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xevolution

 
Tavern Dweller
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posted December 12, 2014 12:38 PM |
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xevolution said:
script, for testing :
!?MF1&1000; before damage dealt
!!MF:N?y-1; target stack?
!!BMy-1:B?y-2 N?y-3 H?y-4 L?y-5 I?y-99; original number of units / current number of units /HP/Hp lost by next monster
!!BMy-1:U1/?y-60; stack's minimum damage
!!BMy-1:U2/?y-61; stack's maximum damage
!!MF:F?y-6; final damage?
!!VRy-10:Sy-3 *y-4; initial HP pool
!!VRy-11:Sy-3 *y-4 -y-5 -y-6; HP pool after damage
!!VRy-12:Sy-11 :y-2; new HP/unit after damage
!!BMy-1&y-11<=0:Ky-10; kill whole stack if damage > HP pool
!!VRy-13&y-12=0:Sy-2 -y-6;
!!BMy-1&y-12=0:H1 Ny-13; set HP/unit =1, set new number of units if HP/unit=0
!!VRy-15:Sy-12 *y-3; !!VRy-14&y-12>=1:Sy-11 -y-15; !!VRy-12&y-14>=y-4:+1; !!VRy-14&y-14<y-4:*-1; !!VRy-14&y-14>=y-4:Sy-12 *y-3 -y-11;
!!BMy-1&y-12>=1:Ly-14 Hy-12;
!!VRy-52:Sy-10 : y-11;
!!VRy-53:Sy-52 - 1;
!!VRy-62:Sy-60 - y-53; modified min damage
!!VRy-63:Sy-61 - y-53; modified max damage
!!BMy-1:U1/y-62; modified stack's minimum damage
!!BMy-1:U2/y-63; modified stack's maximum damage
!!MF:F0; disable all real damage, damage now done via scripting above
Fixed it and completely changed it.
Post it into [url]http://heroescommunity.com/viewthread.php3?TID=39062&pagenumber=25[/url]
Enjoy! I have played it and used it as default active mod in my games and so far, so good.
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chelseaperfect

 

Hired Hero
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posted December 14, 2014 12:27 PM |
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When I test the map, it's an error like this.
[URL=https://imageshack.com/i/iqOSsdjCp] [/URL]
Initially, I thought a few errors with ERM. But when i remove all ERM, it was such error, and i can't play map. Please help me fix it
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Kantor

 
Tavern Dweller
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posted December 14, 2014 12:41 PM |
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Hi, I would like to ask you Salamandre, if you would be able to create a mod allowing to see amount of resources of other players both allies and enemies.
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Salamandre

     
       
Admirable
Omnipresent Hero
Wog refugee
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posted December 14, 2014 01:25 PM |
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@Chelsea, looks like the map is corrupted in editor, like your previous. Maybe upload it so I can take a look?
@Kantor: very easy, try yourself to write it and show result for assistance.
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bloodsucker

 
     
Legendary Hero
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posted December 14, 2014 02:23 PM |
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I have no idea where to ask this.
I've created some features that use objects form Salamandre's "All my Objects for WoG". Now I was thinking to create a thread to publish them and I would like to install the objects I worked with them but I have no idea how to extract them from the patch, even if I know how to indicate the path for the object in the data folder.
Is there a thread teaching this? Is it simple enouch to be awsered in a post?
Thx
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Salamandre

     
       
Admirable
Omnipresent Hero
Wog refugee
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posted December 14, 2014 02:44 PM |
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I don't know what mod is "all my objects for wog", I never released such mod 
But if you speak about the different graphical patches, why not release the whole patch + your scripts? Because extracting and recoding each object is very long and boring. Data/objects folder has the text file with the ID's.
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Era II mods and utilities
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Kantor

 
Tavern Dweller
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posted December 14, 2014 02:54 PM |
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Salamandre said: @Kantor: very easy, try yourself to write it and show result for assistance.
I would like to, but unfortunately I don't know even a essential things about ERM, that's why I'm asking you
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Salamandre

     
       
Admirable
Omnipresent Hero
Wog refugee
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posted December 14, 2014 03:12 PM |
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Well, is a good thing you asked because my trainer mod should do that, but it doesn't, just checked. Will fix it before tomorrow, then post link.
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Era II mods and utilities
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bloodsucker

 
     
Legendary Hero
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posted December 14, 2014 03:23 PM |
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Salamandre said: I don't know what mod is "all my objects for wog", I never released such mod 
Yeah, "All my objects for WoG" is the name of the thread where you linked them but as far as I remember it was a single install file so I always tought about it as "All my objects for WoG" and yes it's a patch for editor with hundreds of decorative objects and a few alternatives for for wells, utopias etc... It has a bunch os strange altars of sacrifice. Do you recall it now?
But if you think attach the hundreds of objects is best will do it like that. You are probably right, u use to know much better how to acchive an objective when modding the game.
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Kantor

