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RerryR
Promising
Supreme Hero
Researching Magic
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posted March 24, 2018 05:55 PM |
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Edited by RerryR at 18:04, 24 Mar 2018.
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So i need a little help here:
I'am trying to set any object (in this case 63/67 for example) as creature bank when maps starts. This works fine.
On the map when i hover the mouse over the object it says creature bank xy and i can visit it but it's set to already visited. So i try to use the command !!CB to modify it but it always gives me a crash ans says wrong internal creature bank number. If i check the number of the object(now the creature bank) it gives me correct numbers. So where is the problem?
My Code:
ZVSE
!?PI;
!!UN:U63/67/?y3; Find Objects i want to turn to creature banks
!!IF:M^Found %Y3 Objects. Now run through all of them.^;
!!DO123/1/y3/1:P;
!?FU123;
!!UN:U63/67/-1/100;
!!IF:M^Koordinaten %V100 %V101 %V102^;
!!OBv100/v101/v102:T16; *Set to imp cache for example type
!!OBv100/v101/v102:U10; *Set to imp cache for example subtype
Here occours error:
!!CBv100/v101/v102:T0; try to set to not visited
Or here the error would also occour at the !!CB line:
!?OB16;
!!IF:M^test2^;
!!OB998:T?y1;
!!OB998:U?y2;
!!IF:M^Test %Y1 und %Y2^;
!!CBv998/v999/v1000:T0;
So i'am not sure where the difference is between normal creature banks and objects which where set to behave like creature banks.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted March 24, 2018 06:44 PM |
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I think that PI is too late, as every creature bank has been assigned a number during map generation. Also imp cache subtype is 3, not 10. Try instructions:
ZVSE
!?FU123;
!!UN:Ux1/x2/-1/1;
!!OB1:T16 U3; *Set to imp cache for example type
!#UN:U63/67/?y3; Find Objects i want to turn to creature banks
!#VRv1:S-1;
!#DO123/1/y3/1:P63/67;
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RerryR
Promising
Supreme Hero
Researching Magic
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posted March 24, 2018 07:10 PM |
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Thank you, it works. Now they can be edited
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szaman
Known Hero
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posted April 01, 2018 09:24 PM |
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Edited by szaman at 21:29, 01 Apr 2018.
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Hello Guys
I need a little help, it's not quite ERM but its related with ERA
How to create a empty def pack?
I want to create my own custom defs. Just like fred's Objects. But i don't know how to create a that kind of mod for the editor to read my defs.
I know how to create a def pack.
But...
I don't know how to what i have to write in TXT file. So my defs will be readed by the editor.
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fred79
Disgraceful
Undefeatable Hero
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posted April 02, 2018 09:23 AM |
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Edited by fred79 at 09:24, 02 Apr 2018.
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just download my patch, and clear out the contents(and the "thank you's" text file, ofc). use what's there as a guide on how to make your own patch. this thread shows you how to fill in object info for the text files.
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fred79
Disgraceful
Undefeatable Hero
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posted April 03, 2018 08:55 AM |
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question: is it possible to severly buff the hypnotize spell for the entire game/every map, to make it effective every time you cast it, and last at least two turns with maximum stength? if so, would that be under un:c, or can it be done an easier way?
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 03, 2018 09:48 AM |
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Yes, easier way. But will last spell power duration (if I remember well).
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fred79
Disgraceful
Undefeatable Hero
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posted April 03, 2018 10:00 AM |
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thanks. do you know offhand what the spell duration is?
____________
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 03, 2018 10:06 AM |
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The hero spell power, as for slow, haste, blind etc
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fred79
Disgraceful
Undefeatable Hero
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posted April 03, 2018 10:13 AM |
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i gotcha. do you know the script for that, or where i could find it compiled? is it an elaborate script, or something simple?
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 03, 2018 12:59 PM |
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!!SS60:P1000000; give hypnotize power of one million, guess that will suffice
Of course, you need a trigger then reset back ,to standard after specific action.
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fred79
Disgraceful
Undefeatable Hero
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posted April 03, 2018 02:47 PM |
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if you give hypnotize a power of one million, does that mean it's guaranteed to work? or are you only kidding? lol, i can't tell. what you're saying is greek to me, man.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 03, 2018 02:56 PM |
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Well, unless you have bigger than 4000 stacks, it works 100%
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fred79
Disgraceful
Undefeatable Hero
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posted April 03, 2018 03:02 PM |
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cool. as for the second sentence in your post? i almost understand that part, but i learn much better with examples.
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fred79
Disgraceful
Undefeatable Hero
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posted April 04, 2018 05:50 PM |
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Edited by fred79 at 00:31, 05 Apr 2018.
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i'll come back to that later, then.
i need some other erm help. i'm looking over the "shoot with no shooter" script, and apparently i need the creature memory addresses for the un:c code...
is this right? do i just add this number to the creature number, and get the code?
Quote: !!UN:C#1/1/#3;
#1:Memory Address (Shoot Address=MonsterID +7961526)
the creatures i need shooter codes for are creatures 84, 85(laser projectile); and 92, 93(mortar).
