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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 ... 291 292 293 294 295 ... 300 350 400 407 · «PREV / NEXT»
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 06, 2016 08:52 PM

Hero_Of_Light said:

To elaborate the problem: The script works ONLY when two heroes are involved and not If the hero is attacking a Neutral stack. Can you make it work with adventure map creatures as well?



!!BM:G#/$1/d
#
212 - morale
213 - luck

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted March 06, 2016 09:43 PM
Edited by Hero_Of_Light at 22:02, 06 Mar 2016.

I don't get it.

Can you show me in my script?

Actually, If it's kind of difficult it's not that big deal, If you can just make the script work for heroes as it is. By this I mean to have the script exit If hero (either human or AI) is attacking an adventure map creature.
____________
Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 06, 2016 10:20 PM

Will show tomorrow, asked Bersy about details.

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted March 06, 2016 10:23 PM

Again, it is not that big a deal to make it work on wandering creatures.

Can you show me how to make the script to work on heroes? The script that I posted needs to exit If bearer of artifact is attacking wandering creatures but I can't find a way to do that.
____________
Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 06, 2016 10:36 PM

!?BA0&1000;
!!UN:P900/1; [Enable Stack Experience]
!!IF:V202/0; cast twice flag
!!VRv8011:C-1/-1/-1/-1/-1/-1/-1/-1;
; Sceptre of power
!!BA:H0/?v9711 H1/?v9712;
!!FU&v9712<0:E; exit if no hero on other side
;art 146
!!HEv9711:A2/146/d/?y20;  [check for artifact]
!!HEv9712&v9712>-1:A2/146/d/?y22;  [check for artifact]
!!HEv9711&y22>0:R0/-2;  [morale bonus]
!!HEv9711&y22>0:R1/-2;  [luck bonus]
!!HEv9712&y20>0:R0/-2;  [morale bonus]
!!HEv9712&y20>0:R1/-2;  [luck bonus]

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted March 06, 2016 10:53 PM

I don't won't to exit the entire script because as I said, I am using the script you gave me that works on various artifacts. I just want to skip the actions in art146. There are a lot of commands that follow these lines and I would like to keep them working. Also, I would like to give this function to a number of artifacts.

Would this work OK?

!?BA0&1000;
!!UN:P900/1; [Enable Stack Experience]
!!IF:V202/0; cast twice flag
!!VRv8011:C-1/-1/-1/-1/-1/-1/-1/-1;
; Sceptre of power
!!BA:H0/?v9711 H1/?v9712;
;art 146
!!HEv9711:A2/146/d/?y20;  [check for artifact]
!!HEv9712&v9712>-1:A2/146/d/?y22;  [check for artifact]
!!FU&v9712<0:E; exit if no hero on other side  <----------------------
!!HEv9711&y22>0:R0/-2;  [morale bonus]
!!HEv9711&y22>0:R1/-2;  [luck bonus]
!!HEv9712&y20>0:R0/-2;  [morale bonus]
!!HEv9712&y20>0:R1/-2;  [luck bonus]
;art 147
!!HEv9711:A2/147/d/?y21;  [check for artifact]
!!HEv9712&v9712>-1:A2/147/d/?y23;  [check for artifact]
!!FU&v9712<0:E; exit if no hero on other side  <----------------------
!!HEv9711&y23>0:R0/-2;  [morale bonus]
!!HEv9711&y23>0:R1/-2;  [luck bonus]
!!HEv9712&y21>0:R0/-2;  [morale bonus]
!!HEv9712&y21>0:R1/-2;  [luck bonus]
etc...
____________
Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 07, 2016 12:18 AM

Hero_Of_Light said:

Would this work OK?


