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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Script rework?
Thread: Script rework? This thread is 9 pages long: 1 2 3 4 5 6 7 8 9 · «PREV / NEXT»
Siegfried
Siegfried


Famous Hero
posted October 18, 2009 02:49 PM
Edited by Siegfried at 15:13, 18 Oct 2009.

Quote:
Stack setup works, but summoning does not. My problem was setting up more than 7 stacks in the round 0 (BU:S), it freezes the screen. Have you got a way to past over this?


No. It seems anything which would cause any screen redraw freezes the screen. Summoning a stack would do so. Applying a spell, too. But anything which would not need a screen redraw works.

You may make your feature dependant on tactics and go for round -1 (first tactics round). That should work.

BTW: How did you try that? Casting summon? That does not work. Definitely. But something like that should work. The ballsita is treated as a normal creature stack, but in the hero screen there is no ballista creature. The ballista in the hero screen is an artifact, not a stack. So standard setup "summons" a ballista if you have the ballista artifact.

You might try to just do a stack setup for the first stack having 0 creatures, using the !!BM receiver, without casting any spell, displaying any message or applying any spell to any stack.

So first setup the stack monster type with !!BM#:T$, then set their number with !!BM:B$ (and maybe use !!BM:N$ as well), set the side index with !!BM:I and set it to summoned by !!BM:O-1. And then maybe set it's position with !!BM:P.

Good luck.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 18, 2009 03:03 PM
Edited by Salamandre at 15:09, 18 Oct 2009.

As I said in a previous post, there are commands which works on round 0, like bonuses, change stats, apply spells, but this you know. What I was looking for was to use BU:S from the first round and create bigger battles, like 20 stacks on every side, but failed. It works, but the player has to wait while screen freezes and press enter as mad.

For example, it is buggy to want to start a battle like this:


The advantage would be to have a big battle with setup terrain. It does not work properly, so you have to do it on round 1 (round 2 in reality). But the creatures already moved, so it is useless.
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Siegfried
Siegfried


Famous Hero
posted October 18, 2009 03:15 PM

Ouch, what a battlefield

Try to not summon, but user !!BM:... (see edited msg above). Maybe that helps.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 18, 2009 03:19 PM
Edited by Salamandre at 15:23, 18 Oct 2009.

You mean BA or BM? Because I don't see any way to create additional slots with BM, but only change parameters for already existing stacks. And with BA we can customize only 7 slots, not further.

What I did once (300 map) because I wanted a BIG battle was to prohibit moving in  the first round (stone creatures + block terrain)and bring everyone else (with appropriate messages) in second round:


A bit of cheating, but if the story is ok, it can go...
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Siegfried
Siegfried


Famous Hero
posted October 18, 2009 03:30 PM
Edited by Siegfried at 15:51, 18 Oct 2009.

Quote:
You mean BA or BM? Because I don't see any way to create additional slots with BM, but only change parameters for already existing stacks. And with BA we can customize only 7 slots, not further.



Yes, i mean !!BM. With BM you can setup "existing" 20 "slots" per side. All are existing, but only some of them have more than 0 creatures. So just setup any of those with 0 creatures in it to have more than 0. And of course then (maybe first) you have to setup type and the like.

Summoning needs an animation. And animation is not available during round 0, because part of it happens "in darkness" during the screen change (i.e. during the black screen).

Hmmm, tried. Seems not to work. I have this:

!!BM28:B?y2;
!!FU&y2>0:E;
!!BM28:T43 I1 O-1 P97;
!!BM28:B2 N2;

If i choose a smaller stack number (23 or 24 f.ex.) then i get more stacks on the battlefield, but not the one i wanted and not at the position 97. So it seems to do something, but currently no idea of how to really place stacks. maybe i forgot something.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 18, 2009 03:33 PM

Never tried with BM. You say that you can create 40 stacks on round zero with it?
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Siegfried
Siegfried


Famous Hero
posted October 18, 2009 03:52 PM

Quote:
Never tried with BM. You say that you can create 40 stacks on round zero with it?


