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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 50 100 150 200 250 ... 262 263 264 265 266 ... 300 350 400 407 · «PREV / NEXT»
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 14, 2015 11:21 AM

Well, test the codes I wrote and you will see what's about! The last 2 digits are the creatures ID, here are changed for testing purpose.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted August 14, 2015 11:51 AM

Oh Thanks, and Sorry
could you comment which code is which spell?
I'll try it a bit later...

I though about different elemental on different elemental magic skill (i.e. magma elemental on advanced earth magic) but I hope I could write script myself.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 14, 2015 12:36 PM

That's how I got the code, I suppose the first changes air, the second earth, you test if you need it then find which is which. And this summons creatures depending on hero spell power, then the number will be always same, even if the creature summoned is azure dragon. To summon other creatures based on HP, you must use other ways.
____________
Era II mods and utilities

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kerosin
kerosin

Tavern Dweller
posted August 16, 2015 04:41 PM

Hawaiing, thanks! Can you tell me, how did you find this part of code? I try to find how to disable "turn into stone" abylity of basiliscs and medusas, but without results.

Also found with Ollydbg how to disable morale bonus for minotaurs and minotaur kings:

!#UN:C4447701/1/255;  

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Hawaiing
Hawaiing


Adventuring Hero
posted August 17, 2015 05:06 AM

kerosin said:
Hawaiing, thanks! Can you tell me, how did you find this part of code? I try to find how to disable "turn into stone" abylity of basiliscs and medusas, but without results.

Also found with Ollydbg how to disable morale bonus for minotaurs and minotaur kings:

!#UN:C4447701/1/255;  


I don't know how to tell more cause my bad english.
And I  use <Hex-Rays_IDA> for it.

the "spell effect" ability depend on a table list.
00440228 - 8b 46 34                   - mov eax,[esi+34]
0044022B - 83 c0 ea                   - add eax,ea #begin with 22
0044022E - 83 f8 af                   - cmp eax,af
00440231 - 77 7b                      - ja 004402ae
00440233 - 33 c9                      - xor ecx,ecx
00440235 - 8a 88 e0 fc 79 00          - mov cl,[eax+0079fce0] #0079fce0->table list
0044023B - ff 24 8d 94 fd 79 00       - jmp dword ptr [ecx*4+0079fd94] #case_address

TABALE LIST:
79FCE0 00 00 01 01 09 09 09 09 09 09 09 09 09 09 09 09 [22-37]22=Dendroid Guard (<22# is not support)
79FCF0 09 09 09 09 09 09 09 09 09 09 09 09 09 09 09 09 [38-53]
79FD00 09 09 09 09 09 02 09 09 09 09 09 09 03 03 09 04 [54-69]
79FD10 09 09 09 09 09 09 05 05 09 09 09 06 09 09 09 09 [70-85]
79FD20 09 09 09 09 09 09 09 09 09 09 09 09 09 09 09 09 [86-101]
79FD30 09 09 09 09 05 05 09 07 09 09 09 09 09 09 09 09 [102-117]
79FD40 09 09 09 09 09 09 09 09 09 09 09 09 09 09 09 09 [118-133]
79FD50 09 08 09 09 09 09 09 03 09 09 09 09 09 09 09 09 [134-149]
79FD60 09 01 09 05 04 09 09 08 09 09 09 09 09 09 09 09 [150-165]
79FD70 09 09 09 09 09 09 09 09 06 06 06 06 06 06 06 06 [166-181]
79FD80 06 06 06 06 06 06 06 06 06 06 09 09 09 09 09 09 [182-197]

0=Bind
1=Blind
2=Disease
3=Curse
4=Age
5=Stone
6=Paralyze
7=Poison
8=Acid Breath
9=NONE

By the way, the "attack effect" also a tale list.(address 79FC50 and begin with 63#Vampire Lord)
0=Vampire ability
1=Thunderbird ability
2=Death Stare
3=Dragon Fly ability
4=Rust Dragon ability
5=NONE

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bloodsucker
bloodsucker


Legendary Hero
posted August 17, 2015 01:30 PM

@Hawaiing

I didn't got the sense of much of what you wrote but can you give me an example of passing Harpy Hag's Attack & Return to other creature?
Thx

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 17, 2015 01:34 PM
Edited by Salamandre at 13:34, 17 Aug 2015.

