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Jenniex
Tavern Dweller
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posted June 05, 2010 02:03 PM |
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Guards in Neutral Towns ERM
I'm trying to make a map so that in certain areas your hero can simply walk into the Neutral Towns and acquire them, without needing to fight guards. However every time I try this, by the time I reach those towns they are guarded!
Is there any way I can remove these guards with ERM?
Thanks in advance!! ^^
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ItachiBrolly
Adventuring Hero
Child Killer
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posted June 05, 2010 02:22 PM |
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You customized the town properties in the editor so they don't have any guards ?
If yes then check the wog options
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Hero_Of_Light
Responsible
Supreme Hero
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posted June 05, 2010 07:48 PM |
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I have a question:
Is there any erm command to change the spell that a creature originally casts (a creature that is already a caster)? I want to make the upgraded Elementals to cast other spells than protection from fire, earth etc. It should still be able to cast three times in a battle.
For instance how can I make the Storm Elementals cast air shield instead of protection from air?
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Not idly do the leaves of Lorien fall.
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LizardWarrior
Honorable
Legendary Hero
the reckoning is at hand
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posted June 05, 2010 08:14 PM |
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You can't,you can change strom elemental protection from air only with another lvl 1 spell.
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OxFEA
Promising
Famous Hero
feanor on DF2.ru
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posted June 05, 2010 09:45 PM |
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Use !!BM:U4 for spell changing
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted June 05, 2010 10:38 PM |
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Quote:
I'm trying to make a map so that in certain areas your hero can simply walk into the Neutral Towns and acquire them, without needing to fight guards.
ZVSE
!?OB98&1000;
!!CA998:O?v1;
!!FU&v1>=0:E;
!!CA998:N?z1;
!!OW:C?v1;
!!IF:M^The town of %Z1 is surrendering in fear^;
!!CA998:Ov1;
All neutrals towns will surrender to you. To have a certain area you will need to trigger with hero movement (!?HM) and flag.
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Era II mods and utilities
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ItachiBrolly
Adventuring Hero
Child Killer
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posted June 06, 2010 01:20 PM |
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Here is the map rules i was talking about
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted June 06, 2010 01:54 PM |
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To add yours you will have to modify script 01. But you can create your own ones, with any rules you want and show them before the game starts. What about looking in already existing maps? There are tons of them inside.
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Era II mods and utilities
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ItachiBrolly
Adventuring Hero
Child Killer
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posted June 06, 2010 02:00 PM |
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Can you point me a dirrection ?
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted June 06, 2010 02:05 PM |
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ERM help, "IF" section, dialog G0, check boxes, multiple choices. Or open script 01 in Data/s and look how is made. It is not hard, just need to addition results and store variable.
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Era II mods and utilities
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ItachiBrolly
Adventuring Hero
Child Killer
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posted June 06, 2010 02:06 PM |
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Jenniex
Tavern Dweller
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posted June 06, 2010 02:17 PM |
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Thank you Salamandre ^^
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wog_edn
Promising
The Nothingness
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posted June 06, 2010 02:33 PM |
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Edited by wog_edn at 14:39, 06 Jun 2010.
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Is the !!UN:A#/$/#1/#2 {/#3/#4/#5/#6/#7/#8/#9/#10/#11/#12/#13/#14}; command used to create an artifact, or am I right when I guess it's to create a Combo artifact like Power of the Dragon Father or Angelic Alliance?
Edit: No, I think I have to use receiver for Heroes using something like
A1/$1/$2;
A2/$1/$2/$3;
A3/$1/$2/$3; instead. right?
Noo, that only gives the Hero an artifact.. hmm..
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted June 06, 2010 02:39 PM |
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Example:
!#VRz40:S^Surcoat of the Magic Elemental King^;
!#VRz41:S^{Surcoat of the Magic Elemental} {King}
Worn on the shoulders, this protects your army from all harmful spells!^;
!#UN:A168/9/40;
!#UN:A168/10/41;
!#UN:A13/168/78/93/92; new combo #13 is formed of Cape of Conjuring (78),
** Orb of Vulnerability (93), and Sphere of Permanence (92),
** and represented by surcoat #168
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Era II mods and utilities
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wog_edn
Promising
The Nothingness
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posted June 06, 2010 02:40 PM |
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Yeahh, kinda got that .. wondering how to simply make a new artifact which is harder to figure out.
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ItachiBrolly
Adventuring Hero
Child Killer
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posted June 06, 2010 05:13 PM |
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What must i do to fully replace perpetual darkness with another option ?
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Hero_Of_Light
Responsible
Supreme Hero
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posted June 06, 2010 09:19 PM |
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Quote: Use !!BM:U4 for spell changing
How exactly? Can you give me an example?
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Not idly do the leaves of Lorien fall.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted June 06, 2010 10:33 PM |
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Yes I would like to see an example of BM:U4 me too, as I could not find how it works.
Anyway you can set any monster to cast any combat spell with simple script:
!?BG0;
!!BG:N?v5;
!!BMv5:T?v6;
!!FU&v6<>1:E;
!!IF:V10/1;
!?CM4&10;
!!CM:D?y-1; hex number
!!FU|y-1<1/y-1>185:E; Exit if invalid hex
!!FU7003:Py-1;
!?FU7003; x1=hex cast titan lightning
!!BU:Ex1/?y2; get stack # at hex x1 (-1 if none)
!!IF&y2=-1:V1/1; no stack @ hex N.G.
!!BMv5&v6=1:C57/x1/3/3/1; cast
!!BG:A3; end turn with Defend action
!!IF:V10/0;
Halberds will cast titan lightning. To limit number of casts use a variable increase after each cast and limit the thing.
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Era II mods and utilities
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wog_edn
Promising
The Nothingness
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posted June 07, 2010 02:31 PM |
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I am just wondering about these properties, and how they affect the creature.
fight value
ai value
Adventure Map Low
Adventure Map High
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OxFEA
Promising
Famous Hero
feanor on DF2.ru
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posted June 07, 2010 02:56 PM |
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!!BM<battle stack number>:U4/<spell number>;
Of course, creature must have "native" spell.
Whole script will not be posted, because I can't test it.
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Quote: fight value
ai value
Adventure Map Low
Adventure Map High
First two - values for AI
Last two - values for random map generator.
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