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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 50 100 150 200 250 300 ... 327 328 329 330 331 ... 350 400 407 · «PREV / NEXT»
XEricSin
XEricSin


Famous Hero
posted May 05, 2017 10:48 AM

szaman said:

Is there any possibility to change only the one stack on adventure map?


You should try MO command for a pack of a monster on the map.

Or you want to change the stats of stacks during the BF stage.

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XEricSin
XEricSin


Famous Hero
posted May 05, 2017 10:56 AM

Is there a way to call a creature recruitment window outside the town , for example visiting a witch hut?

The type and number of available monsters should be configurable.

The number of creatures recruited will be sent to a variable say v1.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 05, 2017 12:26 PM

I would do work around, change hut type and subtype to creature dwelling, keep a custom name, then configure with !!DW.

Szaman you can do that only when battle starts, configure with BM

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XEricSin
XEricSin


Famous Hero
posted May 05, 2017 12:46 PM

Salamandre said:
I would do work around, change hut type and subtype to creature dwelling, keep a custom name, then configure with !!DW.


Thank you, but thats a bad news. Actually, I want to have the window in the battlefield.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 05, 2017 12:55 PM

I don't know another way than custom DL then buttons to recruit creatures one by one.

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igrik
igrik


Promising
Known Hero
posted May 05, 2017 03:14 PM
Edited by igrik at 16:01, 05 May 2017.

XEricSin said:
Is there a way to call a creature recruitment window outside the town , for example visiting a witch hut?

!!OW:A-1/?y1;  find out
!!FU250040:Py1/26/3/27/3/-1/0/-1/0/1;         // recruit all green and gold Dragons
!!FU250040:Py1/132/10/133/11/134/12/135/13/1; // recruit all Neutral Dragons
!!FU250040:Py1/145/1/146/1/147/1/148/1/2;     // recruit all War machins

!?FU250040;
; x1    - number hero
; x2/x3 - mon 1 type/quantity   (necessarily)
; x4/x5 - mon 2 type/quantity   (or -1/0)
; x6/x7 - mon 3 type/quantity   (or -1/0)
; x8/x9 - mon 4 type/quantity   (or -1/0)
; x10   - mon (1) or  War machins (2)
!!SN:E6386834/1/188; !!VRy17:Sv1;
!!SN:E7411341/1/x1;  !!VRy1:Sv1; !!VRy1&x10=1:+145;
!!VRy10:S10*4 +8943204;
!!VRy20:Sy10; !!VRy21:Sy10 +4; !!VRy22:Sy10 +8; !!VRy23:Sy10 +12;
!!VRv10:Sx3;  !!VRv11:Sx5;     !!VRv12:Sx7;     !!VRv13:Sx9;
!!UN:C6918832/4/?y8; !!SN:E5298096/2/y8/0;
!!SN&x10=1:E5576528/2/y17/y1/0/x2/y20/x4/y21/x6/y22/x8/y23;
!!SN&x10=2:E5576800/2/y17/y1/x2/y20/x4/y21/x6/y22/x8/y23;
!!VRy11:Sv1; !!UN:C6919504/4/?y1; !!SN:E4917104/2/y1/y11;

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted May 07, 2017 05:46 PM
Edited by majaczek at 21:06, 08 May 2017.

crexpbon.txt is limited to 255 creatures, even with Amethyst.dll
is there any way to fix that?
Quote:
0071804d 03
00718052 16
00718425 03
0071842a 16
00718447 03
0071844c 16
00719308 03
0071930d 16
00726d74 03
00726d79 16
00727304 03
00727309 16
0072748f 03
00727494 16
00739947 03
0073994c 16
0073997d 03
00739982 16
0073ac4e 03
0073ac53 16
0073cac7 03
0073cacc 16
0073cbbd 03
0073cbc2 16
0076213a 03
0076213f 16
00766569 03
0076656e 16
00766746 03
0076674b 16


0071840a 16
0071840d 03
0071853e 16
00718542 03
007192d7 16
007192db 03
0071943e 16
0071944c 03
00719477 16
0071947b 03
00726dad 16
00726db0 03
0072787a 16
0072787e 03
00727b4e 16
00727b52 03
00727c89 16
00727c8d 03
00727cc9 16
00727ccd 03
007398f2 16
007398f6 03
00739939 16
0073993c 03
00739968 16
0073996c 03
0073ac26 16
0073ac29 03
0073ca9b 16
0073ca9e 03
0073cb2d 16
0073cb30 03
00766547 16
0076654a 03
00766726 16
0076672a 03


i hope  it is the resolution, could anybody check if i have here too much lines?