------
all the shooter script info i found(is this all correct?):
"Shooting with no shooters script"
$= Creature ID
It needs shooting frames, first. Add [x]shot.82m in data, where x is creature ID for sounds; ie., crusshot for crusader (see deftool misc column for right names).
This works with all creatures except pikeman and halberdier. The projectile used will be the archers'.
ZVSE
!?FU6000;
Make sure the creature number is valid
!!VRx3&x1=1/x2<2:S16;
!!VRx3&x1=1/x2>197:S16;
!!FU|x2<2/x2>197:E;
Get the correct address
!!VRx2:+7961526;
Do what they ask us to do
!!UN&x1=0:Cx2/1/x3;
!!UN&x1=1:Cx2/1/?x3;
!#MA:X$/?i;
!#VRi:|4;
!#MA:X$/i;
!#MA:N$/16;
!#FU6000:P0/$/11;
--------------
If someone could explain me how the !!VRx2:+7961526; address is found, then the projectile layout can be changed to whatever you want.
Also what x1 is and when it can have the value of 0/1.
x3= projectile type I guess?
x2 is creature ID
x1 is?
(x1 is:
0 - set missile type to creature (!!FU6000:P0/<creature ID>/<missile type>)
1 - get missile type from creature (!!FU6000:P1/<crID>/?<var for missile type>;)
)
--------
(answer)here are details:
!!UN:C#1/1/#3;
#1:Memory Address (Shoot Address=MonsterID +7961526)
#3:Projectile Type
0 - Archer (exception: for being number 196 - dragolich);
1 - a monk;
2 - Elf;
3 - master gremlin;
4 - magician;
5 - titanium;
6 - Gog;
7 - personal;
8 - jellyfish;
9 - orc;
10 - Cyclops;
11 - lizard;
12 - Ice elemental;
13 - halflings;
14 - Catapult;
15 - ballista.
---------------
there are several threads in df2 forums about reverse engineering(UN:C codes). They did it on 3.58 exe as well, thus the address I got.
I also have the address for ERA, it is 7994814.
--------
Universal code for getting this address:
!!UN:C4446879/4/?y10;
!!UN:C4446867/1/?y11;
!!VRy10&y11=254:-2;
!!VRy10&y11=-2:-2;
//now it in y10.
I think, it will work at 358, TE, ERA, MoP and with plugin for adding creatures.
------------------
If you want a creature to shoot lasers (i.e. like Evil Eyes or Archmages) as opposed to projectiles (i.e. like everything else) you need another function as well as the FU6000 described above.
File offset below is for WOG / ERA.
**FU6001 - memory edit of shooter laser table
**x1 - 0 for Write / 1 for Read
**x2 - creature ID
**x3 - beam color (0=green, 1=white, 2=black)
**
** mem loc 4453828 corresponds to file offset 0x3f5c4 which contains
** an array of bytes for the color of beams used by creatures 35-121.
**
**to make a creature a laser shooter one must:
** - give the creature an entry in the projectile table with FU6000 (startup + load)
** - give the creature a laser color using FU6001 (startup + load)
** - set the 4 and 2048 flags for the creature (startup)
!?FU6001;
!!VRx3&x1=1/x2<35:S2;
!!VRx3&x1=1/x2>121:S2;
!!FU|x2<35/x2>121:E;
!!VRx2:+4453828-35;
!!UN&x1=0:Cx2/1/x3;
!!UN&x1=1:Cx2/1/?x3;
Info and offsets ripped from russian thread http://forum.df2.ru/index.php?showtopic=6055&st=40
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xJU9X8zq6Kodgf
Tavern Dweller
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posted April 05, 2018 01:06 AM |
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Hey, Salamandre, I have two questions about your mods:
1. How do I change Quick Savings "F5" key to "ctrl+s"?
2. Is it possible to change Neutrals split to use ctrl+Rclick?
Thanx.
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igrik
Promising
Known Hero
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posted April 05, 2018 08:15 AM |
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fred79 said: i need some other erm help. i'm looking over the "shoot with no shooter" script, and apparently i need shooter codes for are creatures 84, 85(laser projectile); and 92, 93(mortar).
!?PI;
!!FU6000:P92/5/24 P93/5/24; mortar shoot
!?GM0;
!!FU6000:P92/5/24 P93/5/24; mortar shoot
; FU6000:P[number_creature]/[missile type (0...15)]/[number_shoots];
!?FU6000;
!!MA:Nx1/x3;
!!MA:Xx1/?y1;
!!VRy1:|4;
!!MA:Xx1/y1;
!!VRx1:+7994814;
!!UN:Cx1/1/x2;
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fred79
Disgraceful
Undefeatable Hero
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posted April 05, 2018 08:33 AM |
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thank you very much, igrik. once i test that, i'll get back to you(i have a couple things yet to square away before i can test that).
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 05, 2018 01:36 PM |
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xJU9X8zq6Kodgf said: Hey, Salamandre, I have two questions about your mods:
Hawaiing answered you in the Era thread where you duplicated the question.
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fred79
Disgraceful
Undefeatable Hero
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posted April 05, 2018 11:00 PM |
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i'm thinking this is doable, but i want to be sure: is it possible for forge to have their own specific war machine/projectile? i think, they should have a mortar that explodes on contact(same indescriminate radius damage as the magogs).
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