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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 334 pages long: 1 2 3 4 5 ... 70 140 210 280 ... 330 331 332 333 334 · «PREV
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 15, 2017 03:41 PM
Edited by Salamandre at 15:42, 15 Jul 2017.

szaman said:

!!BG:E?y5;
!!BMy5:M48/y71/3; Cast Prayer at expert lvl

When i do that i get a error, wrong syntax !!BM, script skipped etc...


Because you are trying wodoo in erm. BG:D searches for battlefield square, what makes you think that the stack on that square will have same ID as the square? You need BU for that:

ZVSE


!?BG0&1000;
!!BG:A?y1;
!!FU&y1<>1:E;
!!BG:Q?y1;
!!BA:Hy1/?y99;
!!HEy99&y99>=0:Fd/d/?y71/d;
!!BG:S?y4;
!!FU&y4<>38:E;
!!BG:D?y5;
!!BU:Dy5/?y6; find ID of stack on y5 position and store in y6
!!BMy6:M48/y71/3; Cast Prayer at expert lvl
!!BMy6:V0;
!!VRz1:S^prayer.wav^;
!!SN:Pz1;
____________
All my Era II mods

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szaman
szaman


Adventuring Hero
posted July 15, 2017 03:58 PM
Edited by szaman at 16:16, 15 Jul 2017.

Thanks Salamander

Just one minor thing...
What line of this script is responsible for the duration of the prayer spell? i want to change it from 10 to 3.

EDIT:
Nevermind... Manage to do it;P

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Hero_of_Light
Hero_of_Light


Promising
Supreme Hero
posted July 19, 2017 11:26 AM

Salamandre, did you have time to look on the Morn Battlefields script?

I would like to make it work on all battlefields instead of random. I think this is better that way because you can set certain battlefields on certain objects.

Secondly, I would like it to work on sieges as well.

Can you please help me? I posted the edited script on my previous replies of this thread.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 19, 2017 02:51 PM

I wont have time, tomorrow I am leaving for 2 weeks and no game or internet where I go. Try russian forums if you are in a hurry.

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bloodsucker
bloodsucker


Supreme Hero
posted July 19, 2017 03:03 PM

Good vacation, you deserve it.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 19, 2017 03:06 PM

Not really, I am going to army and will work my ass from 5am to 10pm in order to improve my sleeping problems.

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bloodsucker
bloodsucker


Supreme Hero
posted July 19, 2017 03:21 PM

Yeah, I often forget one of the reasons you seam to find the time to help us like you never sleep, is because you don't.
I hope whatever it is will work.

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szaman
szaman


Adventuring Hero
posted July 21, 2017 09:46 PM

Salamander is on a "Vacation". Maybe some other who knows ERM better then me will help me.

Im trying to make frenzy spell a bit useful  and i have a idea.

When Frenzy is cast on a friendly unit, this unit gets (temporely) 300 hp. When the battle ends or spell worns-of, the hp return to normal hp of the unit.

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RerryR
RerryR


Known Hero
posted July 21, 2017 10:01 PM

You can check my Improved Spell mod, there are some examples how to do that (heal, force field and shield spell only in version 1.9).

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szaman
szaman


Adventuring Hero
posted July 21, 2017 10:48 PM

Could you provide a link to your mod?

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RerryR
RerryR


Known Hero
posted July 22, 2017 11:36 AM

You can download it here: https://goo.gl/G5dFhK

maybe i have time tomorrow to help you a bit more but why don't you write down an example code until then and show us. it's not so difficult what you ask for and there are lot of examples.
All you need is these two recievers:

!!BMx:G#/$1/$2; Set/check/get active spell parameters
!!BMx:H$; Hit points

the rest are just conditions and the right trigger. i would suggest using !?BG1; trigger.
Good Luck

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szaman
szaman


Adventuring Hero
posted July 22, 2017 07:34 PM
Edited by szaman at 19:55, 22 Jul 2017.

