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majaczek
Supreme Hero
Work at Magic Dimmension
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posted August 23, 2015 11:29 PM |
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Edited by majaczek at 23:32, 23 Aug 2015.
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How to change Archangel's Spellpower without UN:C codes?
is it enough to use BM:G ?
is always monster spell at basic spell school, how to change this?
(I hope to use the knowledge to fix my Town Guardian in a mod, which have to cast ressurection)
================================================================
again on summon elementals spell - could you provide UN:C codes to disable only one elemental type limit? (I want i.e. able to cast Summmon Water Elemental after Summon Air Elemental...)
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Hawaiing
Adventuring Hero
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posted August 24, 2015 03:53 AM |
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[disable one elemental type limit]
ZVSE
!?BG0;
!!BG:A?y1 Q?y2 S?y3;
!!SN:W^BG.A^/y1 W^BG.Q^/y2 W^BG.S^/y3;
!?BG1;
!!SN:W^BG.A^/?y1 W^BG.Q^/?y2 W^BG.S^/?y3;
!!FU|y1<>1/y3<66/y3>69:E;[Hero cast SumnElm]
!!UN:C6919200/4/?y10;
!!VRy11:Sy2 *4+y10+78504;
!!UN:Cy11/4/-1;
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bloodsucker
Legendary Hero
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posted August 26, 2015 10:21 PM |
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I'm trying to make a Lean To give a custom artifact as a reward.
The first idea I had was to change it to a Warrior's Tomb in the maps editor and use !!WT to customize the artifact, like this:
!!WT72/3/1:A72;
While during game I can visit the object and it behaves like a Warrior's Tomb, while charging it gives me an error saying:
!!WT: - not a warrior tomb.
What can I do? I would prefer not to go trough the entire !!OB routine cause all I want is to have the quest artifact hidden in the map.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted August 26, 2015 11:06 PM |
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Why do you want to change lean to warrior tomb? You can make also lean give an artifact. Also show the entire code, how you trigger !!WT.
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Era II mods and utilities
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bloodsucker
Legendary Hero
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posted August 26, 2015 11:39 PM |
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Salamandre said: Why do you want to change lean to warrior tomb? You can make also lean give an artifact. Also show the entire code, how you trigger !!WT.
In the Help, Lean to seam to have just options for resource type and quantity, not for artifacts, that's why.
I was doing it after a
!?PI;
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted August 27, 2015 12:00 AM |
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Doesn't matter, OB receiver is for ALL objects. So you can make any object do anything.
For example, lean at 1/1/0;
!?OB1/1/0&1000; [can be ANY object]
!!PO998:N?y1;
!!if&y1<1:;
!!IF:Q1/8/72/1^Lean message giving artifact^;
!!HE-1:A72;
!!en:;
!!IF&y1>0:M^There is nothing valuable here^;
!!OB998:M-1/1/0; [disable regular message for this object]
!!PO998:N1;
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bloodsucker
Legendary Hero
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posted August 27, 2015 12:32 AM |
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Salamandre said: Doesn't matter, OB receiver is for ALL objects. So you can make any object do anything.
Well, thanks. I knew it and I think I could have done it that way (it is still hard for me to write a line) but I was looking for solutions using "Other Objects" in Help cause I usually don't see much done that way, even if it looks much easier and standarized.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted August 27, 2015 12:35 AM |
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"Other objects" is very documented and helpful. But if you don't find in it the action you want, get back to OB + customize, it is still the most complete as possibilities.
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Era II mods and utilities
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bloodsucker
Legendary Hero
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posted August 27, 2015 02:48 AM |
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How is the Barbarian Axe codified? Is there a simple way to add an extra attack (over two, three...) to a creature?
Or how can I give Immunity to Mind Spells or Immunity to Blind to hero, so all creatures can have it, without the artifacts (or should I simulate the artifacts)?
I would like to make an object give a bonus like "cast mass slow after attack" to all units but without using !!EA habilities. Any sugestions?
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Hawaiing
Adventuring Hero
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posted August 27, 2015 04:34 PM |
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Edited by Hawaiing at 02:29, 28 Aug 2015.
