/AI
!!VRy1:Sx16+1*-1;
!!EAy1:Ex1/12/d/d;

Quote:
!!VRv1:S0 R6; randomize v2 to 0-6

!!IF:M^You have learned a new spell^;
!!HE-1:S7/3;
!!HE-1&v1=0:M18/1;
!!HE-1&v1=1:M36/1;
!!HE-1&v1=2:M40/1;
!!HE-1&v1=3:M66/1;
!!HE-1&v1=4:M67/1;
!!HE-1&v1=5:M68/1;
!!HE-1&v1=6:M69/1;


Try it this way, you will see why:
!!VRv1:S0 R6; randomize v2 to 0-6
!!HE-1:S7/3;
!!VRy1&v1=0:S18;
!!VRy1&v1=1:S36;
!!VRy1&v1=2:S40;
!!VRy1&v1=3:S66;
!!VRy1&v1=4:S67;
!!VRy1&v1=5:S68;
!!VRy1&v1=6:S69;
!!IF:Q1/9/y1/1^You have learned a new spell^;
!!HE-1:My1/1;


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bloodsucker
bloodsucker


Legendary Hero
posted November 04, 2014 12:42 AM
Edited by bloodsucker at 01:18, 04 Nov 2014.

Salamandre said:

Try it this way, you will see why:
!!VRv1:S0 R6; randomize v2 to 0-6
!!HE-1:S7/3;
!!VRy1&v1=0:S18;
!!VRy1&v1=1:S36;
!!VRy1&v1=2:S40;
!!VRy1&v1=3:S66;
!!VRy1&v1=4:S67;
!!VRy1&v1=5:S68;
!!VRy1&v1=6:S69;
!!IF:Q1/9/y1/1^You have learned a new spell^;
!!HE-1:My1/1;




I was already looking for Q1/9/ when I saw this but it saved me at least an hour of readind and testing. I don't know how I overlooked TEW4 (it was my footprint for EA habilities) but thank you, this will help me to recreate a lot of battles. This mod is becaming "TDS told to the little children", Yuppie!!!

P.S. I've made Sylvia unavailable for hire and I'm using her in other places. What I'm now thinking is: since it requires just a few lines of code to completly change an hero, I can customize her for every battle maybe even randomizing treatning portraits and her race. Like this I have a kind of "random hero" but without messing much with the pool of hireable heroes. Not that this looks to be a problem, since Leaders keeps the enemy heroes alive and I use Invite-Tavern but IF I'm going to publish this code one day, I should make it more independent from the mods I use and the options I select on them.
So, what I wanted to ask is: do you see an inconvenient to this aproach that I can't see?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 04, 2014 01:44 PM

It is a waste of time to try to fix anything as long as you invent triggers. You have a manual, in the manual there is a list of triggers and receivers. I don't know from where you assume there is a !$BA trigger just because I told there is a !$OB one.

The before/post battle trigger is flagged: !?BA0&1000 (before battle), !?BA1&1000 (after battle).


I see the loop DO199001 in your code, where is the function FU199001? One can't work without the other.
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bloodsucker
bloodsucker


Legendary Hero
posted November 04, 2014 01:59 PM
Edited by bloodsucker at 14:10, 04 Nov 2014.

Ops, I've deleted the post cause I had found all the solutions (the !?BA1 also)
The function is your function to give level 10 to creatures. That is a local code to one object, I'm already using the same function in Battle 2 and I intend to use it in many other places namely in private versions of Neutral Creature Bonuses, Neutrals get Help and Rogues attacks. I've also adapted your Ambushes to Gorgo from 300 but that's completly un tested cause they just start day 2 and I still didn't pass day one.
So, the solution I found is to make run from the Initial Settings script. It must be Ok cause I've fought battles in both objects with level 10 troops on custom enemy hero.

My version of Ambushes (so far)
-----------------------
*** Ambushes

** trigger ambush 1/6chances

!#TM18:S2/999/1/1;**red player every day
!?TM18;

!!VRv655:S0;
!!VRv655:S0 T6; **generate a random value between 0 and 6
!!IF&w34>=1/v655=5:Q1/21/163/1^Ambush!^;
!!HE-1&w34=1/v655=5:T1/1/1/168/48;
!!HE-1&w34=2/v655=5:T2/1/1/169/120;
!!HE-1&w34=3/v655=5:T3/1/1/193/160;
!!HE-1&w34=4/v655=5:T4/1/1/132/9;
!!HE-1&w34=5/v655=5:T5/1/1/135/14;

************
I have severe doubts about this code, cause I wanted to function for all my heroes and just for my heroes, as a complement to the Rogues Fights that only happen when you trigger something so I expanded it to active hero and I'm not sure how that will work. I also tried to use R randomizer for this but it gave errors I believe are related to the way this code runs (my experience has been - lots of problems until the moment I finally understand what the code is supose to dp and how, a walk in the park after that)

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bloodsucker
bloodsucker


Legendary Hero
posted November 04, 2014 04:03 PM
Edited by bloodsucker at 18:30, 04 Nov 2014.

Ops, despise I made her unavailable for hire I've just bought Sylvia from tavern and she knows spells and has secondary skills from the first battle, I have much more troubles to solve then I was expecting. Can you tell me wich of the mods is causing this problem? Invite-Tavern or BAI?

