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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 ... 274 275 276 277 278 ... 300 350 400 407 · «PREV / NEXT»
felipe
felipe


Known Hero
Editing Heroes Without Limits
posted November 15, 2015 08:53 PM
Edited by felipe at 21:04, 15 Nov 2015.

Salamandre said:
If you use MF then simply add modification in log:

!!VRz2:S^Does %Y-6 additional fire damage^;
!!MM:Sz2; (or MM:Mz2)


Thanks a lot Sal.

I am using !?MM0; to give exact information to the player. I have one problem. Shooting creatures gives different kind of damage depending on the distance.

example:
archer
close attack type: Cut
ranged attack type: pierce

Using !?MM0; how can I get if the attack is ranged or not? !!BG:A#; can't do it for instance.


*If I use a very complicated formula I can calculate if the position of the enemy is close or not and them I need to test if the attacker shoot and them test if the attacker shoot when is close or not. But this will give some work If there was any command to get if is a shoot attack or not...

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 16, 2015 07:59 AM
Edited by Salamandre at 08:00, 16 Nov 2015.

To get the distance between two stacks, open bers_pack.erm from wog revised mod, and use/reuse FU222000, Bersy uses it to give death stare stronger or weaker based on distance. Unfortunately commands are not commented so it may take a while to get what is about and where exactly.

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Hawaiing
Hawaiing


Adventuring Hero
posted November 16, 2015 08:10 AM

felipe said:

Using !?MM0; how can I get if the attack is ranged or not? !!BG:A#; can't do it for instance.




have a try.

!?MM0;
!!UN:C6919200/4/?y99;
!!VRy99:+78560;
!!UN:Cy99/4/?y98;
y98=3 or y98=15 -> shoot
y98=7 ->melee attack

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felipe
felipe


Known Hero
Editing Heroes Without Limits
posted November 17, 2015 03:29 PM

Hawaiing said:
felipe said:

Using !?MM0; how can I get if the attack is ranged or not? !!BG:A#; can't do it for instance.




have a try.

!?MM0;
!!UN:C6919200/4/?y99;
!!VRy99:+78560;
!!UN:Cy99/4/?y98;
y98=3 or y98=15 -> shoot
y98=7 ->melee attack


Thanks Hawaiing!! It works perfectly! How can I learn about address in memory stuff????? They are very useful and I'dnot know nothing about them.

Thank you too Sal

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icare
icare

Tavern Dweller
posted November 18, 2015 12:37 AM

would it be possible to introduce a new skill "monster mastery", which increases the chance that creatures make their special move by some fixed % amount and maybe some artifacts that do the same, so that it can be possible to cast such thinks like aging a better amount of times.
____________

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felipe
felipe


Known Hero
Editing Heroes Without Limits
posted November 18, 2015 03:49 AM

icare said:
would it be possible to introduce a new skill "monster mastery", which increases the chance that creatures make their special move by some fixed % amount and maybe some artifacts that do the same, so that it can be possible to cast such thinks like aging a better amount of times.


New Skill is almost impossible, but you can use trigger !?AE for artifacts and !!MA:X; for "special move" or !!BM:M;

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted November 21, 2015 12:17 PM
Edited by Hero_Of_Light at 15:57, 21 Nov 2015.

Is there a way to convert an Armageddon's Blade map into a WoG map? I opened it with WoG editor, clicked save as but there wasn't any option to do so.

Also I would like to ask something about this script:

!#TM2:S1/999/1/255;
!?TM2;
!!UN:T8/1/0/112; [Air]
!!UN:T8/1/1/166; [Storm]
!!UN:T8/2/0/115; [Water]
!!UN:T8/2/1/167; [Ice]
!!UN:T8/3/0/114; [Fire]
!!UN:T8/3/1/164; [Energy]
!!UN:T8/4/0/113; [Earth]
!!UN:T8/4/1/165; [Magma]
!!UN:T8/5/0/120; [Psychic]
!!UN:T8/5/1/121; [Magic]
!!MA:U112/166; [upg]
!!MA:U113/165; [upg]
!!MA:U114/164; [upg]
!!MA:U115/167; [upg]
!!MA:G112/6; [Growth]
!!MA:G113/4; [Growth]
!!MA:G114/5; [Growth]
!!MA:G115/6; [Growth]
!!MA:L112/1; // set Monster Level
!!MA:L113/4; // set Monster Level
!!MA:L114/3; // set Monster Level
!!MA:L115/2; // set Monster Level
!!HE128:X4/120/3/3/0; [Master of Creatures]
!!VRz581:S^All Astromancers and Pandemoniums gain +3 Attack and +3 Defense.^;
!!UN:G2/128/2/581;
!!UN:G2/128/3/187;  [set speciality pic]
!!HE130:X4/114/1/2/2; [Master of Creatures]
!!VRz582:S^All Fire and Energy Elementals gain +1 Attack, +2 Defense and +2 Damage.^;
!!UN:G2/130/2/582;
!!UN:G2/130/3/185;  [set speciality pic]
!!HE133:X4/113/2/1/5; [Master of Creatures]
!!VRz583:S^All Earth and Magma Elementals gain +2 Attack, +1 Defense and +5 Damage.^;
!!UN:G2/133/2/583;
!!UN:G2/133/3/186;  [set speciality pic]

