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Pollo2002
Famous Hero
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posted December 24, 2010 03:26 AM |
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Hi, thanks a lot, the reason i deleted the post was that I found the answer myself!, Thanks anyway.
Also your script seems cleaner than mine, so I may use it over mine.
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Grim04
Adventuring Hero
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posted December 25, 2010 11:32 AM |
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Edited by Grim04 at 11:36, 25 Dec 2010.
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Anyway to make it so the game doesn't crash when giving a hero a 1 out of 9 chance to cast clone?
It crashes on the 5th cast everytime.
!!FU83665/2/1/132/14; Monere- Clone (1 of 9, ally)
Or to have it cast teleport on the battlefield or maybe choose the space to teleport to?
Or have it cast Age, Bind, or any of the other effects?
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Empower
Tavern Dweller
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posted January 01, 2011 03:43 AM |
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Edited by Empower at 03:43, 01 Jan 2011.
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yo, any chances i can install new wog that thing plus era1.8 without that stupid language change, cuz i can't change it actualy, so, any help? Like is there any like rar'ed you know stuff, that i could just extract and play?
And by the way, have i posted this snow in the right place? if not, than my bad.
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bbvsdd
Hired Hero
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posted January 06, 2011 03:25 AM |
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Edited by bbvsdd at 03:26, 06 Jan 2011.
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Newbie Question:
How can I see the script embedded in a WOG map?
I loaded the Dragon Slaughter map (I didn't copy anything from/to data folder) into WOG and it seem to run scripts attached to it. How can I see those scripts from map editor?
Clicking "Wog Tools" => "Open All Scripts" does nothing.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted January 06, 2011 03:49 AM |
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File/Export text.
Quote: yo, any chances i can install new wog that thing plus era1.8 without that stupid language change, cuz i can't change it actualy, so, any help?
yo, you need that stupid language changing. 5 seconds from your time for a free game.
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bbvsdd
Hired Hero
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posted January 06, 2011 03:53 AM |
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Salamandre, you're the best!
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emrysblack
Adventuring Hero
New Hero
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posted January 06, 2011 11:53 PM |
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I'm not sure where to post this, but I found and fixed some bugs I found in the War Machines III script. Not sure if anyone else would be interesting in having updated script.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted January 07, 2011 12:41 AM |
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What bugs they had? I often used this script without problems.
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mister_kalu
Known Hero
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posted January 07, 2011 02:23 AM |
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mmm somebody know a way to modify the buildings/dwellings requisites?
for example
castle, griffin bastion needs a capitol builded or stables? :S
or the id .. before tavern 05
after tavern 30
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emrysblack
Adventuring Hero
New Hero
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posted January 07, 2011 08:13 AM |
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Quote: What bugs they had? I often used this script without problems.
I fixed 3 bugs.
1. special buildings were acting as blacksmiths for human players when hero try to use them in town (brotherhood of the sword, town gate, treasury, etc)
2. When war machines are bought from war machine factories, they weren't applied to human player unless they already had that type of war machine equipped
3. can revisit war machine factory and buy unlimited ballistas as long as you didn't buy out the ammo carts.
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Ayreon
Famous Hero
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posted January 07, 2011 05:14 PM |
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I have a small question.
Since it's possible to change a hero's portrait to a custom pcx file of certain size, I was wondering if that'd be possible with artifacts as well? It certainly would make things easier. Is it possible?
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OxFEA
Promising
Famous Hero
feanor on DF2.ru
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posted January 07, 2011 05:58 PM |
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Edited by OxFEA at 18:00, 07 Jan 2011.
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Quote: Is it possible?
No
Quote: mmm somebody know a way to modify the buildings/dwellings requisites?
In TE or ERA only. !!CD:B2 command.
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The_Amateur
Tavern Dweller
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posted January 07, 2011 10:18 PM |
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Do anything know how I can do that one type of creature give less damage to another type of creature. Thanks before.