I just copied few lines from your mod.

!?PI;

!?BG1&1000;

!!VRv9284:S0;                                                            
!!VRv9285:S0;

!!if&y2=56/y83=3/y85>0:;
!!VRv9290:S106;
!!en:;

!!if&v9290=106:;
!!if&v9280=0:;
!!VRv9284:S11;
!!DO33698/0/20/1;                            
!!en:;
!!if&v9280=1:;
!!VRv9285:S11;
!!DO33698/21/41/1;                                    
!!en:;
!!en:;

!!if&y2=56:;                                                                    
!!DO33674/0/41/1;
!!en:;

!!if&v9290=106:;
!!BMx16:H?y72;                                                                  
!!VRy72:+300;                                                                    
!!BMx16:Hy72;
!!VRv9396:S300;                                                                  
!!en:;

Replaced Heal (cure) with frenzy and added 300+ hp points. Sadly it dosen't work

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RerryR
RerryR


Known Hero
posted July 23, 2017 12:50 PM
Edited by RerryR at 12:53, 23 Jul 2017.

So basically the sequence of events for the scripts needs to be:

Give bonus:
- check if frenzy was cast
- if yes loop through all creatures and find the right creature with frenzy
- check if creature already has a bonus applied
- if not, aplly bonus and remember that

Take bonus:
- loop through all creatures and find a creature which has bonus but frenzy is no longer active
- take bonus and remember that bonus was taken from creature

When the fight ends reset all vars.
----

If you want you can add a check for dispel.



ZVSE

!?BA1;                                                                          [when fight is finished reset all vars]
!!DO55701/0/41/1:P;                                                            


!?BR&1000;
!!DO55700/0/41/1:P;                                                             [at beginning of new round take HP Bonus if no frenzy is active]


!?BG0&1000;

!!BG:A?y1;                                                                      [Exit if no Hero Cast]
!!FU&y1<>1:E;
!!BG:S?y2;                                                                      [y2 now contains spell number]
!!FU&y2<>56:E;
!!IF:V935/1;


!?BG1&1000/935;

!!DO55699/0/41/1:P;                                                             [Loop through all Monsters on Battlefield]
!!IF:V935/0;


!?FU55699;

!!BMx16:G56/?y3/?y2;
!!if&y3>0:;                                                                     [if frenzy is active increase HP]

!!SN&x16=0:W^FrenzyHP_00^/?y1;                                                  [check if bonus was already applied to that unit]
!!SN&x16=1:W^FrenzyHP_01^/?y1;
!!SN&x16=2:W^FrenzyHP_02^/?y1;
!!SN&x16=3:W^FrenzyHP_03^/?y1;
!!SN&x16=4:W^FrenzyHP_04^/?y1;
!!SN&x16=5:W^FrenzyHP_05^/?y1;
!!SN&x16=6:W^FrenzyHP_06^/?y1;
!!SN&x16=7:W^FrenzyHP_07^/?y1;
!!SN&x16=8:W^FrenzyHP_08^/?y1;
!!SN&x16=9:W^FrenzyHP_09^/?y1;

!!SN&x16=21:W^FrenzyHP_21^/?y1;
!!SN&x16=22:W^FrenzyHP_22^/?y1;
!!SN&x16=23:W^FrenzyHP_23^/?y1;
!!SN&x16=24:W^FrenzyHP_24^/?y1;
!!SN&x16=25:W^FrenzyHP_25^/?y1;
!!SN&x16=26:W^FrenzyHP_26^/?y1;
!!SN&x16=27:W^FrenzyHP_27^/?y1;
!!SN&x16=28:W^FrenzyHP_28^/?y1;
!!SN&x16=29:W^FrenzyHP_29^/?y1;


!!BMx16&y1=0:H?y72;
!!VRy72&y1=0:+300;
!!BMx16&y1=0:Hy72;