No, must use if/en


!?BA0&1000;
!!UN:P900/1; [Enable Stack Experience]
!!IF:V202/0; cast twice flag
!!VRv8011:C-1/-1/-1/-1/-1/-1/-1/-1;
; Sceptre of power
!!BA:H0/?v9711 H1/?v9712;
;art 146
!!HEv9711:A2/146/d/?y20;  [check for artifact]
!!HEv9712&v9712>-1:A2/146/d/?y22;  [check for artifact]
!*FU&v9712<0:E; exit if no hero on other side  <----------------------
!!if&v9712>-1:;
!!HEv9711&y22>0:R0/-2;  [morale bonus]
!!HEv9711&y22>0:R1/-2;  [luck bonus]
!!HEv9712&y20>0:R0/-2;  [morale bonus]
!!HEv9712&y20>0:R1/-2;  [luck bonus]
!!en:;
;art 147
!!HEv9711:A2/147/d/?y21;  [check for artifact]
!!HEv9712&v9712>-1:A2/147/d/?y23;  [check for artifact]
!*FU&v9712<0:E; exit if no hero on other side  <----------------------
!!if&v9712>-1:;
!!HEv9711&y23>0:R0/-2;  [morale bonus]
!!HEv9711&y23>0:R1/-2;  [luck bonus]
!!HEv9712&y21>0:R0/-2;  [morale bonus]
!!HEv9712&y21>0:R1/-2;  [luck bonus]
!!en:;
etc...

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fred79
fred79


Disgraceful
Undefeatable Hero
posted March 07, 2016 01:18 PM
Edited by fred79 at 05:10, 08 Mar 2016.

ran into a weird issue: sharpshooters are crashing when trying to shoot. def has shooting frames, and has shots.

only these three scripts are applied(maybe an incompatability between the MA and EA scripts?) to the sharpshooters:

!!MA:X137/d4096; no melee penalty for sharpshooters

!!DO3561124/6/13/1137; removes sharpshooter stack exp abilities

!!EA137:B6/1/102/115/1/1/1/1/1/1/1/1/1/1/1; shoot when adjacent (edit: found that they already have this skill, though inactive until later levels; so how to fix this?)


------
edit: ok. i removed all the scripts for the sharpshooters, and it still crashes upon attempting to fire. the only changes i made, were tweaking the stats in the text files(making sure to keep shots available for the creature), and replacing the def. as far as i know, the frame count doesn't have to match up, so i'm stumped. any ideas?

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted March 07, 2016 06:26 PM
Edited by Hero_Of_Light at 23:20, 07 Mar 2016.

OK, so here is what I want to do:

I want:

Art 149 and 150 to give -1 Morale to enemy hero

Art 152 and 153 to give -1 Luck to enemy hero

I want this to be cumulative (which means that If a hero has artifacts 149, 152 and 153, then the enemy gets -1 Morale and -2 Luck)

Art 155 will be a combination artifact of the previous ones.
What I want it to do:

-> It will further decrease hero's morale and luck to make a total of -3.

-> Then it will grand +3 morale and Luck on hero that wields it.

-> I would like If both heroes wield it then no reduction to take place, although the script as it is now gives +3 Morale/Luck to both which is a case I can live by (I don't know If I can do this another way I might need help with this).

This is my attempt on this. It almost works perfectly with an exception of one detail:

!!BA:H0/?v9711 H1/?v9712;
;art 149, 150, 152, 153 and 155
!!HEv9711:A2/149/d/?y20;  [check for artifact]
!!HEv9712&v9712>-1:A2/149/d/?y21;  [check for artifact]
!!HEv9711:A2/150/d/?y22;  [check for artifact]
!!HEv9712&v9712>-1:A2/150/d/?y23;  [check for artifact]
!!HEv9711:A2/152/d/?y24;  [check for artifact]
!!HEv9712&v9712>-1:A2/152/d/?y25;  [check for artifact]
!!HEv9711:A2/153/d/?y26;  [check for artifact]
!!HEv9712&v9712>-1:A2/153/d/?y27;  [check for artifact]
!!HEv9711:A2/155/d/?y28;  [check for artifact]
!!HEv9712&v9712>-1:A2/155/d/?y29;  [check for artifact]
!*FU&v9712<0:E; exit if no hero on other side
!!HEv9711&y21>0:R0/-2;  [morale bonus]
!!HEv9711&y23>0:R0/-2;  [morale bonus]
!!HEv9712&y20>0:R0/-2;  [morale bonus]
!!HEv9712&y22>0:R0/-2;  [morale bonus]
!!HEv9711&y21<>y23:R0/-1;  [morale bonus]
!!HEv9712&y20<>y22:R0/-1;  [morale bonus]
!!HEv9711&y25>0:R1/-2;  [luck bonus]
!!HEv9712&y24>0:R1/-2;  [luck bonus]
!!HEv9711&y27>0:R1/-2;  [luck bonus]
!!HEv9712&y26>0:R1/-2;  [luck bonus]
!!HEv9711&y25<>y27:R1/-1;  [luck bonus]
!!HEv9712&y24<>y26:R1/-1;  [luck bonus]
!!HEv9711&y28>0:R0/-3;  [morale bonus]
!!HEv9711&y28>0:R1/-3;  [luck bonus]
!!HEv9711&y29>0:R0/+3;  [morale bonus]
!!HEv9711&y29>0:R1/+3;  [luck bonus]
!!HEv9712&y29>0:R0/-3;  [morale bonus]
!!HEv9712&y29>0:R1/-3;  [luck bonus]
!!HEv9712&y28>0:R0/+3;  [morale bonus]
!!HEv9712&y28>0:R1/+3;  [luck bonus]

My only problem is that the script does not seem to work with AI. If MY hero attacks an enemy then the script works OK. However, If the enemy has the artifacts then the reduction of Morale doesn't occur in my troops but on the enemy's troops (As If MY hero was bearing the artifacts). It seems that no matter who has the artifacts, the attacker gets the bonus, or something like that. Please see If you can find out what is wrong with the script and make it work.
____________
Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 08, 2016 10:31 PM
Edited by Salamandre at 22:34, 08 Mar 2016.

I think you should reorder your script, for better readability then for easier test:

; artifact 150
; search for artifact for hero left
; code result
; search for artifact for hero right
; code result

; artifact 151
; idem

; artifact 152
; idem

Can you do this please, then I will start testing? It would take me much less time to test. Thanks.

@ fred, apparently you messed with shooting speed in cranim. Revert to original or search for a value not crashing.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted March 08, 2016 11:05 PM

Salamandre said:
@ fred, apparently you messed with shooting speed in cranim. Revert to original or search for a value not crashing.


thanks, i'll see if that's where the error is.

also, i'm working on making a frost dragon(got the idea from a thread here), and i have some questions for that. i'll post them once i get the sharpshooter issue ironed out.

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted March 08, 2016 11:38 PM

At first I did write it like you showed me but it didn't actually work.

The thing about these commands is this:

Let's say you have the two artifacts that reduce morale by -1. So you get this part of the script right?

!!HEv9711&y21>0:R0/-1;  [morale bonus]
!!HEv9711&y23>0:R0/-1;  [morale bonus]

However, this does not work cumulative. By this I mean that morale will not be reduced by -1 and -1 (equal to -2) but it will be reduced by -1 since this is the last reduction.

So the script will not work as you state it. The script has to work like I shown you:

Get through all artifacts and see which are there.

Then have a command for each of the artifact combinations there are, for instance:

Does the attacking hero has the two morale and one luck reduction artifacts? Then give a command for -2 morale and -1 luck

And so forth.

As I said, I got it to work as it is, but it seems to be working on attacking hero only in some cases.