Excuse me for (probably) poor English.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted January 09, 2011 12:33 AM |
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Dead
Tavern Dweller
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posted January 14, 2011 01:05 PM |
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Edited by Dead at 13:47, 14 Jan 2011.
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Variables
First my work LOL, I changed Normal Variables limit to 20000v who interested send me pm or email
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Ayreon
Famous Hero
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posted January 15, 2011 04:47 PM |
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Edited by Ayreon at 20:33, 17 Jan 2011.
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Is there something wrong with the following piece of code?
!#UN:A0/62/11/12/17;
!#UN:A1/71/62/18;
!#UN:A2/76/62/19;
!#UN:A3/77/62/20;
Combo 0 works perfectly, and so does combo 3. But combos 1 and 2 I can only disassemble, not reassemble.
EDIT:
Okay, so there's nothing wrong with that code... I'll just have to think of something to work around it then.
I do have two new questions and if someone would be so kind to answer them I'd be grateful.
1) When you assemble a combo artifact in your hero screen you see the new combo artifact and some slot locks. When I take away the artifact via ERM the slot locks remain. I have already tried to ERM it to the backpack first, but I can't believe this is an impossible situation. Can someone give me a hint or just tell me how to take away a combo artifact and its slot locks?
2) In a !!IF:Q#1/#2/#3/#4^Text^ dialogue, it seems impossible to display a hero portrait picture?! I doubt it is truly impossible, so if somebody can shed some light on this matter, thanks in advance.
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Ayreon
Famous Hero
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posted January 23, 2011 04:31 PM |
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Alright then, clearly my questions are not important enough to earn response. I'll have to work around it then...
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted January 23, 2011 07:38 PM |
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I can't see how your combos work, as for example the first asks for sword of hellfire and titan gladius, which go in same slot. Are you sure you know how combo is scripted?
Post here what artefacts you want in the combo and what artefact will have to visually represent the combo.
To show Hero portrait, you have to work around. Place your hero portrait bmp in data then:
!!VRz199:S^..\Data^;
!!VRz10:S^upper text^; **can't be long
!!VRz11:S^^;
!!VRz12:S^bottom text^; **can't be long
!!VRz13:S^%Z199\yourportraitname.bmp^;
!!IF:D2/z10/0/z12/z13 ;
!!IF:F2/0/0/0/0/0;
!!IF:E100/2;
You can resize this portrait up to 100x100, not more. Do same with your artefact question. However the game will read both of them from data folder, not from LOD, obviously.
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Era II mods and utilities
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Ayreon
Famous Hero
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posted January 24, 2011 11:14 AM |
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Quote: I can't see how your combos work, as for example the first asks for sword of hellfire and titan gladius, which go in same slot. Are you sure you know how combo is scripted?
Yes. I've taken care of the same slot problems, since I changed almost every artifact picture, meaning and slot. They are no longer swords now. But the first combo works perfectly. It is combo 76 and 71 that do not work.
*the only ones that don't work out of the 22 new combo's I scripted*
Quote:
Post here what artefacts you want in the combo and what artefact will have to visually represent the combo.
I want artifacts 11, 12 and 17 to form artifact 62.
Then artifact 62 should become 71 when used with 18, or 76 when used with 19, or 77 when used with 20.
I've used other artifacts in multiple combo's as well, so I figured that shouldn't be a problem.
As for the hero portrait display, thanks for the answer, but since the texts can't be too long I decided not to show the hero portraits during conversation.
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mister_kalu
Known Hero
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posted February 04, 2011 02:10 PM |
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help
i have some problems with a particular thing.
i need to do a transformation of battlefields in 4 or 5 adventure objets. of course if you enter in the objet and press Ok to battle.
this adventure objets are: derelict ship, shipwreck, all bank creatures, others similars, i have those codes and a scripts.. but all my intents were unsuccessful...
my idea is to do these "special battlefields".. commons, thatīs mean no an ambush, and change some monsters for others.. f.e : to change the water elementals and put in their places, skeletons.
thanks
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