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bloodsucker said: How is the Barbarian Axe codified? Is there a simple way to add an extra attack (over two, three...) to a creature?
Just try it.
Extra metee attack for stack.
ZVSE
*need <erm_hooker.era>
*<SN:W^007.AttackA.Times^> flag holds the attack times.
********************PUT YOUR CODE HERE******************************
!?BG0;[example]
!!SN:W^007.AttackA.Times^/0;[reset flag]
!!BG:A?y1 N?y2 E?y3;
!!FU|y1<>6:E;
!!BMy2:T?y4;
!!SN&y4=132:W^007.AttackA.Times^/2;[AzureDragon has 2 extra_attack_times]
********************HOOK_CODE******************************
!?BA0&1000;
!!SN:L^EraPlugins\erm_hooker.era^/?y1 Ay1/^SetHook^/?y2;
!!SN:Ey2/1/7381311/101310; [hook at <after metee_attack>]
!?BA1&1000;
!!SN:L^EraPlugins\erm_hooker.era^/?y1 Ay1/^UnsetHook^/?y2;
!!SN:Ey2/1/7381311;
!?FU101310;
!!SN:X?y1/1;[edi]
!!SN:W^007.AttackA.Times^/?y30;
!!SN:W^007.AttackA.Times^/0;
!!FU&y30<1:E;
!!UN:Cy1/4/?y10;[y10=A_STACK]
!!VRy2:Sy1+8;
!!UN:Cy2/4/?y3; [y3=ebp]
!!VRy4:Sy3+8; [ebp+8]
!!UN:Cy4/4/?y5; y5=[ebp+08]
!!VRy6:Sy1+4;
!!UN:Cy6/4/?y20;[y20=D_STACK]10#
!!VRy11:Sy10+52; 11#
!!VRy12:Sy10+76;
!!VRy13:Sy10+656;
!!VRy14:Sy10+688;
!!VRy15:Sy10+704;
!!UN:Cy11/4/?y31;
!!UN:Cy12/4/?y32;
!!UN:Cy13/4/?y33;
!!UN:Cy14/4/?y34;
!!UN:Cy15/4/?y35;
!!VRy21:Sy20+52;
!!VRy22:Sy20+76;
!!UN:Cy21/4/?y41;
!!UN:Cy22/4/?y42;
!!FU|y31<0/y32<1/y41<0/y42<1/y33>0/y34>0/y35>0:E;
!!SN:E4461360/2/y10/y20/y5;
!!VRy30:-1;
!!SN&y30>0:G11;
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted August 27, 2015 04:51 PM |
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very nice, can you also upload the hooker, please? There is some link in russian forums but don't remember where. Thanks.
____________
Era II mods and utilities
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Hawaiing
Adventuring Hero
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posted August 27, 2015 05:33 PM |
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Salamandre said: very nice, can you also upload the hooker, please? There is some link in russian forums but don't remember where. Thanks.
Thread: Era II
http://heroescommunity.com/viewthread.php3?TID=37208&PID=1242989#focus
ERM Hooker v1.0.0
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bloodsucker
Legendary Hero
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posted August 27, 2015 06:21 PM |
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Thanks, Hawaiing. I'm still trying to understand what I am reading but looks like you got it right from the start.
I can't imagine what is 7381311 or how you got it but the rest seams to be doing what I wanted. Is this just for melee or adds one to any attack? Cause code seams to indicate that it works for all units and that was what I wanted - all units get an extra attack, indepently of being a melee or ranged attack.
P.S. This is almost philosophical. What is the real maximum attack and defense a creature own by an hero can have? If hero already have 128 of defense and I add 12 to simulate a super stoneskin or I increased their defense using Emerald Towers or something of the kind, can they decrease to zero?
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted August 27, 2015 06:37 PM |
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bloodsucker
Legendary Hero
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posted August 27, 2015 09:47 PM |
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Finnished a new object - Private School.
Comments?
