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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted November 28, 2010 10:01 PM |
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I added a conflux guild 5 def with TBCSMAG5.def name and the castle guild just vanished when I tried to build level 5. Ok, the def is not same size but I still should get a scrap of it, but not. That means the names are hardcoded and the LOD will ignore this new def. I see no way other than digging in the exe.
Try it yourself:
!?CM1;
!!CM:F?y1 I?y2;
!!FU|y1>0/y2<10/y2>14:E; **when click on town/village/capitol hall
!!CA-1:B4/4; **enable guild 5
!!CA-1:B6/4; **build guild 5
!!UN:R4/1; **redraw town screen, does not work, have to exit and enter town again.
It works on all towns except the ones which can't build them.
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Era II mods and utilities
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mister_kalu
Known Hero
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posted November 29, 2010 11:52 AM |
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do you know how I can increase the number of images in the file TBCSDOCK.def? (the castle shipyard)
because the file only have 1 bmp, and if you add more archives to the def with deftool, the program( heroes) will take the first imagen and the animation doesn´t exist
maybe is the only building without animation on the castle :S
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted November 29, 2010 10:35 PM |
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Hmm strange you can't. In Atlantis I made a custom centaur stables with animation and it works, I could add as many frames as I wanted.
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Era II mods and utilities
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mister_kalu
Known Hero
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posted November 30, 2010 01:11 AM |
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Quote: Hmm strange you can't. In Atlantis I made a custom centaur stables with animation and it works, I could add as many frames as I wanted.
of course I can too, but the shipyard is the only building that doesn´t accept more frames that one, is strange but true.. all other builing.. (level 1-level 7 dwel, capitol, castle, mage guild)recognize more frames.
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mister_kalu
Known Hero
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posted November 30, 2010 03:27 AM |
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sorry, is the castle shipyard the problem, the others works ok
:S
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mister_kalu
Known Hero
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posted December 03, 2010 01:16 AM |
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hello. a nobb question
is possible to increase the apocalypse spell time, it actual duration is too short and if you add more images to the def file, the monsters die before and more late the animation has finished.
i want an equivalent of loop or something, the idea is f.e
apocalypse time= 1 second
apocalypse new time= 5 secondos
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bbvsdd
Hired Hero
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posted December 06, 2010 10:46 PM |
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Thanks very much Salamandre for your quick response
I would still prefer if the emmissaries don't take up the valuable 4 unit spots because under the current creature structure you can't add more creatures. The functions of the emmissaries can be easily replaced (and coded in ERM) by some artifacts that grant you +1 to +3 stats every week.
I'm thinking getting rid of the emmissaries altogether if it is no possible to create more than 196 creatures.
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charad
Tavern Dweller
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posted December 19, 2010 12:57 AM |
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hello guys
i'm stil a newbie scripter but i wanted to script a battlefield(place some rocks and skeletons and whatever on the field) but i coudnt make out the numbers along with the locations
til so far i have
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
35 36 37 38 39 40 41 42 43 44 45 46 47 48 49
52 53 54 55 56 57 58 59 60 61 62 63 64 65 66
86 87 88 89 90 91 92 93 94 95 96 97 98 99 100
103 104 105 106 107 108 109 110 111 112 113 114 115 116 117
142 143 144 145 146
154 155 156 157 158 159 160 161 162 163 164 165 166 167 168
171 172 173 174 175 176 177 178 179 180 181 182 183 184 185
i know this might be entiry wrong or look clumsy, but can somebody please fill in the gaps or help me!?
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Vlaad
Admirable
Legendary Hero
ghost of the past
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posted December 19, 2010 01:47 AM |
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This?
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charad
Tavern Dweller
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posted December 19, 2010 08:51 AM |
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that was exact what i was looking for vlaad
thx alot!
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charad
Tavern Dweller
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posted December 19, 2010 02:21 PM |
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alright, so now i managed to set up an battleground and i placed stones and skeletons and all kind of things on the field. but now i want after 5 turns one skeleton to go away. so i used this
!?BR;
!!VRy1:Sv997%5;
!!BM&v997>=0/y1=0:C64/90/3/3/0;
it works fine but one thing. when the fight starts the spell is casted instantly. then after 5 turns again, and again. but i want it only te be cast ONE time after 5 turns..