Never tried before. And currently it does not work. See edit above. But maybe i forgot something. Needs experimenting.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 18, 2009 03:58 PM

You already played with adventure caves, did you? Well, 3.58 team scripted some of them to start with more than 7 stacks on the right side. The script is very big and I never had the time and skill to check it (quite complex). I still need to find a way to clone myself so I can check every ERM trick.
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Siegfried
Siegfried


Famous Hero
posted October 18, 2009 04:09 PM

Quote:
You already played with adventure caves, did you?

No
Quote:
Well, 3.58 team scripted some of them to start with more than 7 stacks on the right side. The script is very big and I never had the time and skill to check it (quite complex). I still need to find a way to clone myself so I can check every ERM trick.


Yea, me too!

Well, i'll try later. For now i continue with the booster script, adding gnollkings suggestion

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gnollking
gnollking


Supreme Hero
posted October 18, 2009 05:30 PM

Yay!

Btw, the "ballista summoning" gave me an idea.
Would it be possible to script one of the Blank Artefacts to summon creatures (for an example, gnolls ) when a battle starts?
It would be a cool idea.
And, I know it's possible to script a hero specialty to summon, for an example, dendroids (Vlaad's Halfling town), when a battle starts..
Maybe look there, and edit it a bit to summon the dendroids if artefact is equipped?
I will try to do that myself.
I would just love to know ERM a little bit better than I do now..
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Siegfried
Siegfried


Famous Hero
posted October 18, 2009 05:36 PM

Do you have the code? I'd like to get a look at it.

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gnollking
gnollking


Supreme Hero
posted October 18, 2009 05:52 PM

No, but soon I'll find it, wait a sec
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gnollking
gnollking


Supreme Hero
posted October 18, 2009 06:16 PM
Edited by gnollking at 18:19, 18 Oct 2009.

Sorry for double posting.

So, here it is:

** hero #26) summons Dendroids on the Battlefield.
!?PI;
!#UN:P83/?v5997;   [Check is the script is enabled, otherwise exit]
!!FU&v5997<>1:E;

!?BF; [Battlefield setup trigger]

!#UN:P83/?v5999;   [Check is the script is enabled, otherwise exit]
!!FU&v5999<>1:E;

!!BH0:N?y-1; [Attacking hero: y-1]
!!BH1:N?y-2; [Defending hero: y-2]
!!FU&y-1<>26/y-2<>26:E; [Exit if neither hero is #26]

!!HE26:E?y-3/?y-4/1; [Hero Level: y-4]
!!VRy-4:*2; [Multiply by 2: y-4]
!!VRe1:S1 :3; [0.333: e1]
!!VRy-5:S0 R1; [Random number: 0..1]
!!VRy-6&y-5=0:S23; [Dendroid Soldier: y-6]
!!VRy-6&y-5=1:S22; [Dendroid: y-6]
!!VRe3:Sy-4 *e1; [Additional Dendroids if not Soldiers: e3]
!!VRy-4&y-5=1:+e3; [Add additional Dendroids: y-4]
!!VRy-7&y-1=122:S0; [Set y-7 to 0 if attacker is Ellasher]
!!VRy-7&y-2=26:S1; [Set y-7 to 1 if defender is Ellasher]
!!BU&y-7=0:Sy-6/y-4/38/y-7/-1/1; [Summon Dendroids]
!!BU&y-7=1:Sy-6/y-4/46/y-7/-1/1; [Summon Dendroids]





@EDIT, and here's the hero 26 from the script if you need it:

** Elleshar (#26) summons Dendroids  on the Battlefield.
*[Scripted specialty code is below.]
!!HE26:R2/0; [Set Male]
!!HE26:S7/1 S24/1; [Starting Skills: Basic Wisdom, Basic Intelligence]
!!HE26:M63/1; [Starting Spell: Teleport]
!#VRz998:S^ {Call} {of} {the} {Wild}

summons Dendroids on the battlefield, but suffers movement penalty.^; [Set up text]
!!UN:G2/26/2/998;
!!UN:G2/26/3/172;  [set pic to Dendroids]
!!HE26:Y10/500/600/1; [movement penalty]
!!HE26:L2^Hpl026d.pcx^; [set portrait]
!!HE26:L1^Hps026d.pcx^;
!#VRz955:S^Grubb^;
!#VRz954:S^Too slow to leave Antagarich during the Reckoning, the Treefolk stayed on the old world. Grubb, the most adventurous among the Dendroids, even decided to join the Little People... although his sluggishness makes him the slowest druid ever.^;
!!HE26:B0/z955;
!!HE26:B1/z954;

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 18, 2009 06:21 PM
Edited by Salamandre at 18:22, 18 Oct 2009.

And what happens if squares 38 or 46 are occupied by an object? It will look weird. Would be better to do a check first for availability then add +1 if square is occupied until it finds an empty one.
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gnollking
gnollking


Supreme Hero
posted October 18, 2009 07:08 PM

Well, it's not MY script, it's Vlaad's.
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Siegfried
Siegfried


Famous Hero
posted October 19, 2009 06:57 AM
Edited by Siegfried at 13:56, 19 Oct 2009.

Ah, so it's not !?BR and round 0, it's !?BF. Well, that's different. I'll check that for other things, too.

It's just that the erm help says about the !!BU receivers:
Quote:
These receivers may be used/called only in !?BG(!?BR) trigger section.


And BTW: Yes, often those stacks are summoned at weird places. For example the commanders: They are always summoned to the same position, regardless of wether there is an obstacle or not.

Edit: Tested. Indeed it is much easier to use the !?BF trigger instead of !?BR&v997=0. No check for double setup, I just replaced the trigger and it worked out of the box.

And here is a pic. Here Alkin with over 200 Gnolls is attacking. Alkin comes with armorer and offense out of the box. So i used him. As you can see in the gnolls stats, then have 8 hitpoints. Normally they do have only 6. The extra 2 come from their numbers.



The current calculation is:
0 - 99: nothing
100 - 199: +1
200 - 319: +2
320 - 459: +3
460 - 619: +4
620 - 799: +5
800 - 999: +6
1000 - 1219: +7
1220 - 1469: +8
1470 - 1749: +9
1750 - 2059: +10
2060 - 2431: +11
2432 - 2877: +12
2878 - 3413: +13
3414 - 4055: +14
4056 - 4826: +15
4827 - 5752: +16
5753 - ... : +17

This base bonus is then multiplied with offense and armorer. And a single bonus is applied. For fortress the bonus is the HP. For stronghold it will be max damage. I think i will also apply this kind of bonus to inferno (+speed?) and to dungeon (+DF?).

And maybe i will reduce the bonus for non-aligned stacks and double it for speciality creatures.

Edit: I was never that happy with making this bonus depend on offense and armorer. For barbarians this might be o.k., but for fortress? So may be i should vary this? Make it depend on armorer and offense for stronghold, inferno and dungeon. And make it depend on armorer and first aid for fortress and rampart. For tower and castle i'm still searching for an equivalent.

P.S. I've just updated the pic. Now it is a scene from the RoE campaign. And it's Drakon with his Gnoll speciality and expert armorer and expert first aid

Now next:
If a hero has learning and eagle eye, then for fortress any stack which gets attacked learns from that attack and gaines some DF. For stronghold, any stack which attacks learns from it and gains some AT. And to balance this: Any stronghold stack which defends will loose 1 AT

For other faction i'll hopefully find something similar.

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gnollking
gnollking


Supreme Hero
posted October 19, 2009 02:41 PM

Go Drakon!