!!SN&x16=0:W^FrenzyHP_00^/y3;                                                   [remember bonus]
!!SN&x16=1:W^FrenzyHP_01^/y3;
!!SN&x16=2:W^FrenzyHP_02^/y3;
!!SN&x16=3:W^FrenzyHP_03^/y3;
!!SN&x16=4:W^FrenzyHP_04^/y3;
!!SN&x16=5:W^FrenzyHP_05^/y3;
!!SN&x16=6:W^FrenzyHP_06^/y3;
!!SN&x16=7:W^FrenzyHP_07^/y3;
!!SN&x16=8:W^FrenzyHP_08^/y3;
!!SN&x16=9:W^FrenzyHP_09^/y3;

!!SN&x16=21:W^FrenzyHP_21^/y3;
!!SN&x16=22:W^FrenzyHP_22^/y3;
!!SN&x16=23:W^FrenzyHP_23^/y3;
!!SN&x16=24:W^FrenzyHP_24^/y3;
!!SN&x16=25:W^FrenzyHP_25^/y3;
!!SN&x16=26:W^FrenzyHP_26^/y3;
!!SN&x16=27:W^FrenzyHP_27^/y3;
!!SN&x16=28:W^FrenzyHP_28^/y3;
!!SN&x16=29:W^FrenzyHP_29^/y3;
!!en:;


!?FU55700;

!!BMx16:G56/?y3/?y2;
!!if&y3=0:;                                                                     [if no frenzy is active decrease HP]
!!SN&x16=0:W^FrenzyHP_00^/?y1;                                                  [check if bonus was already applied to that unit]
!!SN&x16=1:W^FrenzyHP_01^/?y1;
!!SN&x16=2:W^FrenzyHP_02^/?y1;
!!SN&x16=3:W^FrenzyHP_03^/?y1;
!!SN&x16=4:W^FrenzyHP_04^/?y1;
!!SN&x16=5:W^FrenzyHP_05^/?y1;
!!SN&x16=6:W^FrenzyHP_06^/?y1;
!!SN&x16=7:W^FrenzyHP_07^/?y1;
!!SN&x16=8:W^FrenzyHP_08^/?y1;
!!SN&x16=9:W^FrenzyHP_09^/?y1;

!!SN&x16=21:W^FrenzyHP_21^/?y1;
!!SN&x16=22:W^FrenzyHP_22^/?y1;
!!SN&x16=23:W^FrenzyHP_23^/?y1;
!!SN&x16=24:W^FrenzyHP_24^/?y1;
!!SN&x16=25:W^FrenzyHP_25^/?y1;
!!SN&x16=26:W^FrenzyHP_26^/?y1;
!!SN&x16=27:W^FrenzyHP_27^/?y1;
!!SN&x16=28:W^FrenzyHP_28^/?y1;
!!SN&x16=29:W^FrenzyHP_29^/?y1;


!!BMx16&y1>0:H?y72;
!!VRy72&y1>0:-300;
!!BMx16&y1>0:Hy72;

!!SN&x16=0:W^FrenzyHP_00^/y3;                                                   [remember bonus]
!!SN&x16=1:W^FrenzyHP_01^/y3;
!!SN&x16=2:W^FrenzyHP_02^/y3;
!!SN&x16=3:W^FrenzyHP_03^/y3;
!!SN&x16=4:W^FrenzyHP_04^/y3;
!!SN&x16=5:W^FrenzyHP_05^/y3;
!!SN&x16=6:W^FrenzyHP_06^/y3;
!!SN&x16=7:W^FrenzyHP_07^/y3;
!!SN&x16=8:W^FrenzyHP_08^/y3;
!!SN&x16=9:W^FrenzyHP_09^/y3;