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted December 19, 2010 02:50 PM |
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charad
Tavern Dweller
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posted December 19, 2010 03:13 PM |
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works! thx
i have 1 more issue
with the BM receiver 1-20 is supposed to be my units and 21-41 the AI's units
i make a script to get a fight with a horned demon
!!HE-1:T1/1/0/49/1;
i have one swordsman in slot one of my hero
this swordsman is my ONLY creature
the enemy has one horned demon
i want my swordsman to start in the middle of the field
so i typ:
!!BM190;
but when the fight starts it crashes.. is the script wrong is has it something to deal with the numbers 1-20 and 21-41?
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted December 19, 2010 03:27 PM |
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charad
Tavern Dweller
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posted December 19, 2010 04:40 PM |
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alright just ONE more question..
when i script a battlefield and put objects and stuff on the field, it happens every fight..
for example
!?LE70/62/0;
!!HE-1:T67/65/0/143/25;
!?BF;
!!BF:C;
!!BF34/1 O34/2 O34/3 O34/4 O34/18 O34/19 O34/20 O34/21 O34/35 O34/36 O34/37 O34/38 O34/52 O34/53 O34/54 O34/55 O34/69 O34/70 O34/71 O34/72 O34/86 O34/87 O34/88 O34/89 O34/103 O34/104 O34/105 O34/106 O34/120 O34/121 O34/122 O34/123 O34/137 O34/138 O34/139 O34/140 O34/154 O34/155 O34/156 O34/157 O34/171 O34/172 O34/173 O34/174;
!!BM093;
!!BM1108;
!!BM2111;
every battle which i fight this field comes with all the trees on it? should i end the script somehow or what?
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted December 20, 2010 04:59 AM |
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You must isolate that battle with a flag.
Example:
!?BA0&v998=70/v999=62/v1000=0/1000; **battle at 70/62/0
!!IF:V29/1; **set flag 29 to true
!?BF&29; only that battle will have custom obstacles
[...]
!?BA1&v998=70/v999=62/v1000=0/1000; after that battle
!!IF:V29/0: reset flag
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Era II mods and utilities
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Pollo2002
Famous Hero
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posted December 23, 2010 03:26 AM |
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I want to make two things about mines. 1. Is to change how much resources they give. For example I want Create or make gold mines to give 500 gold/day instead of 1000.
It cant think of a way to do that.
2. I want to make it so that flagging a mine has a cost. I would need a trigger that make me flag or unflag the object, but I dont find such a trigger.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted December 23, 2010 06:35 AM |
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Count how many gold mines (53/6) the player has every day, and subtract n*500 from treasury. However the daily income will display wrong in Kingdom's overview. There is MN receiver for mines, so you can change their owner at any moment (-1 for no owner)
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Era II mods and utilities
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Pollo2002
Famous Hero
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posted December 23, 2010 07:13 AM |
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Thanks for the answer but i look for MN reciever on both erm help 2.8 and 2.81 and at least there isnt in the keyboard of the top.
Never mind I found it!.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted December 23, 2010 10:09 AM |
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You deleted the post about the mine while I was making the script. It is about the order of commands:
!?OB53/0;
!!MNv998/v999/v1000:O?y4;
!!OB998&y4=-1:M-1/1/0;
!$OB53/0;
!!FU200&y4=-1:P;
!!MNv998/v999/v1000&-20:O-1;
!!MNv998/v999/v1000&20:O-2;
!?FU200;
!!IF:V20/0;
!!IF:Q1/6/2500/2^The Sawmill needs 2500 gold to start operating, Will you pay it?^;
!!FU&-1:E;
!!OW:R-1/6/?y-1;
!!IF&y-1<2500:M^You dont have that kind of money!^
!!FU&y-1<2500:E;
!!IF:V20/1;
!!OW:R-1/6/d-2500;
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Era II mods and utilities
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