EDIT: something  is missing

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted May 09, 2017 06:47 PM

almost fixed
Quote:
//majaczek crexpo

//// *(char*) 0x00608cd0 = (char) 4;
// *(char*) 0x0060cf74 = (char) 4;
// *(char*) 0x006191cf = (char) 4;
// *(char*) 0x0077f4dd = (char) 4;

// *(char*)0x006058f9 = (char)4;
// *(char*)0x00605df6 = (char)4;
// *(char*) 0x00608a7d = (char)4;
// *(char*) 0x0078123b = (char)4;

////
*(char*)0x0071a9db = (char)4;
*(char*)0x00761ac5 = (char)4;
*(char*)0x0077472d = (char)4;
//
*(char*)0x0077f4dd = (char)4;

////
*(char*)0x0071a8a7 = (char)4;
*(char*)0x0071acdf = (char)4;
*(char*)0x0071b23f = (char)4;
*(char*)0x0071b555 = (char)4;
*(char*)0x0071b611 = (char)4;
*(char*)0x00726512 = (char)4;
*(char*)0x00726a01 = (char)4;
*(char*)0x007278cd = (char)4;
*(char*)0x00727e50 = (char)4;
*(char*)0x007280ad = (char)4;




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rosen40
rosen40

Tavern Dweller
posted May 11, 2017 12:59 PM

Hey guys , i've been trying lately to change lvl 8 creatures stats but stumbled upon a problem with the Sacred phoenix.

I don't know anything about scripting so my only chance was to edit
ZCRTRAIT.TXT but for some reason it works for everything BUT the Speed stat of the lvl 8 creatures AND all of the stats of the Sacred Phoenix its like the speed and the phoenixes' stats get overwritten by some script but i am clueless about that.

I have these mods installed on wog 3.58f + era 2.4.6
WoG
WoG Revised
Morn battlefields
Secondary Skills Scrolling
Reinforcements
Bigger Spellbook
New_Terrains
New Commanders Pack
FREDOBJ
Hms Improved
Advanced Battle Hints
Yona
Spells uncovered
New Upgrades
Fast Battle Animation

I need help to change these stats or the game becomes unplayable to me cuz lvl 8 creatures are too OP and i want to nerf them (and their cost  accordingly afterwards) cuz they are one of the main appealing factors for me to play WoG over Hota ;/.

Regards,
Rosen


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rosen40
rosen40

Tavern Dweller
posted May 11, 2017 01:08 PM
Edited by rosen40 at 14:42, 11 May 2017.

Hey guys , i've been trying lately to change lvl 8 creatures stats but stumbled upon a problem with the Sacred phoenix.

I don't know anything about scripting so my only chance was to edit
ZCRTRAIT.TXT but for some reason it works for everything BUT the Speed stat of the lvl 8 creatures AND all of the stats of the Sacred Phoenix its like the speed and the phoenixes' stats get overwritten by some script but i am clueless about that.

I have these mods installed on wog 3.58f + era 2.4.6
WoG
WoG Revised
Morn battlefields
Secondary Skills Scrolling
Reinforcements
Bigger Spellbook
New_Terrains
New Commanders Pack
FREDOBJ
Hms Improved
Advanced Battle Hints
Yona
Spells uncovered
New Upgrades
Fast Battle Animation

I need help to change these stats or the game becomes unplayable to me cuz lvl 8 creatures are too OP and i want to nerf them (and their cost  accordingly afterwards) cuz they are one of the main appealing factors for me to play WoG over Hota ;/.

Regards,
Rosen

EDIT:Sorry for double post snowty internet lagged and that happened.