 
Tavern Dweller
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posted December 14, 2014 03:27 PM |
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Salamandre said: Well, is a good thing you asked because my trainer mod should do that, but it doesn't, just checked. Will fix it before tomorrow, then post link.
Ok, thanks, will wait.
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Salamandre

     
       
Admirable
Omnipresent Hero
Wog refugee
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posted December 14, 2014 03:31 PM |
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Trainer mod reuploaded. Press F2, then enter the name of a hero. You will see that hero faction resources and even be able to modify them.
bloodsucker said:
But if you think attach the hundreds of objects is best will do it like that. You are probably right, u use to know much better how to acchive an objective when modding the game.
Not necessarily. Just add in your mod read me: requires new Objects patch mod.
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Era II mods and utilities
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bloodsucker

 
     
Legendary Hero
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posted December 14, 2014 10:19 PM |
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Salamandre said: Just add in your mod read me: requires new Objects patch mod.
I was confusing "New Objects Patch" with "Fred Objects Patch", sorry.
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mister_kalu

 
  
Known Hero
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posted December 15, 2014 01:54 PM |
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any idea to get the artifacts bonus although they are in the backpack? AE1, probably won't work
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Salamandre

     
       
Admirable
Omnipresent Hero
Wog refugee
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posted December 15, 2014 07:43 PM |
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It is possible, but cumbersome to keep track after battle and avoid big problems. Basically you need to check if artefact is in backpack during BA trigger then activate manually effect.
The problem will be after battle, as you need to remove effect, so you need to check for ALL 170 artifacts, this needs complex storage method.
But if you use this system for only one artifact, then it may work. But if hero died, then his artifact went to the winner, so after battle your check will not find it, yet the effect is still present.
if artifact bonus is not for battle, then check in timer if present in backpack, then add manually resource or movement (or other adventure bonus) for this turn.
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Mister_kalu

 
  
Known Hero
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posted December 15, 2014 08:58 PM |
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the idea of this is obviously keep the same bonus for all of them and get the correct order of appearance in the game to transfer it to my custom dialog with the slots 19-82 of current hero.
i don't know but probably i couldn't emulate the inventory of h2 with this system. or at least not for all the heroes
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Salamandre

     
       
Admirable
Omnipresent Hero
Wog refugee
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posted December 15, 2014 09:11 PM |
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Why not use heroes meeting screen mod, redesigned to H2 graphics? it has custom dialog for backpack artifacts.
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Mister_kalu

 
  
Known Hero
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posted December 15, 2014 09:52 PM |
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i will try , but carry out the final purpose is visually impossible, maybe the solution is to put all the artifacts of the hero in the backpack and use some W variables to store the order of appearance only when the hero screen is charged and restore it when the exit button is pressed
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Salamandre

     
       
Admirable
Omnipresent Hero
Wog refugee
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posted December 15, 2014 10:00 PM |
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its hard to understand what you really want. Showing artifacts from backpack in custom dialog is easy. Making them have effect like they were equipped is a problem, because 1) when a battle ends, artifacts are lost and they go to the winner, or the game only calculates equipped artifacts stats reset, then 2) you will need a system storing 170 artifacts and their (possibly) different effects.
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Mister_kalu

 
  
Known Hero
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posted December 15, 2014 10:19 PM |
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Salamandre said: its hard to understand what you really want. Showing artifacts from backpack in custom dialog is easy. Making them have effect like they were equipped is a problem, because 1) when a battle ends, artifacts are lost and they go to the winner, or the game only calculates equipped artifacts stats reset, then 2) you will need a system storing 170 artifacts and their (possibly) different effects.
plus remember the order of the acquisition for every hero( f.e the magic book can be stored in the 3 or 5 slot not always in the first), just try to do the same h2 inventory in a custom dialog, which takes as source the hero doll
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mister_kalu

 
  
Known Hero
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posted December 16, 2014 02:49 AM |
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Salamandre said: its hard to understand what you really want. Showing artifacts from backpack in custom dialog is easy. Making them have effect like they were equipped is a problem, because 1) when a battle ends, artifacts are lost and they go to the winner, or the game only calculates equipped artifacts stats reset, then 2) you will need a system storing 170 artifacts and their (possibly) different effects.
ok i have an artificial solution for my problem but the AE1 trigger don't help me so much, do you know how to unequip (or move to the backpack) the same artifact that you recently equip with the AE 1 ? this because the trigger occurs before so i can't change the new artifact without additional actions
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