Bah, you use the EX receiver. UN:C should be reserved for only things not covered by erm scripting.

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bloodsucker
bloodsucker


Legendary Hero
posted August 17, 2015 02:31 PM
Edited by bloodsucker at 14:33, 17 Aug 2015.

Salamandre said:
Bah, you use the EX receiver. UN:C should be reserved for only things not covered by erm scripting.


There are only eight slots in EA reciver and if stack experience is on they will only have it at a certain level.
What I wanted (sometime ago, the previous post just bringed the idea back to my mind, cause I tought he may know how to do it) was to create different creature with this and that habilities that at this moment I can only have as EA or not have at all.

Sometime ago I created a new line-up for castle as part of a map mod. I trade archers for harpies but what I wanted to do was to low griffins stats to level two and give them that hability, I didn't knew how to do this so I took the alternative.
Now, if someone plans to use Ametist or whatever way to create new line-ups, looks are not the only thing that matters. I can get a def somewhere that looks perfect but then I need basic habilities to make a creature special. You experimented these limitations yourself when you had to use Dread Knights in a Castle line-up.

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Hawaiing
Hawaiing


Adventuring Hero
posted August 17, 2015 04:00 PM

bloodsucker said:
@Hawaiing

I didn't got the sense of much of what you wrote but can you give me an example of passing Harpy Hag's Attack & Return to other creature?
Thx


We can disable the creature's Attack & Return ability.
Or we can change the creature number to another(155#Darkness Dragon to any or 48/49#Harpy to <127#).
If you want to give it to any of others,even more creatures,you should use <erm_hooker.era> plugins and write a ERM_HOOK of it.

for example,disable 155#DD's Attack & Return and passing to 150#SA.
!!UN:C7725156/4/150;

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bloodsucker
bloodsucker


Legendary Hero
posted August 17, 2015 04:13 PM
Edited by bloodsucker at 17:55, 17 Aug 2015.

Hawaiing said:
for example,disable 155#DD's Attack & Return and passing to 150#SA.
!!UN:C7725156/4/150;


Thx, so !!UN:C is to access that binary code and 150 is creature's ID. Now, how do you got the 7725156? Can I have a line giving the hability to one creature without removing it from the other?
Is this documented (in english) somewhere or you used a debugger to get that specific address yourself?

P.S. Well, this:
!!UN:C7725156/4/5;

really gave Royal Griffins Attack & Return, I just tested. But how was it removed from DD? That part I don't understand and didn't wanted to happen.

P.P.S. Sorry, in the hurry I misread your previous post.
I've found the Era Hooker but I don't get how it is suposed to work.
Can you post a hook code you have wrote (with comments) so I can get a better idea?
Thx.

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kerosin
kerosin

Tavern Dweller
posted August 17, 2015 05:04 PM

Hawaiing, big thanks!

Sorry for questions, but is there a table for creature magic immunities ( dragons, gigants, troglidites etc)?

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Hawaiing
Hawaiing


Adventuring Hero
posted August 17, 2015 06:32 PM

kerosin said:
Hawaiing, big thanks!