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted May 11, 2017 11:43 PM
Edited by RerryR at 23:45, 11 May 2017.

rosen40 said:
Hey guys , i've been trying lately to change lvl 8 creatures stats but stumbled upon a problem with the Sacred phoenix.

I don't know anything about scripting so my only chance was to edit
ZCRTRAIT.TXT but for some reason it works for everything BUT the Speed stat of the lvl 8 creatures AND all of the stats of the Sacred Phoenix its like the speed and the phoenixes' stats get overwritten by some script but i am clueless about that.

I have these mods installed on wog 3.58f + era 2.4.6
WoG
WoG Revised
Morn battlefields
Secondary Skills Scrolling
Reinforcements
Bigger Spellbook
New_Terrains
New Commanders Pack
FREDOBJ
Hms Improved
Advanced Battle Hints
Yona
Spells uncovered
New Upgrades
Fast Battle Animation

I need help to change these stats or the game becomes unplayable to me cuz lvl 8 creatures are too OP and i want to nerf them (and their cost  accordingly afterwards) cuz they are one of the main appealing factors for me to play WoG over Hota ;/.

Regards,
Rosen

EDIT:Sorry for double post snowty internet lagged and that happened.


Try to disable all mods (and WOG settings) except the core ones and test, maybe you are right and some mod alter the stats of the creatures. like New Upgrades or Rebalanced Creatures

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szaman
szaman


Known Hero
posted May 14, 2017 02:15 AM

Quote:
Szaman you can do that only when battle starts, configure with BM


Maybe some sample? It's a bit hard for me...

I want a one stack of creature in Creature Bank. To have 5000 hit points.

!#VRz904:S^Black Citadel^;
!#OBx/y/z:Hz904;

!?OBx/y/z;
!!OB998:M-1/1/0; disable regular message
!!PO998:N?y1;
!!FU&y1>0:E;
!!IF:Q1^You are standing at the threshold of the %Z904, do you want to attack it?^;
!!FU&-1:E;
!!PO998:N2;
!!CBx/y/z:G0/116/10 G1/34/2 G2/9/1 G3/9/1 G4/34/2; [Set guards]
!!CBx/y/z:R5/5 R6/5000; [Add resource bonus]

Let's Say the G2 stack has those 5000 hp.

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted May 14, 2017 09:30 AM

szaman said:
Quote:
Szaman you can do that only when battle starts, configure with BM


Maybe some sample?:P It's a bit hard for me...

I want a one stack of creature in Creature Bank. To have 5000 hit points.

!#VRz904:S^Black Citadel^;
!#OBx/y/z:Hz904;

!?OBx/y/z;
!!OB998:M-1/1/0; disable regular message
!!PO998:N?y1;
!!FU&y1>0:E;
!!IF:Q1^You are standing at the threshold of the %Z904, do you want to attack it?^;
!!FU&-1:E;
!!PO998:N2;
!!CBx/y/z:G0/116/10 G1/34/2 G2/9/1 G3/9/1 G4/34/2; [Set guards]
!!CBx/y/z:R5/5 R6/5000; [Add resource bonus]

Let's Say the G2 stack has those 5000 hp.



Take a lock at the Death Chamber script in WoG.
Here is an example:
"
**Code for attributes for the Lich King stacks

!!BM21:S50;  **Lich King has 50 speed for duration of combat

!!BM21&v998<36:H600; **Lich King has 600 health if "x" position on map is less than 36
!!BM21&v998>35/v998<72:H800; **Lich King has 800 health if "x" position on map is between 36 and 71
!!BM21&v998>71/v998<108:H1000; **Lich King has 1000 health if "x" position on map is between 72 and 107
!!BM21&v998>107:H1200; **Lich King has 1200 health if "x" position on map is greater than 107

!!BM21:R5000;  **Lich King has endless retaliations each round"

So you just need the correct creature number, in this case it was 21.
Defender creature numbers always start an 21 and go up to 41.
Good luck :)

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szaman
szaman


Known Hero
posted May 14, 2017 03:24 PM

Quote:
So you just need the correct creature number, in this case it was 21.


But 21 is for Silver Pegasus not for Power Lich (65). I'M aware of the Death Chamber scripts. I even used it and pasted it to my script but what i only get was errors.