!!VRz561:S^Altar of Air^;
!!VRz562:S^The Altar of Air allows you to recruit Air Elementals.^;
!!VRz563:S^Temple of Thunder^;
!!VRz564:S^The Temple of Thunder allows you to recruit Storm Elementals.^;
!!VRz565:S^Altar of Water^;
!!VRz566:S^The Altar of Water allows you to recruit Water Elementals.^;
!!VRz567:S^Temple of Ice^;
!!VRz568:S^The Temple of Ice allows you to recruit Ice Elementals.^;
!!VRz569:S^Altar of Fire^;
!!VRz570:S^The Altar of Fire allows you to recruit Fire Elementals.^;
!!VRz571:S^Temple of Energy^;
!!VRz572:S^The Temple of Energy allows you to recruit Energy Elementals.^;
!!VRz573:S^Altar of Earth^;
!!VRz574:S^The Altar of Earth allows you to recruit Earth Elementals.^;
!!VRz575:S^Temple of Magma^;
!!VRz576:S^The Temple of Magma allows you to recruit Magma Elementals.^;
!!VRz577:S^Altar of Thought^;
!!VRz578:S^The Altar of Thought allows you to recruit Astromancers.^;
!!VRz579:S^Temple of Magic^;
!!VRz580:S^The Temple of Magic allows you to recruit Pandemoniums.^;
;
!!FU222222:P8/31/0/561;[altar]
!!FU222222:P8/31/1/562;[description]
!!FU222222:P8/38/0/563;[altar]
!!FU222222:P8/38/1/564;[description]
!!FU222222:P8/32/0/565;[altar]
!!FU222222:P8/32/1/566;[description]
!!FU222222:P8/39/0/567;[altar]
!!FU222222:P8/39/1/568;[description]
!!FU222222:P8/33/0/569;[altar]
!!FU222222:P8/33/1/570;[description]
!!FU222222:P8/40/0/571;[altar]
!!FU222222:P8/40/1/572;[description]
!!FU222222:P8/34/0/573;[altar]
!!FU222222:P8/34/1/574;[description]
!!FU222222:P8/41/0/575;[altar]
!!FU222222:P8/41/1/576;[description]
!!FU222222:P8/35/0/577;[altar]
!!FU222222:P8/35/1/578;[description]
!!FU222222:P8/42/0/579;[altar]
!!FU222222:P8/42/1/580;[description]

!?GM0;
!!FU222222:P8/31/0/561;[altar]
!!FU222222:P8/31/1/562;[description]
!!FU222222:P8/38/0/563;[altar]
!!FU222222:P8/38/1/564;[description]
!!FU222222:P8/32/0/565;[altar]
!!FU222222:P8/32/1/566;[description]
!!FU222222:P8/39/0/567;[altar]
!!FU222222:P8/39/1/568;[description]
!!FU222222:P8/33/0/569;[altar]
!!FU222222:P8/33/1/570;[description]
!!FU222222:P8/40/0/571;[altar]
!!FU222222:P8/40/1/572;[description]
!!FU222222:P8/34/0/573;[altar]
!!FU222222:P8/34/1/574;[description]
!!FU222222:P8/41/0/575;[altar]
!!FU222222:P8/41/1/576;[description]
!!FU222222:P8/35/0/577;[altar]
!!FU222222:P8/35/1/578;[description]
!!FU222222:P8/42/0/579;[altar]
!!FU222222:P8/42/1/580;[description]

