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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted February 06, 2011 12:42 AM |
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All you need for this is battlefields pictures (the ones you need were already released) and change in DATA/s 70.erm script (death chamber) with the types of creatures you want in. Of course, you will have to disable all regular banks objects first. To place your creatures in the middle, you will however need to dig in the adventure caves script, which is very big script.
Example of custom bank:
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Era II mods and utilities
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OxFEA
Promising
Famous Hero
feanor on DF2.ru
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posted February 06, 2011 07:14 AM |
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Quote: and change some monsters for others.. f.e : to change the water elementals and put in their places, skeletons.
!!CB:G
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Ayreon
Famous Hero
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posted February 06, 2011 01:55 PM |
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So I guess you guys don't know what's wrong with my problem of a few posts back? Or is there any other reason you're ignoring it...
Any answer is better than no answer at all, you know.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted February 06, 2011 02:02 PM |
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Need the whole script, can't guess how you scripted each artefact and where to go. In what you show, they overlap.
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Era II mods and utilities
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dragonpurple
Tavern Dweller
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posted February 07, 2011 03:23 PM |
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I need a script "ability resuscitation in demons" for creatureas, as a Pit Lord
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Wins
Tavern Dweller
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posted February 08, 2011 12:17 PM |
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I'm a newbie in erm script, so i really appreciate if someone could help me with this.. in my new h3WOG map
I need to make a hero with:
Name : Var'zhul
face pict : sandro
hero type: Lich lord (if able, if not deathknight)
hero sepecialities: dracolich (and a dracolich pict in a hero specialities interface..)
specialities description& abilities: fuse a powerlich and a bone dragon to crate a dracolich or upgrade a bonedragon to a dracoliches; and gives dracoliches +hp 1%per lv , 1 atk per 2lv, 1 def per 2lv, and speed per 8lv.
starting stat: 1 1 1 1
skill: necro-basic, offense- basic, archery-basic
history:blblalalal
please help me with a complete hero script sample, so i can learn and make for the other hero i want..
thanks 4 advance
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mister_kalu
Known Hero
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posted February 13, 2011 05:41 PM |
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hi..
well i made a creature bank with a lot of work, but i failed in one aspect.. the reward if it is an spell.. especially a random level 5 spell... yes iīll try to re-make a pyramid but i donīt know how to make a sequence like this:
- player won
- choose a random level 5 spell from 1-15 possible level 5 spells(1 dimension door, 2 implosion, others)
- display a message with the image of selected spell .IF,Q receiver?
- pick the spell and select the name, put the name in a z variable
- finally the hero learn the correct spell
i try to understand the particular segment of script 28 "School of Wizardry", for the correct line of random spell but i canīt ..
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Hero_of_Light
Responsible
Supreme Hero
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posted February 13, 2011 06:14 PM |
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I don't know If that's been asked before, but is there a way to make a creature obtain the Cerberi attack? I plan on making a chimaera def (three headed creature) and so would like to give it the same ability as the cerberus. Can this be done? I don't think it's a creature flag or anything and so it may not be possible...
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Not idly do the leaves of Lorien fall.
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Aleee
Known Hero
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posted February 13, 2011 06:24 PM |
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Edited by Aleee at 18:50, 13 Feb 2011.
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I believe it IS a flag. Check !!MA:X in the manual.
UPD: or not... Probably there is only a flag for attacking all enemies around. Not sure, don't have manuals right now.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted February 14, 2011 12:49 PM |
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Quote:
- player won
- choose a random level 5 spell from 1-15 possible level 5 spells(1 dimension door, 2 implosion, others)
- display a message with the image of selected spell .IF,Q receiver?
- pick the spell and select the name, put the name in a z variable
- finally the hero learn the correct spell
ZVSE
!?OB63&1000;
!!PO998:N?v1;
!!IF&v1=1:M^You already explored this pyramid^;
!!FU&v1=1:E;
!!HE-1:P?v8040/?v8041/?v8042; [Get position]
!!OBv8040/v8041/v8042:S;
!!HE-1:O?v8043; [Checks hero's owner before battle - used to check if battle won]
!!IF:Q1^Do you want to enter the pyramid?^;
!!FU&-1:E;
!!HE-1:Tv8040/v8041/v8042/116/40; generate battle with 40 gold golems
!!HE-1:O?y-2; alive?