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted May 14, 2017 04:05 PM

szaman said:
Quote:
So you just need the correct creature number, in this case it was 21.


But 21 is for Silver Pegasus not for Power Lich (65). I'M aware of the Death Chamber scripts. I even used it and pasted it to my script but what i only get was errors.



well sry i meant stack number, not creature number.
Its something different. When on battlefield each creature has a stack number beginning with 0 up to 41
(Usually it is used like 0...20 for a first (0) player and 21...41 for a second (1) player.)

You can refer to a creature on the battlefield with this number and !!BMxx command and manipulate its HP or whatever you want

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 14, 2017 10:18 PM

szaman, if you want to have customized battle stack in a location x/y/z you should not use the script above, which sets creature bank stacks, but simply visit object (!?OB), trigger a battle (!!HE-1:T), then flag (IF:V).

Then you script a battle (!?BA) under that flag, and on round 1 (BR) you just summon every enemy stack, then add them stats (hp etc) with !!BM.

Try it, if too hard, I will try to write it those days, not much free time unfortunately, because even if scripts are easy, must always test them, stupid errors often happen.

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szaman
szaman


Known Hero
posted May 15, 2017 12:32 AM

Quote:
if you want to have customized battle stack in a location x/y/z you should not use the script above, which sets creature bank stacks, but simply visit object (!?OB), trigger a battle (!!HE-1:T), then flag (IF:V).


The first part sounds easy...

!#TM20:S29/600/28/255;

!#VRv801:S0;
!#VRz200:S^magic mushroom^;
!#HT63/30:T200;
!?OB63/30;
!!PO998:V1/?y5;
!!IF&y5<1:Q2^Do you want attack the guards^;
!!IF&y5=1:M^there's nothing in there^;
!!HE-1&y5=1:R0/d-1;
!!VRv801:S0;
!!HE-1&2/y5<1:Tv998/v999/v1000/18/15;
!!VRv801&2/y5<1:S1;

But the second part is way too hard me, to even understand it


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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted May 15, 2017 08:07 AM

szaman, take a look at the post i made in this thread. Maybe it helps you to get things startet: http://heroescommunity.com/viewthread.php3?TID=43861

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szaman
szaman


Known Hero
posted May 25, 2017 03:39 PM

Found this Script in ERM HELP.

ZVSE
AUTO_PoweredBy=ERM Script Editor v.1.2.6.32
*/ Temple of Might ERM script v1.1 --- wolfmah
*/ Requires WOG 3.53 or later
*/
*/ This script will allow you to use one of the hero that have a creature
*/ speciality and when he visit one of the temple (the object below the big
*/ Icy Mushroom) place on the map and got some Peasants with him, he will be
*/ able to upgrade them into his speciality. The cost will be the difference
*/ between the Peasant and the creature. In other word, it works just like the
*/ Hill Fort, except it only work with hero that have a creature speciality and
*/ Peasants on them.
*/
*/ To use this script, copy and paste it in a global event on a map, set it to
*/ never happen (minimum of 500 day) and uncheck all colours.
*/
*/ Variable and Function used :
*/ Q100 - 101 - 111 - 113 - 115 - 117 - 119 - 121 - 123 - 125 - 128 - 129 - 130
*/ z10
*/ v110 - 111 - 112 - 113 - 114 - 115 - 116 - 117 - 118 - 119 - 120 - 121 -
*/ 122 - 123 - 124 - 125
*/ FU1 - 2

*/ Set up hint text for "Temple of Might" objects
!#VRz09:S^Temple of Might^;
!#HT63/05:T09;

!?OB63/05; */ Triggers when any Temple of Might is visited

!!IF:V111/0; */ Will be use to know if the hero got at least 1 Peasant
!!IF:V113/0;
!!IF:V115/0;
!!IF:V117/0;
!!IF:V119/0;
!!IF:V121/0;
!!IF:V123/0;

!!IF:M^You enter the Temple of Might and hear a voice...^;
!!IF:M^Hi there traveller! This is the Temple of Might. In this place, all heroes who have creature speciality, can transform their peasants, thanks to my magic, into there speciality. Now, let me check if you're worth my time.^;