Here's a revised script and what it does:

!!BA:H0/?v9711 H1/?v9712;
;art 149, 150, 152, 153 and 155
!!HEv9711:A2/149/d/?y20;  [check for artifact]
!!HEv9712&v9712>-1:A2/149/d/?y21;  [check for artifact]
!!HEv9711:A2/150/d/?y22;  [check for artifact]
!!HEv9712&v9712>-1:A2/150/d/?y23;  [check for artifact]
!!HEv9711:A2/152/d/?y24;  [check for artifact]
!!HEv9712&v9712>-1:A2/152/d/?y25;  [check for artifact]
!!HEv9711:A2/153/d/?y26;  [check for artifact]
!!HEv9712&v9712>-1:A2/153/d/?y27;  [check for artifact]
!!HEv9711:A2/155/d/?y28;  [check for artifact]
!!HEv9712&v9712>-1:A2/155/d/?y29;  [check for artifact]
!*FU&v9712<0:E; exit if no hero on other side
!!HEv9711&y21>0:R0/-2;  [morale bonus]
!!HEv9711&y23>0:R0/-2;  [morale bonus]
!!HEv9712&y20>0:R0/-2;  [morale bonus]
!!HEv9712&y22>0:R0/-2;  [morale bonus]
!!HEv9711&y21<>y23:R0/-1;  [morale bonus]
!!HEv9712&y20<>y22:R0/-1;  [morale bonus]
!!HEv9711&y25>0:R1/-2;  [luck bonus]
!!HEv9712&y24>0:R1/-2;  [luck bonus]
!!HEv9711&y27>0:R1/-2;  [luck bonus]
!!HEv9712&y26>0:R1/-2;  [luck bonus]
!!HEv9711&y25<>y27:R1/-1;  [luck bonus]
!!HEv9712&y24<>y26:R1/-1;  [luck bonus]
!!HEv9711&y29>0:R0/-3;  [morale bonus]
!!HEv9711&y29>0:R1/-3;  [luck bonus]
!!HEv9711&y28>0:R0/+3;  [morale bonus]
!!HEv9711&y28>0:R1/+3;  [luck bonus]
!!HEv9712&y28>0:R0/-3;  [morale bonus]
!!HEv9712&y28>0:R1/-3;  [luck bonus]
!!HEv9712&y29>0:R0/+3;  [morale bonus]
!!HEv9712&y29>0:R1/+3;  [luck bonus]

Here's the test results:

1) If my hero has any combinations of the above artifacts and attacks another hero then the script works fine.

2) If my hero has no artifacts but attacks an enemy hero that has some of the artifacts then it works fine as well.

3) The problem is when both heroes have the combination artifact (-3 morale and luck for enemy and +3 for you). I tried to make the script exit If both have the artifact but I failed. Can you add a check in the script where If both heroes have artifact 155 then no bonus or reduction would be applied? That's the only part that's not working right now.
____________
Not idly do the leaves of Lorien fall.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted March 08, 2016 11:51 PM

Salamandre said:
@ fred, apparently you messed with shooting speed in cranim. Revert to original or search for a value not crashing.


it didn't work. i even replaced all the text files with the old versions(after each text file change didn't fix the issue). so the problem isn't coming from any of the text files.

and before posting this update, i tried removing all the enchanter(the creature it was attacking) scripts just in case, with no result either.

i only replaced the defs of the sharpshooter and enchanter, that's the only remaining reason possible, that i could see as the remaining reason that the def is crashing during shooting.

the enchanter replacement works fine; it's only when the sharpshooter(replaced by a pirate) is trying to shoot, that the screen goes black.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 09, 2016 12:04 AM

fred, either you change the cranim values, either you change the number of def frames, the result will be same, as those cranim values are set accordingly to a frames amount, which must stay, even if the def is changed.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted March 09, 2016 12:11 AM
Edited by fred79 at 06:18, 09 Mar 2016.