!!SN&x16=21:W^FrenzyHP_21^/y3;
!!SN&x16=22:W^FrenzyHP_22^/y3;
!!SN&x16=23:W^FrenzyHP_23^/y3;
!!SN&x16=24:W^FrenzyHP_24^/y3;
!!SN&x16=25:W^FrenzyHP_25^/y3;
!!SN&x16=26:W^FrenzyHP_26^/y3;
!!SN&x16=27:W^FrenzyHP_27^/y3;
!!SN&x16=28:W^FrenzyHP_28^/y3;
!!SN&x16=29:W^FrenzyHP_29^/y3;
!!en:;


!?FU55701;

!!SN&x16=0:W^FrenzyHP_00^/y3;                                                   [reset vars]
!!SN&x16=1:W^FrenzyHP_01^/y3;
!!SN&x16=2:W^FrenzyHP_02^/y3;
!!SN&x16=3:W^FrenzyHP_03^/y3;
!!SN&x16=4:W^FrenzyHP_04^/y3;
!!SN&x16=5:W^FrenzyHP_05^/y3;
!!SN&x16=6:W^FrenzyHP_06^/y3;
!!SN&x16=7:W^FrenzyHP_07^/y3;
!!SN&x16=8:W^FrenzyHP_08^/y3;
!!SN&x16=9:W^FrenzyHP_09^/y3;

!!SN&x16=21:W^FrenzyHP_21^/y3;
!!SN&x16=22:W^FrenzyHP_22^/y3;
!!SN&x16=23:W^FrenzyHP_23^/y3;
!!SN&x16=24:W^FrenzyHP_24^/y3;
!!SN&x16=25:W^FrenzyHP_25^/y3;
!!SN&x16=26:W^FrenzyHP_26^/y3;
!!SN&x16=27:W^FrenzyHP_27^/y3;
!!SN&x16=28:W^FrenzyHP_28^/y3;
!!SN&x16=29:W^FrenzyHP_29^/y3;



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Hero_of_Light
Hero_of_Light


Promising
Supreme Hero
posted July 23, 2017 12:57 PM

I managed to locate the bug on Morn's Battlefields. The problem with it is when attacking a Town.

When you attack a Town, the next Battlefield somehow resets. To elaborate:

Say you attack a town. Say your next attack is a Crypt. The Crypt will NOT have any of the new Batttlefields designed from Morn. It will have the default Heroes III battlefield.

If However you attack another target (any other Target) the script turns ON and changes that Battlefield. The script is reset ONLY when attacking a Town and ONLY for your next attack.

I know Salamandre is on well deserved vacations, but If anyone can help me with this, I would really appreciate it. I edtited the script to make it more to my liking so I post the new script here.

ZVSE

;use flag 411
;use FU217810, FU217811
!#IF:V411/0;
!#TM2:S1/999/1/255;
!?TM2; (universal timer)
!!if&v2392=1:;  limit to day 1 (v2392 from 78.wogify)
!!UN:U16/-1/?y-1;  creature banks number
!!VRv1:S-1;
!!DO217810/1/y-1/1&y-1>0:P16;  Run through
!!UN:U84/-1/?y-1;  crypts
!!VRv1:S-1;
!!DO217810/1/y-1/1&y-1>0:P84;  Run through
!!UN:U25/-1/?y-1;  utopias
!!VRv1:S-1;
!!DO217810/1/y-1/1&y-1>0:P25;  Run through
!!UN:U24/-1/?y-1;  derelict ship
!!VRv1:S-1;
!!DO217810/1/y-1/1&y-1>0:P24;  Run through
!!UN:U43/-1/?y-1;  portal
!!VRv1:S-1;
!!DO217810/1/y-1/1&y-1>0:P43;  Run through
!!UN:U45/-1/?y-1;  portal 2
!!VRv1:S-1;
!!DO217810/1/y-1/1&y-1>0:P45;  Run through
!!UN:U53/-1/?y-1;  mine
!!VRv1:S-1;
!!DO217810/1/y-1/1&y-1>0:P53;  Run through
!!UN:U63/-1/?y-1;  pyramid
!!VRv1:S-1;
!!DO217810/1/y-1/1&y-1>0:P63;  Run through
 !!UN:U85/-1/?y-1;  Shipwreck
!!VRv1:S-1;
!!DO217810/1/y-1/1&y-1>0:P85;  Run through
!!UN:P68/0; [disable new battlefields script]
!!en:;