Sorry for questions, but is there a table for creature magic immunities ( dragons, gigants, troglidites etc)?


some of creature magic immunitie in the following table

table address = 0079fed0 (begin with 16#)
NO.=immunitie(creatureID)
0=16#Dwarf/133#
1=17#Battle Dwarf
2=26#Green Dragon/82#Red Dragon/132#Azure Dragon
3=27#Gold Dragon
4=83#Black Dragon/121#
5=112#/127#
6=113#/125#
7=115#/123#
8=NONE

troglidite
(immune blind)
0044A28A - 83 f8 46                   - cmp eax,46
0044A28D - 0f 84 0e 01 00 00          - je 0044a3a1
0044A293 - 83 f8 47                   - cmp eax,47
0044A296 - 0f 84 05 01 00 00          - je 0044a3a1
(immune stone)
0044A3CA - 83 f8 46                   - cmp eax,46
0044A3CD - 74 05                      - je 0044a3d4
0044A3CF - 83 f8 47                   - cmp eax,47
0044A3D2 - 75 42                      - jne 0044a416

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Hawaiing
Hawaiing


Adventuring Hero
posted August 18, 2015 03:30 AM
Edited by Hawaiing at 02:30, 28 Aug 2015.

Hi BloodSucker.
Part of he code would be hard to understand.You may try to learn machine code(assembler code).

!?BA0;
!!FU111227:P0;[HOOK]
!?BA1;
!!FU111227:P1;[UNHOOK]

!?FU111227;
*0075E063 - 3d 9b 00 00 00 - cmp eax,0000009b --->HOOK ATTACK&RETURN(155#)
!!SN:L^EraPlugins\erm_hooker.era^/?y1 Ay1/^SetHook^/?y2 Ay1/^UnsetHook^/?y3;
!!SN&x1=0:Ey2/1/7725155/111228; hook at 0075E063 => FU111228
!!SN&x1=1:Ey3/1/7725155;[UNHOOK]

!?FU111228;
*eax(28)->BM:T,EBX (16)->stack
*RetAddr (32)->0075E0BB(yes&single wide) 0075e08b(yes&double wide) 0075E06A(no)
!!SN:X?y1/0;
!!VRy2:Sy1+16;
!!UN:Cy2/4/?y3;  y3=stack
!!UN:C6919200/4/?y10;
!!VRy4:Sy3-y10-21708:1352; y4=stack_NUM
!!VRy5:Sy1+28;
!!UN:Cy5/4/?y6; y6=BM:T
!!IF:V9/0;
!!IF&y6=155:V9/1; [155#DD,attack&return]
*---------put your code here----------
!!IF&y6=150:V9/1;[150#SA attack&return]example
!!IF&y6=7:V9/1;[7#Crusader attack&return]example
*---------------------------------------
!!BMy4:F?i;
!!VRi:&1;[check double wide](for fixbug)
!!VRy99:Sy1+32;
!!UN&-9:Cy99/4/7725162;[jmp 0075E06A]
!!UN&9/i=0:Cy99/4/7725243;[jmp 0075E0BB]
!!UN&9/i=1:Cy99/4/7725195;[jmp 0075e08b]

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bloodsucker
bloodsucker


Legendary Hero
posted August 19, 2015 02:32 AM

Hi Hawaiing, thanks for the trouble. I see I would need to have at some notions of assembly to be able to work this out. I lack them. But thanks anyway.

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bloodsucker
bloodsucker


Legendary Hero
posted August 21, 2015 07:00 PM
Edited by bloodsucker at 19:04, 21 Aug 2015.

HELP!!!

I've manage to do the menus and even set the battlefield but no way I can see how I summon my own troops at position x of the battlefield.
I also need to make the opposing army the same size (and keep experience, banners, etc for my own troops.

The reference to a script that does something like this but in a simpler way then the Adventure Cave would be also nice.
Thx

----

ZVSE

!#VRz853:S0^Dare Trade^;
!#HT63/71&1000:T853;

!?OB63/71&1000;

!!IF:Q1^I have a challenge for you. Are you interested?^;
!!FU&-1:E;

!!IF:M^Every creature in each of your slots will face an oponent of your chosen type. In the end of the battle, if you survive, all your remaining creatures will be transformed to the creature of your choice.^;
!!IF:M^Experience will be added to your new creatures with this formula: level of your oponent - level of your higher level creature + 1.^;
!!IF:M^Opposing creatures will receive bonus according to the power of your hero and levels of your best creature and selected opponent.^;
!!IF:M^All your heroes can use it but only once.^;
!!IF:Q1^Do you accept my challenge?^;
!!FU&-1:E;