-------
ZVSE
!?OB31/65/1&1000;
!!HE-1:N?y1;
!!HEy1:B0/?z11;
!!SN:W^Hero_%Y1_PrivateSchool_31_65_1^/?y2;
!!IF:Wy1;
!!IF&y2=99:M^Thanks for your visit, is always good for business to have old students here.^;
!!FU&y2=99:E;
!!IF:M1^Here %Z11 can learn half of what he would from visiting a Library and pay 10000 gold and 5 of mithril for it.^;
!!IF:Q1^BUT we have no other pre-requisites, are you interested?^;
!!FU&-1:E;
!!OW:R-1/6/?y3;
!!OW:R-1/7/?y4;
!!IF&y3<10000:M^You don't have enouch money, we charge 10000 for frequency.^;
!!FU&y3<10000:E;
!!IF&y4<5:M^You don't have enouch mithril, we charge 5 for frequency.^;
!!FU&y4<5:E;
!!OW:R-1/6/d-10000;
!!OW:R-1/7/d-5;
!!IF:M^Congratulations, you are now a private school graduate.^;
!!HE-1:Fd1/d1/d1/d1;
!!SN:W^Hero_%Y1_PrivateSchool_31_65_1^/99; set this school to visited for this hero
!?CM0;
!!CM:P?y1/?y2/?y3;
!!FU&y1<>31/y2<>65/y3<>1:E; change this values with every new private school
!!OW:A-1/?y1;
!!SN:W^Hero_%Y1_PrivateSchool_31_65_1^/?y4;
!!VRz1&y1<0:S^There is no active hero^;
!!IF&y1<0:Q1/-1/-1/4^%Z1^;
!!CM&y1<0:R0;
!!FU&y1<0:E;
!!IF:Wy1;
!!VRz1&y4=99:S^Already visited^;
!!VRz1&y4<99:S^Not visited^;
!!IF:Q1/-1/-1/4^%Z1^;
!!CM:R0;
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted August 27, 2015 10:45 PM |
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Is okay but is only for one school. If you have 10 of them won't work except for that you use now. Depending on object type/subtype you must store each location in sn:w vars
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bloodsucker
Legendary Hero
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posted August 27, 2015 11:15 PM |
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So, no can do to Objects defined by location and repetitons? Cause I'm finding problems with the indexes of Composed Objects and NPC so I was trying to let them as Decorative Object, Nothing or something of the kind.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted August 27, 2015 11:46 PM |
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Doesn't matter if object has regular type for coding, but if you want it to spawn in random maps then you must give it a type/subtype. I created new types for objects in TEW4 for example.
I used Type 139, 140, 141, 142 so those are obviously free and ready to use.
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bloodsucker
Legendary Hero
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posted August 28, 2015 12:05 AM |
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Salamandre said: Doesn't matter if object has regular type for coding, but if you want it to spawn in random maps then you must give it a type/subtype. I created new types for objects in TEW4 for example.
I used Type 139, 140, 141, 142 so those are obviously free and ready to use.
No, the problem is not on the ERM coding, the problem is with the indexes on editor. Sometimes they create address errors like the one you had sometime ago on someone else's map, that couldn't be edited. Do you remember?
I tried to change the IDs of some Decorative Objects to !!OB63/71, 72 and 73 (that are even inside the spectrum of already attributed objects) and they all started to crash.
Do you see a way to do this: if/when one AI play defeats all others all dwellings on the upper side of the map (but not on the underground) will be changed to his type.
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Hawaiing
Adventuring Hero
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posted August 28, 2015 02:04 AM |
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Edited by Hawaiing at 02:29, 28 Aug 2015.
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Salamandre said: Can't run it, says SN:E invalid parameters
Hi,Salamandre.
You have to put <erm_hooker.era> into yourMOD/EraPlugins folder.
And sorry for my code misstake.the \ was missing here.
!?BA0&1000;
!!SN:L^EraPlugins\erm_hooker.era^/?y1 Ay1/^SetHook^/?y2;
!!SN:Ey2/1/7381311/101310;
!?BA1&1000;
!!SN:L^EraPlugins\erm_hooker.era^/?y1 Ay1/^UnsetHook^/?y2;
!!SN:Ey2/1/7381311;
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