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Thread: [Wake of Gods] - Introduction/Modding/Scripting | This thread is pages long: 1 10 ... 18 19 20 21 22 ... 30 33 · «PREV / NEXT» |
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fanofheroes
Famous Hero
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posted November 15, 2011 09:00 PM |
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ok here is what I have so far for the two artifacts, but to be honest, i feel kinda blind lol.
1) shield when equipped gives creatures +20 extra retaliations. I cannot find anywhere in the tutorials the correct coding to make a creature retaliate against non retaliating, attack creatures like vampire. My logic may be on the right track, but I don't know if my method is correct
ZVSE….
….
!#DO649/0/155/1:P;
!?FU649;
!!IF:Wx16;
!!VRw1:S0;
!?AE0&v998=163; shield equip
!!IF:W-1;
!!VRw649:S1;
!?AE1&v998=163; shield unequip
!!IF:W-1;
!!VRw649:S0;
!?BG0; start battle ground sequence
!!BG0&v10=1; before creature action, only on defender's side
!!BM:R20; monster has 20 retaliations
2) the second artifact adds 50% health/hit points to all creatures and regenerates health to full at the beginning of every round in battle.
ZVSE…..
…..
(artefact 168 increases health of all creatures by 50% and regenerates health completely to all creatures at the beginning of every battle round)
!#DO407/0/155/1:P;
!?FU407;
!!IF:Wx16;
!!VRw1:S0;
!?AE0&v998=168; equip
!!IF:W-1;
!!VRw407:S1;
!!BM:H*1.5; monster hit points are increased by 50%. Shown before battle while on adventure map
!?AE1&v998=168; unequip
!!IF:W-1;
!!VRw407:S0;
!!BM:H/1.5; monster hit points are decreased by 50% when artifact is removed. Shown before battle while on adventure map
[Start of battle trigger]
!#TM76:S1/999/1/255; sets timer for round 1
!?TM76;
!!DO407/0/155/1:P;
!?FU407;
!?BG0; start battle ground sequence
!!IF:W-1;
!!VRv8:S1; sets variable v8
!!BM:Lv8; receives damage
!!BM:H+v8; restores health from total damaged received v8, like regeneration
I think I need an IF statement for the conditions that health is already full, to not activate the regeneration process. But I don't know how to do a "if...then" statement with this.
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marshall32
Adventuring Hero
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posted November 15, 2011 11:14 PM |
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How can i make a new creature or old but to have a upgrade ? with erm but how ???
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted November 15, 2011 11:51 PM |
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@fanofheroes
ZVSE
;shield 163 gives +20 retaliations and retaliate against creatures with no retal ability
!?BA0;
!!BA:H0/?v707 H1/?v708;
!!HEv707:A2/163/?y1/?v709;
!!HEv708&v708>-1:A2/163/?y1/?v710;
!?BR&v997>=0;
;add 20 retaliations
!!DO300/0/20/1&v709>0:P;
!!DO300/21/40/1&v710>0:P;
;no retaliation removed
!!DO301/0/20/1&v710>0:P;
!!DO301/21/40/1&v709>0:P;
!?FU300;
!!BMx16:R20;
!?FU301;
!!BMx16:F?y2;
!!VRy2:&-65537;
!!BMx16:Fy2;
I will look in second script when have time.
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Era II mods and utilities
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fanofheroes
Famous Hero
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posted November 16, 2011 12:02 AM |
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Thank you
I was trying to follow the guide on a page i found called ERM for dummies. I guess I wasn't even close. lol
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Magissia
Adventuring Hero
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posted November 16, 2011 12:08 AM |
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Edited by Magissia at 00:09, 16 Nov 2011.
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BMx16, from where that x16 comes from ?
Edit : Means the item only apply to one stack, the stack number 16 ?
(Failled stealth edit and checked delete on previous post)
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My works
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted November 16, 2011 12:09 AM |
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Magissia
Adventuring Hero
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posted November 16, 2011 12:10 AM |
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Means the item only apply to one stack, the stack number 16 ?
That's what i don't really understand
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My works
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted November 16, 2011 12:12 AM |
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It took me also some time until I got that x16 holds the value of each DO loop.
So if you have DO$/0/20/1:P;
At first loop through all stacks x16 will be 0, at second will be 1 and so on, until it exits (x16=20).
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Era II mods and utilities
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Magissia
Adventuring Hero
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posted November 16, 2011 12:16 AM |
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Okay
Docs says "0...20 for a first (0) player and 21...41 for a second (1) player."
Means x16(20) apply only to first player, how is it determined who is the first player ? Is it the attacker or the defender ? (I guess the defender since the fanofheroes script was suposed to work for defender only ?)
If i'm right about it working only for defender, to make it work for attacker, we'll need to use x32 ?
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My works
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted November 16, 2011 12:19 AM |
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You should ask JimV, he can explain it much better than me, after all he taught me all that. There are several steps in that script, first I check the hero having the shield, then I give the bonuses to the monsters on his side only, and on opposite side only if I remove no retal. Hard to explain clearly in a few words, still learning.