@ sal: i checked the frame count for the sharpshooter and the pirate. the frame count for sharpshooters is 8 frames for melee, and 12 frames for ranged attacks. for the pirate it's 7 frames for melee, and 9 for ranged attack. the pirate can easily be fixed, but i wonder if that could really be the issue; since it's melee attack works fine.

edit 2: i fixed the shooting frames only by extending the aim frame, and it works. the reason the def crashed WAS because it didn't have the same number of frames with the old def. i'm guessing this is true of all shooting frames from a replaced creature? regardless, the def works without crashing now. i even added all the altered text files and scripts back, and everything runs smoothly.

that is, except for one hitch: the sharpshooter originally had the "no melee penalty" stack experience ability in the first place. i don't know how to enable it for every level. no matter what i do, it doesn't show up because of the DO command that erases it's original stack experience.

i also have a request for the enchanter, but i'll hold off until i get the sharpshooter stack experience thing fixed.

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted March 10, 2016 01:23 AM

@Salamandre

I figured out how to make the bonus cumulative and now it almost works OK, with the exception of artifact 155.

I think the problem is that this artifact gives your hero +3 morale/luck bonus and enemy -3 and so these two commands seem to conflict with each other. If I change the commands to give Just one attribute (for instance -3 moral and luck but no +3 to your hero)
then it works fine as the rest of them.

Once again:

When I am the attacker all of them work fine. Even If I have art 155 and defender has it then no morale/luck bonus is given or taken as it should (since +3 and -3 equals zero)

When AI attacks and any of us wields any artifact EXCEPT art 155 then the script works fine as well.

When AI attacks and either of us has art 155 then there's a problem, AI gets -3 morale/luck (which shouldn't happen) and so the script doesn't work.

I arranged the commands as you told me, one artifact and commands at a time.

!!BA:H0/?v9711 H1/?v9712;
;art 149, 150, 152, 153 and 155
!*FU&v9712<0:E; exit if no hero on other side
!!HEv9711:A2/149/d/?y20;  [check for artifact]
!!HEv9712&y20>0:R0/d-1;  [morale bonus]
!!HEv9712&v9712>-1:A2/149/d/?y21;  [check for artifact]
!!HEv9711&y21>0:R0/d-1;  [morale bonus]
!!HEv9711:A2/150/d/?y22;  [check for artifact]
!!HEv9712&y22>0:R0/d-1;  [morale bonus]
!!HEv9712&v9712>-1:A2/150/d/?y23;  [check for artifact]
!!HEv9711&y23>0:R0/d-1;  [morale bonus]
!!HEv9711:A2/152/d/?y24;  [check for artifact]
!!HEv9712&y24>0:R1/d-1;  [luck bonus]
!!HEv9712&v9712>-1:A2/152/d/?y25;  [check for artifact]
!!HEv9711&y25>0:R1/d-1;  [luck bonus]
!!HEv9711:A2/153/d/?y26;  [check for artifact]
!!HEv9712&y26>0:R1/d-1;  [luck bonus]
!!HEv9712&v9712>-1:A2/153/d/?y27;  [check for artifact]
!!HEv9711&y27>0:R1/d-1;  [luck bonus]
!!HEv9711:A2/155/d/?y28;  [check for artifact]
!!HEv9711&y28>0:R0/d3;  [morale bonus]
!!HEv9711&y28>0:R1/d3;  [luck bonus]
!!HEv9712&y28>0:R0/d-3;  [morale bonus]
!!HEv9712&y28>0:R1/d-3;  [luck bonus]
!!HEv9712&v9712>-1:A2/155/d/?y29;  [check for artifact]
!!HEv9712&y29>0:R0/d3;  [morale bonus]
!!HEv9712&y29>0:R1/d3;  [luck bonus]
!!HEv9711&y29>0:R0/d-3;  [morale bonus]
!!HEv9711&y29>0:R1/d-3;  [luck bonus]

Can you figure out what to do about art 155? I thought that since there already exists an artifact that gives +3 morale and luck, maybe we can use this somehow as well? I don't know. However, If you can please take a look and see If you can figure it out then I would really appreciate it.