!?FU222222;
*Change the building's name&description , ByHawaiing
*x1=TownType(0-8)
*x2=building_ID(0-43)
*x3=0 - building name,1- building description
*x4=z-var or ert index(1-1000,>=100000)
!!VRy10:S0;
!!VRy11:S0;
!!VRy12:S0;
!!if&x2<17:;[ID=0-16]
!!VRy10&x2=15:Sx1*44+6968420;[15=Resource Silo]
!!VRy11&x2=15:Sx1*44+6977692;
!!VRy10&x2<>15:Sx2*4+6972748;
!!VRy11&x2<>15:Sx2*4+6979212;
!!en:;
!!if&x2>=17/x2<30:;[ID=17-29]
!!VRy10:Sx1*11+x2*4+6968312;
!!VRy11:Sx1*11+x2*4+6977584;
!!en:;
!!if&x2>=30:;[ID=30-43]dwelling
!!VRy10:Sx1*14+x2*4+6972056;
!!VRy11:Sx1*14+x2*4+6973876;
!!en:;
!!VRy12&x4>0/x4<1001:Sx4*512+9597416;[Z-var]
!!if&x4>=100000:;[ERT]
!!SN:E7824928/1/x4;
!!VRy12:Sv1;
!!en:;
!!FU|y10=0/y11=0/y12=0:E;
!!UN&x3=0:Cy10/4/y12;
!!UN&x3=1:Cy11/4/y12;


This script changes Conflux description and lineup at will. While it works OK, the trigger it works with only makes the changes work on day two. On day one however, no change is made.

My question is this: Can I change the trigger with something else?

For instance the trigger can be turned into whenever you enter a Conflux town, or even better, I saw this in the ERM help:

!?TL#; Real-Time Timer
   # = 0 - period of call is 1 second
   # = 1 - period of call is 2 seconds
   # = 2 - period of call is 5 seconds
   # = 3 - period of call is 10 seconds
   # = 4 - period of call is 60 seconds
Example:
 To see how it works, you can use the next ERM code:

   !?TL
    !!IF:L^Tick 1 sec>^;
    !?TL1;
   !!IF:L^Tick 2 sec^;
   !?TL2;
   !!IF:L^Tick 5 sec^;
   !?TL3;
   !!IF:L^Tick 10 sec^;
   !?TL4;
   !!IF:L^Tick 60 sec^;

Does this mean that the changes can occur in the first five seconds of the game? That would solve my problem.
____________
Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 21, 2015 04:05 PM

The TL trigger was disabled for Era, it provoked some conflict, Bersy said. But why would you need that, while all you have to do is to trigger it by !?TH (when enter town hall) for example.

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted November 21, 2015 04:14 PM

The new town lineup is shown in Fort, Citadel and Castle as well. Town Hall is not enough.

All I am saying is I don't get why it doesn't work on day one. Isn't it the right script? Is it because the script is placed on a single scenario and not in a WoG option?

I think I use TM2 in my mod script as well. Do you think that's what's causing the problem?
____________
Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 21, 2015 04:16 PM

Well, you asked me once to make it start on day 2, then I gave you the script. Search for that script and set it to day 1.

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted November 21, 2015 04:22 PM

I did that as well. Still, the changes are made on day two.

Can you please copy this script on a single scenario (with Conflux town) and see if the lineup and creatures are changed in day one?

ZVSE

!?PI;

**Here are some changes in hero portraits so you won't need this part.

**Change Conflux lineup

!#TM2:S1/999/1/255;
!?TM2;
!!VRy1:Sc0;
!!if&y1=1:;
!!UN:T8/1/0/112; [Air]
!!UN:T8/1/1/166; [Storm]
!!UN:T8/2/0/115; [Water]
!!UN:T8/2/1/167; [Ice]
!!UN:T8/3/0/114; [Fire]
!!UN:T8/3/1/164; [Energy]
!!UN:T8/4/0/113; [Earth]
!!UN:T8/4/1/165; [Magma]
!!UN:T8/5/0/120; [Psychic]
!!UN:T8/5/1/121; [Magic]
!!MA:U112/166; [upg]
!!MA:U113/165; [upg]
!!MA:U114/164; [upg]
!!MA:U115/167; [upg]
!!MA:G112/6; [Growth]
!!MA:G113/4; [Growth]
!!MA:G114/5; [Growth]
!!MA:G115/6; [Growth]
!!MA:L112/1; // set Monster Level
!!MA:L113/4; // set Monster Level
!!MA:L114/3; // set Monster Level
!!MA:L115/2; // set Monster Level