!!FU&v8043<>y-2:E; [Exit if battle lost]
!!PO998:N1;
!!VRy-1:S0 T20;
!!DO301/0/y-1/1:P;
!!VRv98&v99=0:S6;
!!VRv98&v99=1:S8;
!!VRv98&v99=2:S18;
!!VRv98&v99=3:S36;
!!VRv98&v99=4:S40;
!!VRv98&v99=5:S66;
!!VRv98&v99=6:S67;
!!VRv98&v99=7:S68;
!!VRv98&v99=8:S69;
!!VRz1&v98=6:S^fly^;
!!VRz1&v98=8:S^dimension door^;
!!VRz1&v98=18:S^implosion^;
!!VRz1&v98=36:S^magic mirror^;
!!VRz1&v98=40:S^sacrifice^;
!!VRz1&v98=66:S^summon fire elemental^;
!!VRz1&v98=67:S^summon earth elemental^;
!!VRz1&v98=68:S^summon water elemental^;
!!VRz1&v98=69:S^summon air elemental^;
!!IF:Q1/9/v98/1^After defeating the golems you got %Z1 spell^;
!!HE-1:Mv98/1; give spell
!?FU301; battle randomizer
!!VRv99:S0 R8;
You can also place a pillar of fire on the pyramid entrance after battle, to show it was visited. Also my script does not check if the hero has the wisdom level required or magic book, you do it.
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Era II mods and utilities
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mister_kalu
Known Hero
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posted February 15, 2011 01:05 AM |
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Quote:
Quote:
- player won
- choose a random level 5 spell from 1-15 possible level 5 spells(1 dimension door, 2 implosion, others)
- display a message with the image of selected spell .IF,Q receiver?
- pick the spell and select the name, put the name in a z variable
- finally the hero learn the correct spell
ZVSE
!?OB63&1000;
!!PO998:N?v1;
!!IF&v1=1:M^You already explored this pyramid^;
!!FU&v1=1:E;
!!HE-1:P?v8040/?v8041/?v8042; [Get position]
!!OBv8040/v8041/v8042:S;
!!HE-1:O?v8043; [Checks hero's owner before battle - used to check if battle won]
!!IF:Q1^Do you want to enter the pyramid?^;
!!FU&-1:E;
!!HE-1:Tv8040/v8041/v8042/116/40; generate battle with 40 gold golems
!!HE-1:O?y-2; alive?
!!FU&v8043<>y-2:E; [Exit if battle lost]
!!PO998:N1;
!!VRy-1:S0 T20;
!!DO301/0/y-1/1:P;
!!VRv98&v99=0:S6;
!!VRv98&v99=1:S8;
!!VRv98&v99=2:S18;
!!VRv98&v99=3:S36;
!!VRv98&v99=4:S40;
!!VRv98&v99=5:S66;
!!VRv98&v99=6:S67;
!!VRv98&v99=7:S68;
!!VRv98&v99=8:S69;
!!VRz1&v98=6:S^fly^;
!!VRz1&v98=8:S^dimension door^;
!!VRz1&v98=18:S^implosion^;
!!VRz1&v98=36:S^magic mirror^;
!!VRz1&v98=40:S^sacrifice^;
!!VRz1&v98=66:S^summon fire elemental^;
!!VRz1&v98=67:S^summon earth elemental^;
!!VRz1&v98=68:S^summon water elemental^;
!!VRz1&v98=69:S^summon air elemental^;
!!IF:Q1/9/v98/1^After defeating the golems you got %Z1 spell^;
!!HE-1:Mv98/1; give spell
!?FU301; battle randomizer
!!VRv99:S0 R8;
You can also place a pillar of fire on the pyramid entrance after battle, to show it was visited. Also my script does not check if the hero has the wisdom level required or magic book, you do it.
thank you for the time but i think i get it with another way, is in the help of script editor the Vr receiver s/c v vars
Remember we have the VR:C command to define tables; it's a much cleaner way to do stuff like look up a spell number.
!!VRv600:C0/3/5/15/27/31/32/35/37/41/42/43/46/53/54; [table of 1st level spell numbers]
!!VRy1:S600 R14; [random # 600-614]
thanks anyway
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bbvsdd
Hired Hero
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posted February 19, 2011 06:57 AM |
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How would I code the following:
say I want to give this special ability to evil eyes:
Evil eyes have a 10% chance to cast blind on enemy creatures after a ranged attack, REGARDLESS WHETHER THE TARGET IS IMMUNE TO BLIND OR NOT, unless the target is another evil eye or beholder. So black dragons can still be "blinded" by evil eyes but not from other means.