Now none will defeat him!
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Siegfried
Siegfried


Famous Hero
posted October 20, 2009 06:50 AM

hehe

A health of 118 and still a damage of 2-3. Quite funny. From time to time it is real fun to play with these high dynamic patches.

But other factions will get similar bonus too. So assume Gretchin, who is the stronghold pendant to Deakon, having expert offense and expert armorer. She does not get additional health, as she is a barbarian, but her stacks gain additional max damage. So if they get a max damage of 118 as well...

The main advantage is against neutral stacks, as currently they do not have any bonus, except numbers. And real big stacks grow fast. The weekly grow rate of 10% makes them unbeatable beyond some point, when they grow faster in absolute numbers than anything your towns can produce. So here comes in the hero with his speciality, whatever it is. What it is depends on your gameplay and your faction. Most factions get most of the boni, although not really all. But all factions have their faction-typical focus. So fortress focuses on health primary, defense secondary. Stronghold focuses on damage primary and attack secondary. Inferno focuses on speed primary and damage secondary. And on fire magic. Rampart focuses on resistance and luck, and on health secondary. And so on. I hope i find good ideas for all factions.

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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted October 20, 2009 07:44 AM

And now let's think about Galthran
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Better judged by 12 than carried by 6.

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Siegfried
Siegfried


Famous Hero
posted October 20, 2009 12:05 PM
Edited by Siegfried at 21:48, 20 Oct 2009.

Quote:
And now let's think about Galthran

Yes, indeed!

O.k., the necros won't get most of these boni. But the bonus from numbers they will get, as one of the necro specialities is numbers.

Most of the other boni will be inverted for necros and then applied to their opponent. So necros will lower opponents attack, defense, health, damage or whatever, depending on which skills the necro has. And then i plan to curse any hero attacking a necro hero or beeing attacked by a necro hero. O.k., when the opponent looses, that's not that important. But if he flees, or if the necro succeeds to flee the curse is effective.

I think, cursing and lowering stats will not work on holy ground, but will have double effect on cursed ground or evil fog.

Edit: I think, for necromancers, i do the bonus based on numbers somewhat different. It fits better. I think of this: If a necro hero has necromancy (always has), earth magic and sorcery, all undead stacks "reassemble" before action. How many HPs restored depends on current number of creatures, necromancy, earth magic and sorcery (if any of them is 0, then nothing). So basically i thought of (current creatures) * (necromancy + earth magic + sorcery). It is intended that this works out better for low level creatures. Then apply a factor to that base HP+. I think, generally /2. But on native terrain not. And on cursed ground and evil fog *2. On holy ground reassembling will be prohibited. And any of the "holy" artefacts disable it too.

And i thing of earth magic beeing the only allowed magic school to enable this. Ah, and for specialists in any of these skills effect may be doubled. And for creature specialists for their speciality creature.

I think this fits better to the necros than a DF boost or a HP boost. Still have to balance numbers though

Ah, and BTW: I think, after battle a death hero may create special ground. Death knight -> cursed ground, necromancer -> evil fog. Needs necromancy, estates and earth magic and no other magic school. If i get the subtype numbers, patch size will depend on skill levels.

Edit: It basically works now (the bonus by numbers script). It turns out quite nice. When you have huge numbers of undead, they reassemble nearly 100% each round (depends on how hard they where hit and how many they lost). On higher level troops it is not that easy. But that is exactly what i wanted to.

Now i'm going to implement the modifiers (terrain, terrain overlay, artifacts, ...). I'm just thinking about the prerequisites. What may make sense is, besides necromancy, earth magic, sorcery and mysthicism. Should i include all of them? Or allow f.ex. sorcery or mysthicism? Or choose? Which?

@Salamandre: Do you know if it is possible to remove these terrain overlays? If yes, how? I think any hero who has the ability to create these overlays may instead delete an existing one if won battle. So a cleric might delete cursed ground or evil fog and revert it to normal after battle won, and a necromancer may delete holy ground and revert it to normal after won battle. Create only if there is no overlay.

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