!!VRz561:S^Altar of Air^;
!!VRz562:S^The Altar of Air allows you to recruit Air Elementals.^;
!!VRz563:S^Temple of Thunder^;
!!VRz564:S^The Temple of Thunder allows you to recruit Storm Elementals.^;
!!VRz565:S^Altar of Water^;
!!VRz566:S^The Altar of Water allows you to recruit Water Elementals.^;
!!VRz567:S^Temple of Ice^;
!!VRz568:S^The Temple of Ice allows you to recruit Ice Elementals.^;
!!VRz569:S^Altar of Fire^;
!!VRz570:S^The Altar of Fire allows you to recruit Fire Elementals.^;
!!VRz571:S^Temple of Energy^;
!!VRz572:S^The Temple of Energy allows you to recruit Energy Elementals.^;
!!VRz573:S^Altar of Earth^;
!!VRz574:S^The Altar of Earth allows you to recruit Earth Elementals.^;
!!VRz575:S^Temple of Magma^;
!!VRz576:S^The Temple of Magma allows you to recruit Magma Elementals.^;
!!VRz577:S^Altar of Thought^;
!!VRz578:S^The Altar of Thought allows you to recruit Astromancers.^;
!!VRz579:S^Temple of Magic^;
!!VRz580:S^The Temple of Magic allows you to recruit Pandemoniums.^;

!!FU222222:P8/31/0/561;[altar]
!!FU222222:P8/31/1/562;[description]
!!FU222222:P8/38/0/563;[altar]
!!FU222222:P8/38/1/564;[description]
!!FU222222:P8/32/0/565;[altar]
!!FU222222:P8/32/1/566;[description]
!!FU222222:P8/39/0/567;[altar]
!!FU222222:P8/39/1/568;[description]
!!FU222222:P8/33/0/569;[altar]
!!FU222222:P8/33/1/570;[description]
!!FU222222:P8/40/0/571;[altar]
!!FU222222:P8/40/1/572;[description]
!!FU222222:P8/34/0/573;[altar]
!!FU222222:P8/34/1/574;[description]
!!FU222222:P8/41/0/575;[altar]
!!FU222222:P8/41/1/576;[description]
!!FU222222:P8/35/0/577;[altar]
!!FU222222:P8/35/1/578;[description]
!!FU222222:P8/42/0/579;[altar]
!!FU222222:P8/42/1/580;[description]
!!en:;

!?GM0;
!!FU222222:P8/31/0/561;[altar]
!!FU222222:P8/31/1/562;[description]
!!FU222222:P8/38/0/563;[altar]
!!FU222222:P8/38/1/564;[description]
!!FU222222:P8/32/0/565;[altar]
!!FU222222:P8/32/1/566;[description]
!!FU222222:P8/39/0/567;[altar]
!!FU222222:P8/39/1/568;[description]
!!FU222222:P8/33/0/569;[altar]
!!FU222222:P8/33/1/570;[description]
!!FU222222:P8/40/0/571;[altar]
!!FU222222:P8/40/1/572;[description]
!!FU222222:P8/34/0/573;[altar]
!!FU222222:P8/34/1/574;[description]
!!FU222222:P8/41/0/575;[altar]
!!FU222222:P8/41/1/576;[description]
!!FU222222:P8/35/0/577;[altar]
!!FU222222:P8/35/1/578;[description]
!!FU222222:P8/42/0/579;[altar]
!!FU222222:P8/42/1/580;[description]

!?FU222222;
*Change the building's name&description , ByHawaiing
*x1=TownType(0-8)
*x2=building_ID(0-43)
*x3=0 - building name,1- building description
*x4=z-var or ert index(1-1000,>=100000)
!!VRy10:S0;
!!VRy11:S0;
!!VRy12:S0;
!!if&x2<17:;[ID=0-16]
!!VRy10&x2=15:Sx1*44+6968420;[15=Resource Silo]
!!VRy11&x2=15:Sx1*44+6977692;
!!VRy10&x2<>15:Sx2*4+6972748;
!!VRy11&x2<>15:Sx2*4+6979212;
!!en:;
!!if&x2>=17/x2<30:;[ID=17-29]
!!VRy10:Sx1*11+x2*4+6968312;
!!VRy11:Sx1*11+x2*4+6977584;
!!en:;
!!if&x2>=30:;[ID=30-43]dwelling
!!VRy10:Sx1*14+x2*4+6972056;
!!VRy11:Sx1*14+x2*4+6973876;
!!en:;
!!VRy12&x4>0/x4<1001:Sx4*512+9597416;[Z-var]
!!if&x4>=100000:;[ERT]
!!SN:E7824928/1/x4;
!!VRy12:Sv1;
!!en:;
!!FU|y10=0/y11=0/y12=0:E;
!!UN&x3=0:Cy10/4/y12;
!!UN&x3=1:Cy11/4/y12;

____________
Not idly do the leaves of Lorien fall.

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted November 21, 2015 04:26 PM
Edited by Hero_Of_Light at 21:46, 21 Nov 2015.