I know how to code it using EA receiver but the difficulty is the "REGARDLESS WHETHER THE TARGET IS IMMUNE TO BLIND OR NOT, unless the target is another evil eye" part.
How can this be coded in ERM in a stand-alone script?
what would need to be changed if we give this ability to a non-shooting creature?
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mister_kalu
Known Hero
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posted February 19, 2011 01:21 PM |
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hello i have a question about dw receiver.
if you provoke a battle in anywhere, maybe in a object( not dwelling object), and you win. Is possible to hire monster after that battle? like golem factory?... i know that is possible in a dw object... but in another ?.. the dw receiver doesnīt work
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted February 19, 2011 05:04 PM |
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Change the subtype of the object if the battle is won, to a DW type/subtype.
Or disable the DW at start, make it look as something else, then enable after fight.
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Era II mods and utilities
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bbvsdd
Hired Hero
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posted February 19, 2011 10:40 PM |
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BUMP
How would I code the following:
say I want to give this special ability to evil eyes:
Evil eyes have a 10% chance to cast blind on enemy creatures after a ranged attack, REGARDLESS WHETHER THE TARGET IS IMMUNE TO BLIND OR NOT, unless the target is another evil eye or beholder. So black dragons can still be "blinded" by evil eyes but not from other means.
I know how to code it using EA receiver but the difficulty is the "REGARDLESS WHETHER THE TARGET IS IMMUNE TO BLIND OR NOT, unless the target is another evil eye" part.
How can this be coded in ERM in a stand-alone script?
what would need to be changed if we give this ability to a non-shooting creature?
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mister_kalu
Known Hero
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posted February 20, 2011 01:57 AM |
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thanks for the answer, unfortunately derelict ship and boat ( ob code 24 and 8 respectively) really have the same code.. or 24= 8 because a trigger in one affect the other.. :/
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted February 20, 2011 03:31 AM |
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Have you tried to exit the function if the type is 8?
!!OB998:T?v2;
!!FU&v2<>24:E; *only derelict ship is allowed
or,
!!FU&v2=8:E; *exit if boat
Usually a boat has a different subtype too, I get -1, while the derelict is 0, so you can also check by subtype.
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Era II mods and utilities
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mister_kalu
Known Hero
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posted February 20, 2011 03:31 PM |
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Make a Temple
Quote: Have you tried to exit the function if the type is 8?
!!OB998:T?v2;
!!FU&v2<>24:E; *only derelict ship is allowed
or,
!!FU&v2=8:E; *exit if boat
Usually a boat has a different subtype too, I get -1, while the derelict is 0, so you can also check by subtype.
youīre right, the subtype is 0 , the others methods didnīt work.
my last question is a lot difficult, is how to make a temple or something similar like a faerie ring?. the temple that gives you + morale to the next battle for a particular hero.
do you have a way to do that? ok ,something like: a hero h-1 goes to temple object.. (96) . next erm check if you has been visited before.(the hero) if not. gives a happy
custom message and the hero now have a +2 morale temporally( of course first is necessary to deactivate the normal functions or messages of the object with ob receiver , because i donīt want the original message of temple or 2 messages).. if you have visited the temple, so will receive a sad custom message.( flags activated and desactivated)
this situations continues meanwhile the hero has not fought . if the hero fight ( win or loss the battle is the same) he can visit the object, and again receive the bonification. thanks you
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted February 20, 2011 04:39 PM |
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Here is a simple script who does what you want. I don't know what objects you plan to use, so I used a fixed location:
!?OB1/1/0;
!!IF:W-1; check w vars
!!IF&w1=1:M^Sad message^;
!!FU&w1=1:E;
!!VRw1:S1;
!!IF:M^+2 morale!^;
!!HE-1:R0/2;
!?BA0; *each battle reset w var
!!IF:W-1;
!!VRw1:S0;
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Era II mods and utilities
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WanderingHero
Tavern Dweller
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posted February 22, 2011 10:58 PM |
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Hi to all
i'm a long-time lurker here, i lost the account and created a new one.
I'm doing a ERM-scripted map and i want to change the icon for a custom artifact. Can i do that?
Thanks in advance for the answers
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