!!HE-1:N?v110; */ Get the number of the hero
!!HE-1:C0/0/?v111/?v112; */ Slot 1
!!HE-1:C0/1/?v113/?v114; */ Slot 2
!!HE-1:C0/2/?v115/?v116; */ Slot 3
!!HE-1:C0/3/?v117/?v118; */ Slot 4
!!HE-1:C0/4/?v119/?v120; */ Slot 5
!!HE-1:C0/5/?v121/?v122; */ Slot 6
!!HE-1:C0/6/?v123/?v124; */ Slot 7

!!IF&v111=139:V111/1; */ Check which slot got Peasants
!!IF&v113=139:V113/1;
!!IF&v115=139:V115/1;
!!IF&v117=139:V117/1;
!!IF&v119=139:V119/1;
!!IF&v121=139:V121/1;
!!IF&v123=139:V123/1;

!!VRv125:S0; */ The sum of all the Peasants in each slot
!!VRv125&111:+v112;
!!VRv125&113:+v114;
!!VRv125&115:+v116;
!!VRv125&117:+v118;
!!VRv125&119:+v120;
!!VRv125&121:+v122;
!!VRv125&123:+v124;

!!IF&v125=0:M^If you don't have at least 1 Peasant, there is nothing to do here, so please, leave.^;