Sorry for double post, internet was acting weird at the moment
____________
Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 21, 2015 10:04 PM

ERM is not black magic. That script you posted will work from first day. If it doesn't, it means you have chunks of other codes which conflict.

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted November 21, 2015 10:23 PM

I think I fixed it. I changed it to timmer TM24 and it seemed to work OK. My script has TM2 too many times, seems that I need to set other triggers.
____________
Not idly do the leaves of Lorien fall.

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bloodsucker
bloodsucker


Legendary Hero
posted November 22, 2015 04:55 PM

Is there a way to make a post-visit trigger to work even if first event is not triggered? I want to make gardens, axis and so on to be able to buy prims and this should be possile in objects that where already visited but from what I know the post-visit is not triggered if the visit is unsuccessful.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 22, 2015 04:57 PM

When you step on an object, the visit is triggered. I don't see how it can skip that part. Or I don't understand what you mean then.

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bloodsucker
bloodsucker


Legendary Hero
posted November 22, 2015 05:06 PM
Edited by bloodsucker at 17:15, 22 Nov 2015.

I use this before in the other way and it seams to work: I turn the Temple of Apollo in a Idol of Fortune and in the post-visit trigger I run a routine: so if the Idol was visited and no battle was fought, the code didn't run.
What I want now is to visit a power-up, recieve the bonus and after have a chance to sell a selectable number of point of that prim. So, it has to be a post-visit trigger (so this visit counts as a sellable point) but should also work if the visit can't be made, cause it was done previously.

P.S. Forget that. I'll make an event on something else, like a blackmarket and write code there, is simpler.

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bloodsucker
bloodsucker


Legendary Hero
posted November 24, 2015 08:21 PM

I'm trying to create a routine for an hero to help in a battle. I need to give him a commander and then check if commander is alive at the start of the battle. Problem is: if you're playing without commanders or "commanders must be hired" (wich I am) I don't see a command to GIVE a commander to a hero. What am I missing?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 24, 2015 08:53 PM

I have very little experience with commanders and most part of their data is hardcoded. I am sure that they could be added with UN:C black magic but until that, you can try some workaround, as:

1) start map with commanders must be hired
2) when battle starts, reset above command, set hero's commander to alive and see if it is there
3) after battle code again "commanders must be hired" or "commanders ON".

If this doesn't work, no clue what could.

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bloodsucker
bloodsucker


Legendary Hero
posted November 24, 2015 08:59 PM
Edited by bloodsucker at 18:16, 25 Nov 2015.

Thanks, I'll try.

P.S. I want to increase a value for 3 times for each week passed.

I tried this:

!#TM2:S1/999/1/255;
!?TM2;
!!VRv8:Sc+6:7*3;

but the numbers aren't right. What am I doing wrong? Or is it cause the game is already started and I want to add a timer?

P.S. I tried and it didn't work, at least I didn't manage it to work. But for now I'm ready to give up on commander, I prefer to go for enchantments instead.

P.S. I'm trying to get an unowned hero to fight the battle but this isn't working. From what I understood it always procedes with the function despise the Exit

!?FU45325;

!!DO45327/1/155/1:P;
!!HEy8:A2/0/?y9;    Give Spell book if it doesn't have one
!!HEy8&y9=0:A1/0/17;
!!HEy8:A1/125/10;   Give Shackles of War
!!HEy8:S1/3 S6/3 S14/3 S15/3 S16/3 S17/3 S22/3 S23/3;     Give some Expert Secondary Skills
!!HEy8:M27/1 M37/1 M41/1 M46/1 M53/1 M54/1; Give some spells
!!HEy8:F50/50/30/30;    Give proper primary skills
!!HEy8:I300;         Give the apropriate spellpoints

!?FU45327;
!!HEx16:O?y10;
!!VRy8&y10<0:Sx16;
!!HEx16&y10<0:O7/1;
!!FU&y10<0:E;

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