!?FU217810;
!!UN:Ux1/-1/-1/1; [Creature Bank coordinates in v1/v2/v3]
!!OB1:T?y1 U?y2;
!!PO1&y1=84:B0/97;   [set PO for crypts/CB/Utopias]
!!PO1&y2=2:B0/98; griffin observatory (subtype 2)
!!PO1&y2=0:B0/100; Cyclops Stockpile
!!PO1&y2=1:B0/101; Dwarven Treasure
!!PO1&y2=3:B0/102; Imp Cache
!!PO1&y2=4:B0/103; Medusa Stores
!!PO1&y2=5:B0/104; Naga
!!PO1&y2=6:B0/105; Dragon Fly
!!PO1&y2=11:B0/106; Buckaneer
!!PO1&y2=12:B0/107; Apprentice
!!PO1&y2=13:B0/108; God1
!!PO1&y2=14:B0/109; God2
!!PO1&y2=15:B0/110; God3
!!PO1&y2=16:B0/111; God4
!!PO1&y2=17:B0/112; Banshees
!!PO1&y2=18:B0/113; Forgotten Temple
!!PO1&y2=20:B0/114; Underground
!!PO1&y1=24:B0/115; Derelict Ship
!!PO1&y1=43:B0/116; Portal
!!PO1&y1=45:B0/117; Portal 2
!!PO1&y1=53:B0/118; Mine
!!PO1&y1=63:B0/119; Pyramid
!!PO1&y1=85:B0/120; Shipwreck
!!PO1&y2=57:B0/121; Adventure Cave
!!PO1&y1=25:B0/122;

!?BA0&1000; [Human only]
!!BA:Q?y2; [state of Quick Combat: y5=1 if it's a Quick Combat battle]
!!BA&y2=0:B-1; [enable default battlefield if Quick Combat]
!!FU&y2=1:E; [exit if Quick Combat]
!!BA:S?y67;
!!FU&y67>0:E;
!!BA:P?v2/?v3/?v4;
!!TR2:T?y2/d/d/d/d/d/d/d;  [get terrain]
!!TR2:G?y3; [check for special terrain: y3]
!!PO2:B0/?y4; get PO
!!IF&y4=99:V411/1;
!!OB2:T?y5;   get type of object (for monsters)
; coast
!!if&y2<>8:; <---
!!UN:X?y10/?i;
!!VRy11:Sv2; !!VRy11&v2>0:-1;
!!VRy12:Sv2; !!VRy12&v2<y10:+1;
!!VRy13:Sv3; !!VRy13&v3>0:-1;
!!VRy14:Sv3; !!VRy14&v3<y10:+1;
!!TRy11/v3/v4&v2>0:T?y21/d/d/d/d/d/d/d;
!!TRy12/v3/v4&v2<y10:T?y22/d/d/d/d/d/d/d;
!!TRy11/y13/v4&v2>0/v3>0:T?y23/d/d/d/d/d/d/d;
!!TRy12/y13/v4&v2<y10/v3>0:T?y24/d/d/d/d/d/d/d;
!!TRy11/y14/v4&v2>0/v3<y10:T?y25/d/d/d/d/d/d/d;
!!TRy12/y14/v4&v2<y10/v3<y10:T?y26/d/d/d/d/d/d/d;
!!TRv2/y13/v4&v3>0:T?y27/d/d/d/d/d/d/d;
!!TRv2/y14/v4&v3<y10:T?y28/d/d/d/d/d/d/d;
!!VRy2|y21=8/y22=8/y23=8/y24=8/y25=8/y26=8/y27=8/y28=8:S10;
!!en:;
; end coast
!!FU217811&y2<>10:Py2/y3/y4/y5;

