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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted June 17, 2017 06:51 PM |
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Death stare EA ability doesn't work. You will need to script it manually, after each attack + add effect and animation.
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szaman
Known Hero
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posted June 17, 2017 07:08 PM |
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Way to hard for me
I have found this script but it does not have death stare...
!?FU22228;
!!VRx1:-22;
!!VRy1:S7961304+x1;
!!UN:Cy1/1/x2;
!?PI;
!!FU22228ID_creature/ID_skill;
!?GM0;
!!FU22228ID_creature/ID_skill;
For example, change unicorn skill form blind to age.
!!FU2222824/4;
Creature skills
1 Blind
2 plague
3 Curse
4 Age
5 Stone gaze
6 Paralysis
7 Poison
8 Acid
9 no effect
0 Bind
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rampartlord
Hired Hero
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posted August 12, 2017 10:03 AM |
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Sorry if I ask an already asked question , but I'm completely new to ERM scripting and just recently wanted to learn it.
In page 1, you mentioned that "To include the script open map, tools/map specifications/timed events and create an event day 600".
May I ask why it's day 600 ? And what if I want every creatures (of that specific type, of course) have that ability ? Must I always rely on Seer hut / timed events as you said ?
Additionally, what about affecting only creatures of my heroes (not enemies) ?
Thanks in advance.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted August 12, 2017 12:44 PM |
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Today wog 3.58 is obsolete and was replaced by Era (executable wog 3.59), which allows mod support, hence you don't need anymore to include events in your map, you just build a mod and distribute you work as mod.
To all your other questions, yes, you can only give to your heroes creatures any stats you want, for example angels in your army can have 1000 HP but standard HP when neutral or AI armies.
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rampartlord
Hired Hero
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posted August 12, 2017 01:15 PM |
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How do we do that (give only our heroes' creatures those abilities) ? Is there like a special syntax in ERM, or another way ?
I intend to do something like a Java or Web app that does something like the tutorial in this thread (initially, maybe only produce ERM that we need), but now it seems pretty complicated.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted August 12, 2017 01:22 PM |
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Look, there are several mods where you can find such examples. The empire of the world 4, the empire of the world 2 also, it basically asks the battle to start (!?BA trigger), identify hero attacking and the one defending (if any), then if one matches your color, do a loop through its stacks then add abilities using !!EA. However this requires quite advanced understanding of erm, I always suggest people start with basics -visit objects, create messages, trigger sounds etc.
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rampartlord
Hired Hero
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posted August 13, 2017 05:59 AM |
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Would it still be useful these days if I create a tool (simple .exe app) to automate the process described in your #1 post in this thread ?
Something like, we select "immunity from spell" (from combo box), then select "Level 1 spells", etc.... then the program will output the result ERM code to us ?
If not, then I'll stick to playing maps and reading walkthroughs instead, and leave these mod & ERM things to the Pros
(As I can see in the above discussion about the Death Stare ability, there are already "super special cases", so I think it'll most probably the case to just give this up)
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted August 13, 2017 06:42 PM |
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Well, a tool to automate a process is always useful. The thing is that every ability has several parameters, such as duration of spell, percentage of summoning, chance to occur so is not quick work. I saw many people bragging about writing such tools regularly pop up in those forums, not a single one completed such task.
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rampartlord
Hired Hero
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posted August 14, 2017 02:27 PM |
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Indeed. It's a complicated task, as you said. In the near future (at least in October this year when I have some free time), I can start this and push it to github. Then hopefully more people can work on it too
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Darimus
Hired Hero
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posted October 02, 2019 02:44 PM |
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Edited by Darimus at 15:06, 02 Oct 2019.
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Salamandre said: List here the exact name of the creature and the abilities you want for it, up to eight.
There're many files in your folder
Which file should I choose?
Which file can I type these code to create unique abilities for your creatures ?
Which program should I use to create the script?
I know to edit creature status
(
Using MMArchive.rar to open file H3bitmap.lod. Then I extract file ZCRTRAIT.TXT and edit it. Then make it works
The guide to use MMArchive.rar from here
http://heroescommunity.com/viewthread.php3?TID=32519&pagenumber=4
)
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Klinsk
Hired Hero
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posted October 08, 2019 04:59 PM |
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This thread needs to be updated with a modern tutorial. Most people seem to be at a total loss here...
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted October 08, 2019 07:13 PM |
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Euh, no. There is now manual inside Era package.
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Klinsk
Hired Hero
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posted October 09, 2019 08:06 PM |
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Salamandre said: Euh, no. There is now manual inside Era package.
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Klinsk
Hired Hero
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posted October 11, 2019 04:52 PM |
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I replaced some abilities of creatures, but when trying to insert a new row, the creature ID doesn't show up and my ability doesn't show in-game:
[url=https://ibb.co/ZBwhxjm][/url]
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avatar
Promising
Supreme Hero
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posted October 11, 2019 05:12 PM |
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Edited by avatar at 17:13, 11 Oct 2019.
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To be clear: you play with stack experience option enabled? Because you're editing stack experience file... And I hope yiu are familiar with stack experience bonuses.txt file...
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Klinsk
Hired Hero
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posted October 14, 2019 05:30 PM |
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avatar said: To be clear: you play with stack experience option enabled? Because you're editing stack experience file... And I hope yiu are familiar with stack experience bonuses.txt file...
I edited this file with other creatures, and everything worked fine, except for Serpent Fly.
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Klinsk
Hired Hero
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posted October 14, 2019 08:42 PM |
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Edited by Klinsk at 21:14, 14 Oct 2019.
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So f.e. the Iron Golem has 2 unique abilities, how would I add a third one? I know how to REMOVE abilities, but not how to add them (because the number doesn't show up).
It's not listed in the manual (unless I read over it).
EDIT: I think I found it, you need to click on Fixed Rows (by default they're set at 1, so they're hardlocked). Then you can manually enter the creature number and place an ability.
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Hero_of_Light
Responsible
Supreme Hero
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posted May 03, 2020 11:13 PM |
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I've got a question (I don't remember If I've asked it before):
Is there a way to use this guide annd give a creature the ability to cast a spell after a shooting attack (not a melee attack)?
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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 May 03, 2020 11:36 PM |
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The ability of casting spell after hit is not limited to melee but shooting too, same code works for both. I used it in Atlantis.
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Hero_of_Light
Responsible
Supreme Hero
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posted May 04, 2020 12:36 AM |
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Nope doesn't work for me. It is cast on a melee attack and not on a ranged attack. Does it have to be non damage spell maybe? I want to give creature 185 (Tower commander creature found in maps) Frost Ring after shooting. How can I do that?
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Not idly do the leaves of Lorien fall.
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