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Era II mods and utilities
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Magissia
Adventuring Hero
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posted November 16, 2011 12:21 AM |
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Allright, i'll mail him later about that if he don't come here before i write the mail, thanks.
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My works
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marshall32
Adventuring Hero
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posted November 16, 2011 01:07 PM |
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Can someone helped with some flags ?
i trying to make archers shoot twice or something else ?
ZVSE
!?OB3/6/0; there must be an archer at 3/6/0
!!IF:M^Set Archer to shoot twice^;
!!MA:X2/?i;<br>
!!VRi:|32768;<br>
!!MA:X2/i;
i get that from ERM Full Help but i can't do it to works :S if anyone can tell me where i wrong i'll appreciate it...
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fanofheroes
Famous Hero
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posted November 21, 2011 03:04 AM |
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Can someone help me with this problem?
I have this artifact giving you expert logistics and Pathfinding when you equip it. The code works fine for the artifact, but the problem lies in the hero user screen. what ends up happening is that none of the armies can be divided in the main hero screen when selected. The Icon flashes quickly and then becomes dull. The problem occurs when I input the scripts for the artifact:
!?AE1&v998=170;
!!HE-1:S0/?v7; Check if hero has Pathfinding, if yes, variable v1 will be set to 1
!!HE-1:S2/?v8; Check if hero has Logistics, if yes, variable v2 will be set to 2
!!HE-1:S0/3; Give Expert Pathfinding
!!HE-1:S2/3; Give Expert Logistics
!?AE0&v998=170;
!!HE-1:S0/v7; Remove Pathfinding, if variable v7 is 1
!!HE-1:S2/v8; Remove Logistics, if variable v8 is 2
!?CM2;
!!UN:R3/-1;
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gnollking
Supreme Hero
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posted November 21, 2011 10:08 AM |
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For ERM questions, please use the proper thread here.
Thank you.
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fanofheroes
Famous Hero
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posted December 26, 2011 07:42 PM |
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Quote: Those are my options in french, you will certainly find them easy:
Pipette and select the darkest pink shadow
Pipette + and select lighter shadow
Now change the background settings in left corner to 0.255.255
Maj+F5 (full it)
Result:
Yes, the legs must be in exact center (or a bit lower) of that square, do it by repositioning ALL option.
Hello Artas, I've been trying to do the same thing as you did with the goblins and give all the creatures a better sense of scale. However I found that after I changed the sizes of all the images of a creature (usually 80 images), a neon blue outline seems to surround the unit when I play the game. After a closer look, I found that all the images of the unit had this outline.
Did you encounter the same problem when you changed your goblins? and if so, is there an easier way solve this problem instead of going through each image, one at a time and using paint to erase the neon blue outline?
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Kivo
Famous Hero
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posted January 22, 2012 12:36 AM |
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Edited by Kivo at 00:52, 22 Jan 2012.
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I am trying to edit the interface for one of the files, it is called"zrStkPU.pcx" you can find it in the h3bitmap.lod. ( this is to do with the succession wars mod but I think it doesnt really matter )
So, I extracted the file using MMArchive and then it appeared on my desktop. Then I edited it and saved it back to pcx ( as when I extracted it it was png ). Then I put it back to h3bitmap.lod again using MMArchive. When i play the mod the interface of the creature statistics looks really weird. The buttons are ok apart from the iterface. It has like blue spots. Do you know what Im doing wrong? Is it because it went to png and then I saved it again to pcx? If someone could help it would be great!
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solitaire345
Promising
Famous Hero
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posted January 23, 2012 04:17 PM |
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as when I extracted it it was png
MMArchive extracts all pcx files as bmp, not png..
If you use MMArchive to pack it back, just leave as it was (bmp). It will convert the image corectly on its own. If you want to use it from data folder, make sure it is 8 bit pcx
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Kivo
Famous Hero
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posted February 01, 2012 09:47 PM |
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Im having a problem with Erm Script Master. I put it in the h3custom.lod backup folder and then I run the erm sm, but I cant see anything only the statistics which are not right. i cant see the picture of the creature even if i click illustrate. I clicked options and "Set Wog Directory" and there was a h3custom. lod folder but it was empty. Do you know what im doing wrong? Basically it cannot detect the h3custom.lod and i dont know why. Can anyone help? Thanks
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solitaire345
Promising
Famous Hero
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posted February 02, 2012 08:13 AM |
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IIRC ERM Script Master is not supposed to detect h3custom.lod. My suggestion is to use Notepad++ and ERM help for writing scripts.
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Kivo
Famous Hero
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posted February 02, 2012 04:40 PM |
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Oops sorry I ment h3sprite.lod. It detected it before but I die something which I cant remember ans it can't detect it anymore. Is there a way to solve it ? I deleted the erm script master and I pasted it again but nothing. It still doesn't detect it.
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