!?BF&411;
;clean battlefield in utopias (Improved dungeons)
!!BF:C;
!!IF:V411/0;

!?FU217811;
;x1=terrain type
;x2=special terrain
;x3=CB
;x4=monster (ID=54)

***CLEAN TERRAIN AND MONSTER***

;Dirt and monster
!!if&x1=0:;
!!VRy1:S0R5;
!!VRz2&y1=0:S^dirt1.pcx^;
!!VRz2&y1=1:S^dirt2.pcx^;
!!VRz2&y1=2:S^dirt3.pcx^;
!!VRz2&y1=3:S^dirt4.pcx^;
!!VRz2&y1=4:S^dirt5.pcx^;
!!VRz2&y1=5:S^dirt.pcx^;
!!BA:B^%Z2^;
!!en:;

;Sand and monster
!!if&x1=1:; if clean sand and no object
!!VRy1:S0R3;
!!VRz2&y1=0:S^sand.pcx^;
!!VRz2&y1=1:S^sand1.pcx^;
!!VRz2&y1=2:S^sand2.pcx^;
!!VRz2&y1=3:S^sand3.pcx^;
!!BA:B^%Z2^;
!!en:;

;Grass and monster
!!if&x1=2:;
!!VRy1:S0R4;
!!VRz2&y1=0:S^grass1.pcx^;
!!VRz2&y1=1:S^grass2.pcx^;
!!VRz2&y1=2:S^grass4.pcx^;
!!VRz2&y1=3:S^grass3.pcx^;
!!VRz2&y1=4:S^grass.pcx^;
!!BA:B^%Z2^;
!!en:;

;Snow and monster
!!if&x1=3:;
!!VRy1:S0R4;
!!VRz2&y1=0:S^snow1.pcx^;
!!VRz2&y1=1:S^snow2.pcx^;
!!VRz2&y1=2:S^snow3.pcx^;
!!VRz2&y1=3:S^snow4.pcx^;
!!VRz2&y1=4:S^snow.pcx^;
!!BA:B^%Z2^;
!!en:;

;Swamp and monster
!!if&x1=4:;
!!VRy1:S0R3;
!!VRz2&y1=0:S^swamp1.pcx^;
!!VRz2&y1=1:S^swamp2.pcx^;
!!VRz2&y1=2:S^swamp3.pcx^;
!!VRz2&y1=3:S^swamp.pcx^;
!!BA:B^%Z2^;
!!en:;

;rough and monster
!!if&x1=5:;
!!VRy1:S0R3;
!!VRz2&y1=0:S^rough.pcx^;
!!VRz2&y1=1:S^rough1.pcx^;
!!VRz2&y1=2:S^rough2.pcx^;
!!VRz2&y1=3:S^rough3.pcx^;
!!BA:B^%Z2^;
!!en:;

;underground and monster
!!if&x1=6:;
!!VRy1:S0R3;
!!VRz2&y1=0:S^subt.pcx^;
!!VRz2&y1=1:S^subt1.pcx^;
!!VRz2&y1=2:S^subt2.pcx^;
!!VRz2&y1=3:S^subt3.pcx^;
!!BA:B^%Z2^;
!!en:;

;lava and monster

!!if&x1=7:;
!!VRy1:S0R11;
!!VRz2&y1=0:S^lava.pcx^;
!!VRz2&y1=1:S^lava1.pcx^;
!!VRz2&y1=2:S^lava2.pcx^;
!!VRz2&y1=3:S^lava3.pcx^;
!!BA:B^%Z2^;
!!en:;