!!VRz1:S^Choose the level of the creature you want to challenge. Creatures will always be upgraded.^;
!!VRz2:S^Level 4^;             v1=1
!!VRz3:S^Level 5^;               v1=2
!!VRz4:S^Level 6^;               v1=4
!!VRz5:S^Level 7^;               v1=8
!!VRz6:S^Level 8^;               v1=16
!!VRz7:S^Special Dragons^;          v1=32
!!VRz8:S^Exit^;               v1=64
!!IF:G1/1/64/1/2/3/4/5/6/7/8; store result in v1
*!CM:R0;
!!FU&v1=64:E; exit
!!VRz1:S^Choose your oponent.^;
!!if&v1=1:;
  !!VRz2:S^Crusaders^;                v2=1
  !!VRz3:S^Silver Pegasi^;            v2=2
  !!VRz4:S^Arch Magi^;                v2=4
  !!VRz5:S^Horned Demons^;            v2=8
  !!VRz6:S^Vampire Lords^;            v2=16
  !!VRz7:S^Medusa Queens^;            v2=32
  !!VRz8:S^Ogre Magi^;                v2=64
  !!VRz9:S^Greater Basilisks^;        v2=128
  !!VRz10:S^Energy Elementals^;       v2=256
  !!VRz11:S^Werewolfs^;               v2=512
  !!VRz12:S^Trolls^;                  v2=1024
!!en:;
!!if&v1=2:;
  !!VRz2:S^Zealots^;                  v2=1
  !!VRz3:S^Dendroid Soldiers^;        v2=2
  !!VRz4:S^Master Genies^;            v2=4
  !!VRz5:S^Pit Lords^;                v2=8
  !!VRz6:S^Power Liches^;             v2=16
  !!VRz7:S^Minotaur Kings^;           v2=32
  !!VRz8:S^Thunderbirds^;             v2=64
  !!VRz9:S^Mighty Gorgons^;           v2=128
  !!VRz10:S^Magma Elementals^;        v2=256
  !!VRz11:S^War Zealots^;             v2=512
  !!VRz12:S^^;                        v2=1024
!!en:;
!!if&v1=4:;
  !!VRz2:S^Champions^;                v2=1
  !!VRz3:S^War Unicorns^;             v2=2
  !!VRz4:S^Naga Queens^;              v2=4
  !!VRz5:S^Efreet Sultans^;           v2=8
  !!VRz6:S^Dread Knights^;            v2=16
  !!VRz7:S^Scorpicores^;              v2=32
  !!VRz8:S^Cyclops Kings^;            v2=64
  !!VRz9:S^Wyvern Monarchs^;          v2=128
  !!VRz10:S^Magic Elementals^;        v2=256
  !!VRz11:S^Enchanters^;              v2=512
  !!VRz12:S^Nightmares^;              v2=1024
!!en:;
!!if&v1=8:;
  !!VRz2:S^Archangels^;               v2=1
  !!VRz3:S^Gold Dragons^;             v2=2
  !!VRz4:S^Titans^;                   v2=4
  !!VRz5:S^Arch Devils^;              v2=8
  !!VRz6:S^Ghost Dragons^;            v2=16
  !!VRz7:S^Black Dragons^;            v2=32
  !!VRz8:S^Ancient Behemoths^;        v2=64
  !!VRz9:S^Chaos Hydras^;             v2=128
  !!VRz10:S^Phoenixes^;               v2=256
  !!VRz11:S^Gorynyches^;              v2=512
  !!VRz12:S^^;                        v2=1024
!!en:;
!!if&v1=16:;
  !!VRz2:S^Supreme Archangels^;       v2=1
  !!VRz3:S^Diamond Dragons^;          v2=2
  !!VRz4:S^Lords of Thunder^;         v2=4
  !!VRz5:S^Hell Barons^;              v2=8
  !!VRz6:S^Blood Dragons^;            v2=16
  !!VRz7:S^Darkness Dragons^;         v2=32
  !!VRz8:S^Ghost Behemoths^;          v2=64
  !!VRz9:S^Hell Hydras^;              v2=128
  !!VRz10:S^Sacred Phoenixes^;        v2=256
  !!VRz11:S^Faerie Dragons^;          v2=512
  !!VRz12:S^^;                        v2=1024
!!en:;
!!if&v1=32:;
  !!VRz2:S^Cyrstal Dragons^;          v2=1
  !!VRz3:S^Rust Dragons^;             v2=2
  !!VRz4:S^Azure Dragons^;            v2=4
  !!VRz5:S^Dracoliches^;              v2=8
  !!VRz6:S^^;                         v2=16
  !!VRz7:S^^;                         v2=32
  !!VRz8:S^^;                         v2=64
  !!VRz9:S^^;                         v2=128
  !!VRz10:S^^;                        v2=256
  !!VRz11:S^^;                        v2=512
  !!VRz12:S^^;                        v2=1024
!!en:;
!!VRz13:S^Exit^;                       v2=2048
!!IF:G1/2/2048/1/2/3/4/5/6/7/8/9/10/11/12/13; store result in v2