*/ Check the hero and asign the right parameters
*/ Knight- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
!!FU1040&v110=146/v125>06/v125; */ Catherine - Swordsmen
!!FU1040&v110=2/v125>04/v125; */ Edric - Griffins
!!FU1040&v110=152/v125>06/v125; */ Roland - Swordsmen
!!FU1040&v110=5/v125>06/v125; */ Sorsha - Swordsmen
!!FU1040&v110=7/v125>010/v125; */ Tyris - Cavaliers
!!FU1040&v110=1/v125>02/v125; */ Valeska - Archers
*/ Cleric- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
!!FU1040&v110=12/v125>08/v125; */ Ingham - Monks
*/ Ranger- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
!!FU1040&v110=22/v125>024/v125; */ Clancy - Unicorns
!!FU1040&v110=21/v125>018/v125; */ Ivor - Wood Elves
!!FU1040&v110=19/v125>022/v125; */ Ryland - Dendroids Guards
!!FU1040&v110=17/v125>016/v125; */ Ufretin - Dwarves
*/ Druid - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
!!FU1040&v110=31/v125>020/v125; */ Aeris - Pegasi
*/ Alchemist - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
!!FU1040&v110=37/v125>038/v125; */ Fafner - Nagas
!!FU1040&v110=39/v125>036/v125; */ Iona - Genies
!!FU1040&v110=34/v125>032/v125; */ Josephine - Stone Golems
!!FU1040&v110=32/v125>030/v125; */ Piquedram - Stone Gargoyles
!!FU1040&v110=33/v125>036/v125; */ Thane - Genies
*/ Wizard- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
!!FU1040&v110=44/v125>034/v125; */ Theodorus - Magi
*/ Demoniac- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
!!FU1040&v110=53/v125>044/v125; */ Calh - Gogs
!!FU1040&v110=48/v125>046/v125; */ Fiona - Hell Hounds
!!FU1040&v110=51/v125>042/v125; */ Ignatius - Imps
!!FU1040&v110=50/v125>048/v125; */ Marius - Demons
!!FU1040&v110=55/v125>050/v125; */ Nymus - Pit Fiends
!!FU1040&v110=49/v125>052/v125; */ Rashka - Efreet
!!FU1040&v110=155/v125>054/v125; */ Xeron - Devils (1 mercury)
*/ Death Knight- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
!!FU1040&v110=67/v125>060/v125; */ Charna - Wights
!!FU1040&v110=71/v125>056/v125; */ Galthran - Skeletons
!!FU1040&v110=150/v125>066/v125; */ Lord Haart - Black Knights
!!FU1040&v110=66/v125>064/v125; */ Moandor - Liches
!!FU1040&v110=64/v125>058/v125; */ Straker - Walking Dead
!!FU1040&v110=68/v125>066/v125; */ Tamika - Black Knights
!!FU1040&v110=65/v125>062/v125; */ Vokial - Vampires
*/ Overlord- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
!!FU1040&v110=83/v125>074/v125; */ Ajit - Beholders
!!FU1040&v110=82/v125>078/v125; */ Dace - Minotaurs
!!FU1040&v110=80/v125>072/v125; */ Lorelei - Harpies
!!FU1040&v110=151/v125>082/v125; */ Mutare - Red Dragons (1 sulfur)
!!FU1040&v110=153/v125>082/v125; */ Mutare Drake - Red Dragons (1 sulfur)
!!FU1040&v110=87/v125>070/v125; */ Shakti - Troglodytes
!!FU1040&v110=86/v125>080/v125; */ Synca - Manticores
*/ Barbarian - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
!!FU1040&v110=154/v125>090/v125; */ Boragus - Ogres
!!FU1040&v110=100/v125>084/v125; */ Gretchin - Goblins
!!FU1040&v110=98/v125>088/v125; */ Jabarkas - Orcs
!!FU1040&v110=149/v125>096/v125; */ Kilgor - Behemoths
!!FU1040&v110=101/v125>090/v125; */ Krellion - Ogres
!!FU1040&v110=99/v125>092/v125; */ Shiva - Rocs
!!FU1040&v110=103/v125>086/v125; */ Tyraxor - Wolf Riders
!!FU1040&v110=96/v125>094/v125; */ Yog - Cyclopes
*/ Battle Mage - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
!!FU1040&v110=105/v125>090/v125; */ Vey - Ogres
*/ Beastmaster - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
!!FU1040&v110=116/v125>0102/v125; */ Alkin - Gorgons
!!FU1040&v110=119/v125>0108/v125; */ Broghild - Wyverns
!!FU1040&v110=112/v125>0106/v125; */ Bron - Basilisks
!!FU1040&v110=113/v125>098/v125; */ Drakon - Gnolls
!!FU1040&v110=117/v125>0104/v125; */ Korbac - Serpent Flies
!!FU1040&v110=114/v125>0100/v125; */ Wystan - Lizardmen
*/ Planeswalker- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
!!FU1040&v110=133/v125>0113/v125; */ Erdamon - Earth Ele.
!!FU1040&v110=134/v125>0114/v125; */ Fiur - Fire Ele.
!!FU1040&v110=130/v125>0114/v125; */ Ignissa - Fire Ele.
!!FU1040&v110=135/v125>0115/v125; */ Kalt - Water Ele.
!!FU1040&v110=131/v125>0115/v125; */ Lacus - Water Ele.
!!FU1040&v110=132/v125>0120/v125; */ Monere - Psychic Ele.
!!FU1040&v110=128/v125>0120/v125; */ Pasis - Psychic Ele.
!!FU1040&v110=129/v125>0113/v125; */ Thunar - Earth Ele.
********************************************************************************
!?FU1040;
*/ Calculate the amount of gold/mercury/sulfur the upgrade will cost
*/
*/ x1 = Hero's monster speciality picture
*/ x2 = Total of Peasants
*/
*/ y1 = Amount of gold of the owner
*/ y2 = Upgrade cost
*/ y3 = Amount of money the Peasant would have cost (substract to y2)
*/ y4 = Amount of gold the creature cost
*/ y5 = Amount of mercury the creature cost
*/ y6 = Amount of mercury of the owner
*/ y7 = Amount of sulfur the creature cost
*/ y8 = Amount of sulfur of the owner
*/ y9 = Cost of Peasant
*/ y10 = Total of Mercury/Sulfur for the upgrade

!!IF:V125/0;
!!IF:Q130/21/x1/2^Would you like to train your Peasants into^;

*/ Get the total amount of gold/mercury/sulfur of the owner and the speciality creature
!!OW&130:R-1/6/?y1 R-1/1/?y6 R-1/3/?y8;
!!MA&130:Cx1/6/?y4 Cx1/1/?y5 Cx1/3/?y7 C139/6/?y9;