;water
!!if&x1=8/x4=54:;
!!VRy1:S0R3;
!!VRz2&y1=0:S^deck0.pcx^;
!!VRz2&y1=1:S^deck1.pcx^;
!!VRz2&y1=2:S^deck2.pcx^;
!!VRz2&y1=3:S^deck3.pcx^;
!!BA:B^%Z2^;
!!en:;

***SPECIAL TERRAINS***

!!if|x2=231/x2=225:; winds and rocklands, regular, haven't got any...
!!BA:B-1;
!!en:;

!!if&x2=21:; cursed ground
!!VRy1:S0R1;
!!VRz2&y1=0:S^cursed.pcx^;
!!VRz2&y1=1:S^cursed1.pcx^;
!!BA:B^%Z2^;
!!en:;

!!if&x2=46:; magic plains
!!VRy1:S0R1;
!!VRz2&y1=0:S^magic.pcx^;
!!VRz2&y1=1:S^magic1.pcx^;
!!BA:B^%Z2^;
!!en:;

!!if&x2=227:; holy ground
!!VRy1:S0R1;
!!VRz2&y1=0:S^holy.pcx^;
!!VRz2&y1=1:S^holy1.pcx^;
!!BA:B^%Z2^;
!!en:;

!!if&x2=224:; evil fog
!!VRy1:S0R1;
!!VRz2&y1=0:S^evil.pcx^;
!!VRz2&y1=1:S^evil1.pcx^;
!!BA:B^%Z2^;
!!en:;

!!if&x2=222:; clover field
!!VRy1:S0R1;
!!VRz2&y1=0:S^clover.pcx^;
!!VRz2&y1=1:S^clover1.pcx^;
!!BA:B^%Z2^;
!!en:;

!!if&x2=228:; lucid pools
!!VRy1:S0R1;
!!VRz2&y1=0:S^lucid.pcx^;
!!VRz2&y1=1:S^lucid1.pcx^;
!!BA:B^%Z2^;
!!en:;

!!if&x2=226:; fiery fields
!!VRy1:S0R1;
!!VRz2&y1=0:S^fiery.pcx^;
!!VRz2&y1=1:S^fiery1.pcx^;
!!BA:B^%Z2^;
!!en:;

!!if&x2=229:; magic clouds
!!VRy1:S0R7;
!!VRz2&y1=0:S^air.pcx^;
!!VRz2&y1=1:S^air1.pcx^;
!!VRz2&y1=2:S^air.pcx^;
!!VRz2&y1=3:S^air1.pcx^;
!!VRz2&y1=4:S^air.pcx^;
!!VRz2&y1=5:S^air1.pcx^;
!!VRz2&y1=6:S^air.pcx^;
!!VRz2&y1=7:S^air1.pcx^;
!!BA:B^%Z2^;
!!en:;

***CREATURE BANKS***

!!if&x3=98:; creature bank
!!VRy1:S0R10;
!!VRz2&y1<11:S^t16s2pic1.pcx^;
!!BA:B^%Z2^;
!!en:;

!!if&x3=97:; crypt
!!VRy1:S0R10;
!!VRz2&y1<11:S^t84pic1.pcx^;
!!BA:B^%Z2^;
!!en:;

!!if&x3=122:; dragon utopia
!!VRy1:S0R10;
!!VRz2&y1<11:S^t25pic1.pcx^;
!!BA:B^%Z2^;
!!en:;

!!if&x3=100:; creature bank
!!VRy1:S0R10;
!!VRz2&y1<11:S^t16s0pic1.pcx^;
!!BA:B^%Z2^;
!!en:;

!!if&x3=101:; creature bank
!!VRy1:S0R10;
!!VRz2&y1<11:S^t16s1pic1.pcx^;
!!BA:B^%Z2^;
!!en:;

!!if&x3=102:; creature bank
!!VRy1:S0R10;
!!VRz2&y1<11:S^t16s3pic1.pcx^;
!!BA:B^%Z2^;
!!en:;