Remember, I want art 155 to give +3 Morale and Luck to your hero and -3 Morale and Luck in enemy hero. And If both heroes have the artifact then nothing should happen, since +3 -3 = 0.
____________
Not idly do the leaves of Lorien fall.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted March 10, 2016 07:50 AM

i'm really going to enjoy learning to script artifacts. i have a bunch that i could use to replace the current ones.


the idea for adventure map spells is broadening in my head. i wonder if any of this is possible via erm. i could make shrunken versions of all the spell animations, just for the adventure map, if this idea is possible. what i'm thinking so far, idea-wise:

(traps, and enemy-cast):

slow = slows hero's movement(misfortune = lowers their army's luck, etc.)
armageddon, ice bolt, ice ring, etc. = damages hero's army.
berserk = makes hero attack own color(ai plays attacked hero's turns), or ally.
hypnotize = if it works(), other color has movement control over enemy hero.

etc.

(all)
summon x = reveal/recruit and place guards

*no beneficial spells can be cast on self; only on allies(maybe based on wisdom level of target hero?).

tl;dr: all battle spells work for adventure map as well. as far as heroes being able to cast map spells, possibly an artifact(or set of) or a new secondary skill to allow this?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 10, 2016 10:19 AM

Yes traps are possible.

Outcome: the player will reload and take another way. Then, if trap event can't be avoided, he will simply put the map down and play another one, at least this is what I would do. maps with traps events (even if regular -take resources etc) are always n°1 in hate list.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted March 10, 2016 11:45 AM

traps will be a cool addition, i think. hopefully, they can be tailored to work with the hero's level, so they're not overwhelmed. and i think you miss the possibilities of traps, sal. like, say, you are ambushed by nude pixies, and you have to give them a spanking or they won't be satisfied. but really, there are lots of things that can be implemented with traps/hidden occurences. the only limitation is imagination and erm(if there even ARE such limitations under this idea).

i had 2 other things i wanted to run by you erm masters, as well:

fred79 said:
the sharpshooter originally had the "no melee penalty" stack experience ability in the first place. i don't know how to enable it for every level. no matter what i do, it doesn't show up because of the DO command that erases it's original stack experience.

i also have a request for the enchanter, but i'll hold off until i get the sharpshooter stack experience thing fixed.


fred79 said:
the idea for adventure map spells is broadening in my head. i wonder if any of this is possible via erm. i could make shrunken versions of all the spell animations, just for the adventure map, if this idea is possible. what i'm thinking so far, idea-wise:

heroes casting battle spells on other heroes while traveling the adventure map:

slow = slows hero's movement(misfortune = lowers their army's luck, etc.)
armageddon, ice bolt, ice ring, etc. = damages hero's army.
berserk = makes hero attack own color(ai plays attacked hero's turns), or ally.
hypnotize = if it works(), other color has movement control over enemy hero.

etc.

(all)
summon x = reveal/recruit and place guards

*no beneficial spells can be cast on self; only on allies(maybe based on wisdom level of target hero?).

tl;dr: all battle spells work for adventure map as well. as far as heroes being able to cast map spells, possibly an artifact(or set of) or a new secondary skill to allow this?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 10, 2016 07:39 PM

Hero_Of_Light said:

When AI attacks and either of us has art 155 then there's a problem, AI gets -3 morale/luck (which shouldn't happen) and so the script doesn't work.



How do you know AI has the ring equipped? This require quite advanced commands for test as we can't equip the ring in the editor.

fred

Yes such things are easy to do but require multiple receivers, there is no "one line" to cast spell on adventure map then get some effect on hero army.

For example,

1) cast spell, play spell sound
2) identify the hero targeted
3) new trigger, when open hero screen, exit if not this hero
4) loop his army and slows them
5) new trigger,when exit hero screen, reset their speed
6) new trigger, when this hero moves, slow him

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