** get number of the creature
!!if&v1=1:;
 !!VRv3&v2=1:S7;
 !!VRv3&v2=2:S21;
 !!VRv3&v2=4:S35;
 !!VRv3&v2=8:S49;
 !!VRv3&v2=16:S63;
 !!VRv3&v2=32:S77;
 !!VRv3&v2=64:S91;
 !!VRv3&v2=128:S107;
 !!VRv3&v2=256:S129;
 !!VRv3&v2=512:S194;
 !!VRv3&v2=1024:S144;
!!en:;

!!if&v1=2:;
 !!VRv3&v2=1:S9;
 !!VRv3&v2=2:S23;
 !!VRv3&v2=4:S37;
 !!VRv3&v2=8:S51;
 !!VRv3&v2=16:S65;
 !!VRv3&v2=32:S79;
 !!VRv3&v2=64:S93;
 !!VRv3&v2=128:S103;
 !!VRv3&v2=256:S125;
 !!VRv3&v2=512:S169;
!!en:;

!!if&v1=4:;
 !!VRv3&v2=1:S11;
 !!VRv3&v2=2:S25;
 !!VRv3&v2=4:S39;
 !!VRv3&v2=8:S53;
 !!VRv3&v2=16:S67;
 !!VRv3&v2=32:S81;
 !!VRv3&v2=64:S95;
 !!VRv3&v2=128:S109;
 !!VRv3&v2=256:S121;
 !!VRv3&v2=512:S136;
 !!VRv3&v2=1024:S172;
!!en:;

!!if&v1=8:;
 !!VRv3&v2=1:S13;
 !!VRv3&v2=2:S27;
 !!VRv3&v2=4:S41;
 !!VRv3&v2=8:S55;
 !!VRv3&v2=16:S69;
 !!VRv3&v2=32:S83;
 !!VRv3&v2=64:S97;
 !!VRv3&v2=128:S111;
 !!VRv3&v2=256:S131;
 !!VRv3&v2=512:S168;
!!en:;

!!if&v1=16:;
 !!VRv3&v2=1:S150;
 !!VRv3&v2=2:S151;
 !!VRv3&v2=4:S152;
 !!VRv3&v2=8:S153;
 !!VRv3&v2=16:S154;
 !!VRv3&v2=32:S155;
 !!VRv3&v2=64:S156;
 !!VRv3&v2=128:S157;
 !!VRv3&v2=256:S158;
 !!VRv3&v2=512:S134;
!!en:;

!!if&v1=32:;
 !!VRv3&v2=1:S133;
 !!VRv3&v2=2:S135;
 !!VRv3&v2=4:S132;
 !!VRv3&v2=8:S196;
!!en:;

!!IF:M^v3 is now %V3^;

!!PO998:N?v1;
!!HE-1:Tv998/v999/v1000/0/1;

!?BA0&v998=2/v999=81/v1000=1;
!!BA:Q0; ???