I need to "blindly" erase all secundary skills from an hero (Sylvia) but the only way I know is to set each skill to 0 like this !!HE:S0/0; - of course I can do it in a loop but isn't there some other way I'm overlooking?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 04, 2014 07:34 PM
Edited by Salamandre at 19:50, 04 Nov 2014.

You try to master in 2 weeks things myself I spent one year to understand then test...is just unreal.

Of course Sylvia keeps all bonuses you gave her, how you expect Sylvia to mystically lose all bonuses? The Holy spirit again? :)

Before doing such changes to Sylvia, you should store all her stats, spells, experience level. Give her, then after battle/s, reset to initial values.

Store values in SN:W vars:

!?BA0&1000; first store things
!!DO5000001/0/27/1:P3; store Sylvia (ID=3) skills
!!DO5000002/0/69/1:P3; store Sylvia spells
!!HE3:F?y1/?y2/?y3/?y4; store Sylvia stats
!!SN:W^Sylvia_ATT^/y1;
!!SN:W^Sylvia_DEF^/y2;
!!SN:W^Sylvia_KNW^/y3;
!!SN:W^Sylvia_SP^/y4;
!!HE3:E?y1/?y2; experience/level
!!SN:W^Sylvia_exp^/y1;
!!SN:W^Sylvia_lvl^/y2;
[...Here you will now apply bonuses...]

!?FU5000001;
!!HEx1:Sx16/?y1;
!!SN:W^Sylvia_Sec_%X16^/y1;

!?FU5000002;
!!HEx1:Mx16/?y1;
!!SN:W^Sylvia_Spells_%X16^/y1;

Give back:
!?BA1&1000; after battle
!!DO5000003/0/27/1:P3; give back Sylvia (ID=3) skills
!!DO5000004/0/69/1:P3; give back Sylvia spells
!!SN:W^Sylvia_ATT^/?y1;
!!SN:W^Sylvia_DEF^/?y2;
!!SN:W^Sylvia_KNW^/?y3;
!!SN:W^Sylvia_SP^/?y4;
!!HE3:Fy1/y2/y3/y4; give back primary skills
!!SN:W^Sylvia_exp^/?y1;
!!SN:W^Sylvia_lvl^/?y2;
!!HE3:Ey1/y2; give back experience and level

!?FU5000003;
!!SN:W^Sylvia_Sec_%X16^/?y1;
!!HE3&y1>0:Sx16/y1;

!?FU5000004;
!!SN:W^Sylvia_Spells_%X16^/?y1;
!!HE3&y1>0:Mx16/1;


bloodsucker said:
I've also adapted your Ambushes to Gorgo from 300


While I could be honored someone studies my awesome scripts, it finally turns into bulsnow if someone copy/paste them without completing/playing the map. Because all those things you move from here to there are made within tens of parameters unique to that map, actions and story. That w34 var is specific to orders of death/life natural growth, you just paste it out, it will never work outside 300 spartans.

Headache.  

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bloodsucker
bloodsucker


Legendary Hero
posted November 04, 2014 08:33 PM
Edited by bloodsucker at 14:40, 05 Nov 2014.

Salamandre said:
You try to master in 2 weeks things myself I spent one year to understand then test...is just unreal.

Of course Sylvia keeps all bonuses you gave her, how you expect Sylvia to mystically lose all bonuses? The Holy spirit again?

Before doing such changes to Sylvia, you should store all her stats, spells, experience level. ...

While I could be honored someone studies my awesome scripts, it finally turns into bulsnow if someone copy/paste them without completing/playing the map. Because all those things you move from here to there are made within tens of parameters unique to that map, actions and story. That w34 var is specific to orders of death/life natural growth, you just paste it out, it will never work outside 300 spartans.
...
Headache.  



Ok, I will forget Gorgo ambushes. I know I can use the Rogues fights without to many problems. Same aproach but more events per day and other parameters then 10 roges per week and 10 rogues per hero level.

I didn't expect Sylvia to lose all the things I gave her. I wasn't too worryed about that cause I made her unavailable for everyone to hire. Since I was setting and not adding the prims she would always be more or less as powerfull as I would expect.
The manipulation of an hero caracteristics and possible the remains of that were the reason why I chosed one of the worst heroes and was using the same repetedly.
Unfortunatly, the Invite-Tavern takes in no consideration the fact that a certain hero was set unavailable so I need to find another way. I can't risk to use one specific hero the way I was if it can happen that he is selected to be one of the Leaders or something, in that case the scripts wouldn't work.


P.S. And I checked, it's not two weeeks it's almost five.
P.P.S. About completing 300: one of the things I usually do when I edit a random map is to delete all seer huts. After getting delighted with your amazing introduction, how do you think I feel when I face 300? But I've played TEWIII (with some cheating) and started both Alexander and ToP only I'm not a good enouch player for some challenges so I get stucked and I have two choices, cheat or quit. By respect to you, because I know you feel someone editing your maps as a kind of rape, I've been chosing not to continue.
P.P.P.S. Thank you for the code with the SN:W vars, opens a new dimension... But this code is directed to Sylvia and I now have a problem that requires your specific help. We must take a decision; or I work around the problem and do a loop looking for a random hero that is free to use, with all the problems of having a beginner messing with the SN:W vars of every f...g hero it happens to be selected or you correct the situation in Invite-Tavern mod, so that every other modder can restrict the access to some heroes. I can do it myself and that's what I'm thinking about but for my own version here at home, I believe You and You alone should take the decision of correcting or not this problem and make another version of the Invite-Tavern mod.

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