!!if&x3=103:; creature bank
!!VRy1:S0R10;
!!VRz2&y1<11:S^t16s4pic1.pcx^;
!!BA:B^%Z2^;
!!en:;

!!if&x3=104:; creature bank
!!VRy1:S0R10;
!!VRz2&y1<11:S^t16s5pic1.pcx^;
!!BA:B^%Z2^;
!!en:;

!!if&x3=105:; creature bank
!!VRy1:S0R10;
!!VRz2&y1<11:S^t16s6pic1.pcx^;
!!BA:B^%Z2^;
!!en:;

!!if&x3=106:; creature bank
!!VRy1:S0R10;
!!VRz2&y1<11:S^t16s11pic1.pcx^;
!!BA:B^%Z2^;
!!en:;

!!if&x3=107:; creature bank
!!VRy1:S0R10;
!!VRz2&y1<11:S^t16s12pic1.pcx^;
!!BA:B^%Z2^;
!!en:;

!!if&x3=108:; creature bank
!!VRy1:S0R10;
!!VRz2&y1<11:S^t16s13pic1.pcx^;
!!BA:B^%Z2^;
!!en:;

!!if&x3=109:; creature bank
!!VRy1:S0R10;
!!VRz2&y1<11:S^t16s14pic1.pcx^;
!!BA:B^%Z2^;
!!en:;

!!if&x3=110:; creature bank
!!VRy1:S0R10;
!!VRz2&y1<11:S^t16s15pic1.pcx^;
!!BA:B^%Z2^;
!!en:;

!!if&x3=111:; creature bank
!!VRy1:S0R10;
!!VRz2&y1<11:S^t16s16pic1.pcx^;
!!BA:B^%Z2^;
!!en:;

!!if&x3=112:; creature bank
!!VRy1:S0R10;
!!VRz2&y1<11:S^t16s17pic1.pcx^;
!!BA:B^%Z2^;
!!en:;

!!if&x3=113:; creature bank
!!VRy1:S0R10;
!!VRz2&y1<11:S^t16s18pic1.pcx^;
!!BA:B^%Z2^;
!!en:;

!!if&x3=114:; creature bank
!!VRy1:S0R10;
!!VRz2&y1<11:S^t16s20pic1.pcx^;
!!BA:B^%Z2^;
!!en:;

!!if&x3=115:; creature bank
!!BA:B^t85pic1.pcx^;
!!en:;

!!if&x3=116:; creature bank
!!VRy1:S0R10;
!!VRz2&y1<11:S^t43pic1.pcx^;
!!BA:B^%Z2^;
!!en:;

!!if&x3=117:; creature bank
!!VRy1:S0R10;
!!VRz2&y1<11:S^t45pic1.pcx^;
!!BA:B^%Z2^;
!!en:;

!!if&x3=118:; creature bank
!!VRy1:S0R10;
!!VRz2&y1<11:S^t53s7pic1.pcx^;
!!BA:B^%Z2^;
!!en:;

!!if&x3=119:; creature bank
!!VRy1:S0R10;
!!VRz2&y1<11:S^t63s0pic1.pcx^;
!!BA:B^%Z2^;
!!en:;

!!if&x3=120:; creature bank
!!VRy1:S0R10;
!!VRz2&y1<11:S^t85pic1.pcx^;
!!BA:B^%Z2^;
!!en:;

!!if&x3=121:; creature bank
!!VRy1:S0R10;
!!VRz2&y1<11:S^t63s57pic1.pcx^;
!!BA:B^%Z2^;
!!en:;
____________
Not idly do the leaves of Lorien fall.

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szaman
szaman


Adventuring Hero
posted July 23, 2017 07:49 PM

@RerryR
WoW so many lines, you said only a few lines a needed;P But anyway thanks for your help, this script i will use as a base to modified a different spells

Quote:
I know Salamandre is on well deserved vacations

He is not on vacations, he is improving his sleeping problems... For 5000 gold from expert to master skill xD

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