!?BF&v998=2/v999=81/v1000=1;
!!BF:C;
!!BF:O30/22 O30/23 O30/24 O30/25 O30/26;
!!BF:O30/38 O30/45 O30/46 O30/47 O30/48 O30/49;
!!BF:O30/55 O30/56 O30/57 O30/58 O30/59 O30/66;
!!BF:O30/71 O30/78 O30/79 O30/80 O30/81 O30/82;
!!BF:O30/88 O30/89 O30/90 O30/91 O30/92 O30/99;
!!BF:O30/104 O30/111 O30/112 O30/113 O30/114 O30/115;
!!BF:O30/121 O30/122 O30/123 O30/124 O30/125 O30/132;
!!BF:O30/137 O30/144 O30/145 O30/146 O30/147 O30/148;
!!BF:O30/154 O30/155 O30/156 O30/157 O30/158;

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 21, 2015 07:58 PM

Well, you store the creature ID in v3, right? So where is now v3 in your battle setup? I see it nowhere.

[...]
!!IF:M^v3 is now %V3^;

!!PO998:N?v1;
!!SN:W^Bloodsucker_custom_battle^/1;
!!HE-1:Tv998/v999/v1000/v3/1; should be like this.
!!SN:W^Bloodsucker_custom_battle^/99;

Then, simple:

!?BF;
!!SN:W^Bloodsucker_custom_battle^/?y1; only the battle after player selected
!!FU&y1<>99:E;
[now you set your obstacles]
then at end
!!SN:W^Bloodsucker_custom_battle^/1; reset my custom SN:W var so it is only for this battle


Try now.
____________
Era II mods and utilities

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bloodsucker
bloodsucker


Legendary Hero
posted August 21, 2015 09:49 PM

Salamandre said:

!!HE-1:Tv998/v999/v1000/v3/1; should be like this.


Then should be like this:
!!HE-1:Tv998/v999/v1000/v3/v4; and I should had the total number of monsters in v4, that I still don't but the problem is I now need to divide this total by the different slots and I don't have that number either. I think I can't force the positionning in !!HE-1:T

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 21, 2015 11:16 PM
Edited by Salamandre at 23:36, 21 Aug 2015.

Well, I don't understand what you want. But anyway, you don't have to set battle in HE:T. HE:T is just saying that one battle will occur, NOW. So we flagged that moment by that SN:W war. Now you open a BF trigger under this SN:W condition, and there is where you set positions.

The order:

!?OB [visit object]
!!HE-1:T [now a battle will occur, we set a flag, let's say flag 20 (but I used SN:W var instead of flag, safer)
!?BF&20; now battle under flag 20, we set monsters positions. At the end of script, we set !!IF:V20/0 the flag 20 to false, so it occurs only for THIS battle.

bloodsucker said:

Then should be like this:
!!HE-1:Tv998/v999/v1000/v3/v4;


You set nowhere v4 so no, v4 has nothing to do there.. Your descriptions look confuse to me, what is about, how many creatures will fight, what for.

bloodsucker said:

!#VRz853:S0^Dare Trade^;
!#HT63/71&1000:T853;


hey watch out your syntax. This is a mess, look at existing examples.

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bloodsucker
bloodsucker


Legendary Hero
posted August 22, 2015 12:14 AM
Edited by bloodsucker at 00:17, 22 Aug 2015.

Salamandre said:
Your descriptions look confuse to me, what is about, how many creatures will fight, what for.

That was my first problem. I'm not sure if a player (looks like you didn't) will understand what I'm proposing without a try or two. And then is boring to have to click in all the mesages, when you finally understood what they mean.

Battlefield should look like this (hope it works):

Cruzader's Fight - Ad Cave

but instead of cruzaders you will have v3. In the end of the battle all the remaning player creatures are turned in to v3, that's the reward.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 22, 2015 05:34 PM

So write here how many stacks opponent will have (1-7), then their exact position you want. Then I show you how.

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