*/ Calculate the amount of mercury/sulfur it will cost
!!VRy10&130/y5>0/y7=0:Sx2 *y5;
!!IF&130/y5>0/y7=0:V128/1 V129/0;
!!VRy10&130/y5=0/y7>0:Sx2 *y7;
!!IF&130/y5=0/y7>0:V128/0 V129/1;
!!VRy10&130/y5=0/y7=0:Sx2 *0;
!!IF&130/y5=0/y7=0:V128/0 V129/0;

*/ Calculate the amount of gold it will cost
!!VRy2&130:Sx2 *y4;
!!VRy3&130:Sx2 *y9;
!!VRy2&130:-y3;

*/ If something's wrong
!!IF&130/y1<y2:V125/0 V130/0 M^Sorry, but you don't have enough gold.^;
!!IF&130/128/y6<y10:V125/0 V130/0 M^Sorry, but you don't have enough mercury.^;
!!IF&130/129/y8<y10:V125/0 V130/0 M^Sorry, but you don't have enough sulfur.^;

*/ If everything's right
!!IF&130/-128/-129/y1>y2:V125/1 M^Upgrade cost : %Y2 gold.^;
!!IF&130/128/y6>y10:V125/1 M^Upgrade cost : %Y2 gold
and %Y10 mercury.^;
!!IF&130/129/y8>y10:V125/1 M^Upgrade cost : %Y2 gold
and %Y10 sulfur.^;

!!FU2040&125y1/y2/x1/y5/y6/y7/y8/y10;
********************************************************************************
!?FU2040;
*/ Substract the amount of gold/mercury/sulfur the upgrade have cost and change
*/ the Peasants into the respective creature
*/
*/ x1 = Amount of gold of the player
*/ x2 = Cost of the upgrade
*/ x3 = Hero's monster speciality number
*/ x4 = Mercury the creature cost
*/ x5 = Mercury of the owner
*/ x6 = Sulfur the creature cost
*/ x7 = Sulfur of the owner
*/ x8 = Total of Mercury/Sulfur for the upgrade
*/
*/ y11 - y24 = Get the type and number of creatures in each of the 7 slots on the hero

*/ Substract the gold
!!VRx1:-x2;
!!OW:R-1/6/x1;

*/ Substract the mercury
!!VRx5&128:-x8;
!!OW&128:R-1/1/x5;

*/ Substract the sulfur
!!VRx7&129:-x8;
!!OW&129:R-1/3/x7;

*/ Change Peasants that lies in any slots into the speciality creature
!!HE-1:C0/0/?y11/?y12 C0/1/?y13/?y14 C0/2/?y15/?y16 C0/3/?y17/?y18 C0/4/?y19/?y20 C0/5/?y21/?y22 C0/6/?y23/?y24;
!!HE-1&y11=139:C0/0/x3/y12; */ Slot 1
!!HE-1&y13=139:C0/1/x3/y14; */ Slot 2
!!HE-1&y15=139:C0/2/x3/y16; */ Slot 3
!!HE-1&y17=139:C0/3/x3/y18; */ Slot 4
!!HE-1&y19=139:C0/4/x3/y20; */ Slot 5
!!HE-1&y21=139:C0/5/x3/y22; */ Slot 6
!!HE-1&y23=139:C0/6/x3/y24; */ Slot 7

I want to change the creatures cost to 12 gold only (12 gold for total upgrade creature NOT per creature).

I think it's not a too hard request from me

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xericsin
xericsin


Famous Hero
posted May 26, 2017 09:35 AM
Edited by xericsin at 12:52, 28 May 2017.

Place firewall in single grid

Hi, guys,

I need to place firewall in a single grid.

I feel there should be someone who has done this before.

Please help. Thank you.

Update&#65306;Found solution.
!?FU12333;
*byHawaiing 170526
*check the grid before placing
*x1=grid,x2=power,x3=turns(game default 2)
!!VRx3&x3<1:S2;
!!UN:C5901158/4/440;
!!UN:C5901162/2/36864;
!!UN:C5901337/4/x3;
!!UN:C6919200/4/?y10;
!!SN:E5898560/2/y10/13/x1/1/-1/0/x2;
!!UN:C5901158/4/2210438415;
!!UN:C5901162/2/704;
!!UN:C5901337/4/2;

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