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Thread: Ghosts and other things | |
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Jakester
Hired Hero
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posted June 19, 2003 01:38 AM |
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Ghosts and other things
I've been wogifying maps for a while now and need to learn how to expand the WOG capabilities. Any advice on how I can include ghosts in a wogified map? Also, how do I incorporate scripts that aren't part of the default wogification process?
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ByteBandit
Promising
Famous Hero
Soul Merchant
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posted June 19, 2003 09:11 PM |
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Quote: I've been wogifying maps for a while now and need to learn how to expand the WOG capabilities. Any advice on how I can include ghosts in a wogified map? Also, how do I incorporate scripts that aren't part of the default wogification process?
Well, it's hard to put ghosts on the map. Since there are no ghost creatures and ghost dwellings available. I suppose if you wanted to put ghosts on the map, you could write a script that allows you to convert any creature into ghosts at a hill fort. But placing them is not possible.
As to you second question, there are 2 ways this can be done. Take a script that you like, give it a number between 42 and 99 (As WoG scripts are already used between 00 and 41.) Take a script and assign it script42 and so on and this should work in any map you choose. Put the script into Heroes3/Data/s files and then it will work if there are no conflicts with existing scripts. You'll know if you have a conflict. You'll get syntax errors or even crashes.
The second way, would be to copy and paste a script into the timed events, assign it day 500 or so, allow no players to read it. This would be a custom map and only the scripts you copy and paste into timed events will work for that map.
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Vlaad
Admirable
Legendary Hero
ghost of the past
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posted June 20, 2003 10:14 AM |
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... or write a simple (2-3 lines) script which allows the players to recruit Ghosts in some dwellings.
... or download my fantastic map called Gelu's Legacy from here http://kryptamap.heroes.net.pl/mapyh3.htmland you'll find a lot of edited Ghosts!
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Jakester
Hired Hero
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posted June 20, 2003 05:19 PM |
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Ghosts and other things
Great info! Thanks for the replies. I look forward to both entering the world of script writing and to playing Gelu's Legacy.
Jake
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Vlaad
Admirable
Legendary Hero
ghost of the past
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posted June 24, 2003 01:31 PM |
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How are you doing with ERM?
I usually like to put this line on my maps:
!!UN:T4/2/1/159;
It replaces Wraiths with Ghosts in every Necropolis. If you can save your Ghosts and increase their numbers, they become invincible.
The command can be triggerred by a local event, visiting a dwelling or anything. For example:
ZVSE
!?LE1/1/0;
!!UN:T4/2/1/159;
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Jakester
Hired Hero
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posted July 04, 2003 10:20 PM |
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Can't get scripts to work
I've tried both suggestions and can't get either to work. Also, I'm halfway through Gelu's Legacy and don't see any ghosts. Any advice on what I'm doing wrong?
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Arstahd
Adventuring Hero
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posted July 05, 2003 12:05 AM |
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The first one won't work because it is just a reciever command, it needs a trigger to set it off.
The second one has a trigger, you need to go to possition 1/1/0 on the map to trigger it.
Try this, it is set up as an instruction, no trigger required.
ZVSE
!#UN:T4/2/1/159;
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Download my scripts and graphics HERE.
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Jakester
Hired Hero
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posted July 05, 2003 07:46 PM |
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Ghost script
The instruction worked perfectly! Many thanks. More importantly, it clarified for me the difference between trigger, receiver, and instruction. Looking forward to learning ERM!
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Fnord
Promising
Famous Hero
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posted July 05, 2003 08:13 PM |
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Quote: The instruction worked perfectly! Many thanks. More importantly, it clarified for me the difference between trigger, receiver, and instruction. Looking forward to learning ERM!
For more information along these lines, read through the Triggers, Receivers, and Variables pages of the HTML ERM help file.
Also, there's a lot of good information in the "ERM for Dummies" thread by Qurqirish Dragon in the Round Table WoG forum.
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Danielos
Hired Hero
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posted November 11, 2005 02:33 PM |
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Itīs unfortunate to include a long missed HOMM2-unit and then make it easily recruitable (in special dwellings that does not appear randomly, but must be placed on map). And if growth was maybe 1/week and there were strong guardians, I think it would be reasonably balanced. WOG-designers, please give us true Ghost-dwellings (Barrow Mounds).
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Irh
Famous Hero
Lizard
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posted November 22, 2005 04:27 PM |
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why...
Just interesting, why aren't there ghost dwellings, ghost wandering monsters, and you cannot leave ghosts on map? May be because the corresponding defs were not drawn, but I suspect there is some fundamental reason...
thet havs smth to do with their draining ability.
I think the way they're done is a functionality of Vampire, plus large "initial number" forced to some large value, which is maximum, at the beginning of a battle. So, respawning like vampires, in effect they increase their number. The possible problem is, if you defeat a stack of ghosts, you'd get experience for the whole maximum...
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