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Thread: [Wake of Gods] - Introduction/Modding/Scripting | This thread is pages long: 1 2 3 4 5 ... 10 20 ... 29 30 31 32 33 · «PREV / NEXT» |
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Ilya_Rysenkov
Tavern Dweller
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posted May 04, 2017 03:52 PM |
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I have a question: is it possible to change an amount of resources, which are given to player per day (using mines, buildings, artifacts)or are they hardcoded? I don't mean mithril option or estates skill.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted May 04, 2017 04:00 PM |
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Ilya_Rysenkov
Tavern Dweller
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posted May 04, 2017 06:27 PM |
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Yes, what? Yed, it's hardcoded, yes, it'possible or yes, you don't know?
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted May 04, 2017 06:59 PM |
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Well, I am not native english however I think that if they were hardcoded and not possible to modify, the correct answer would have been "No, they are hardcoded". ^^
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Ilya_Rysenkov
Tavern Dweller
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posted May 06, 2017 01:01 PM |
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Thanks. I think the same. Because if they won't be hardcoded, creators of WoG would surely change these files.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted May 06, 2017 02:25 PM |
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Ouch, looks we didn't understand each other.
Yes, you CAN change those values, they are NOT hardcoded, and even if they were hardcoded, you can still change them with erm codes altering the memory on the fly. Hope now is clear.
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RerryR
Promising
Supreme Hero
Researching Magic
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posted May 06, 2017 03:31 PM |
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Edited by RerryR at 15:34, 06 May 2017.
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...yes, sometimes its difficult to understand Salamandre, his native language is clearly ERM and not englisch
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VOGue
Tavern Dweller
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posted September 19, 2017 03:53 PM |
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Edited by VOGue at 15:56, 19 Sep 2017.
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Hi all!
I need help with creating such ERM scripts without ERA. Don't know where to find a help, if not in that forum.
1. Spells and its power-
All damaging spells damage increase in 8x times.
Bloodlust will increase Unit Attack skill on 1/2 of Spellpower skill, and damage of unit on 1/6 of Spellpower Skill.
Same thing with Stone skin and a Defence, and same thing with Disease, but it will not a decrease attack like bloodlust, it will decrease it.
2.Artifacts
Pendant of life will increase a Ressurect skill effectiveness with 2x time.
Same thing with Pendant of Death, but it will increase Animate Dead skill on 3x times
3. Secondary Skills
3. Luck will increase damage of Luck proc to 2x on Basic, 3x on Advanced and 4x on Expert level
Resistance will increase Defence skill by 2x on Basic, 4x on Advanced and 6x on Expert level and increase health of Units by same level.
Scholar will increase a chance of proc of Morale and Luck instances by 25/50/100%.
Eagle eye will increase a chance of Morale proc by additional 100/150/200%. (With scholar chance to gain a Morale will be more than 50-60% with every troop).
First Aid ressurect will cast the same Ressurect like hero cast normally. Hero with first aid speciality will cast Ressurect on every units taken damage last turn. Formula of Ressurection will be like (Hero basic level*Spellpower) on basic earth magic level, 2x(Hero basic level*Spellpower) on Advanced, 3x(Hero basic level*Spellpower) on Expert Earth Magic Skill.
Fire magic secondary skill will give a chance to cast a random Fire spell from the book near 2-3 squares near casted spell(only enemy-targeted spells).
Chance to auto-cast will be like 25/50/75%.
4.Primary skills.
Knowledge will increase maximum manapool just for 5 mana with every point, not by 10.
P.S. If that scripts cannot be maded without ERA platform, i need help to do it anyway, and take all my scripts to ERA platform
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted September 19, 2017 06:21 PM |
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Actually such scripts work ONLY in Era, wog 3.58 doesn't have SS (spells handling) receiver. But also what you ask is quite long and tedious to script, you should start then post chunks of codes for correction. If you wait for someone to do all that work, beware at the end of the world first!
For instance, you could start by studying TEW4 (mod for era) codes, almost all spells are increased or modified in that mod. Also for resurrect depending on artifact, you should download and look at the dragon lord map, the author asked me time ago a script where vial of dragon blood increases resurrect power. You will get the syntax and the bases and in general what you ask was already done in one or several maps.
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted September 20, 2017 12:16 PM |
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Salamandre said: Actually such scripts work ONLY in Era, wog 3.58 doesn't have SS (spells handling) receiver. But also what you ask is quite long and tedious to script, you should start then post chunks of codes for correction. If you wait for someone to do all that work, beware at the end of the world first!
For instance, you could start by studying TEW4 (mod for era) codes, almost all spells are increased or modified in that mod. Also for resurrect depending on artifact, you should download and look at the dragon lord map, the author asked me time ago a script where vial of dragon blood increases resurrect power. You will get the syntax and the bases and in general what you ask was already done in one or several maps.
But you also may modify sstraits.txt (in both wog3.58f and ERA)
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted September 20, 2017 06:49 PM |
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Yes, for a few of his requests, txt files can be modified. But for all his requests, he needs erm.
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piggychu620
Adventuring Hero
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posted September 21, 2018 05:33 AM |
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Hello everybody!
I'm new to new to ERM scripting and I have several questions, please be so kind and help me out.
1. Where can I find the "exclusive" teaching documents of the ERM syntax!?
2. There is a Magic University in Conflux town, is it possible to change it to other skills to be learned!?
3. Is it possible to change the town recruits to "random"!? I want a town which all have different creatures of the same level in every new game, is it possible!?
4. I download a lot of VCMI mods (New towns, creatures, heroes, etc.), but when I open WOG, NOTHING is added! It worked fine with VCMI, but I want to play it in WOG! Please teach me how to import it to WOG! Much appreciated!
5. Is it possible to change a hero's "Specialty"!?
Thank you VERY much for your help!
Much appreciated!!!
Sincerely,
PiggyChu620
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avatar
Promising
Supreme Hero
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posted September 21, 2018 08:49 AM |
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Edited by avatar at 08:50, 21 Sep 2018.
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piggychu620 said:
1. Where can I find the "exclusive" teaching documents of the ERM syntax!?
On your hard drive. If you've installed ERA, launch Era Start Menu and click ERM Help button/
Quote:
4. I download a lot of VCMI mods (New towns, creatures, heroes, etc.), but when I open WOG, NOTHING is added! It worked fine with VCMI, but I want to play it in WOG! Please teach me how to import it to WOG! Much appreciated!
Technically VCMI is diffirent game than Heroes 3. VCMI usess H3 assets and clones H3 mechanics. But it's diffirent game written from the scratch. That's why vcmi mods and era mods are incompatible. VCMI allows to add new content, ERA/WOG allows only to replace existing towns with another. But it's too difficult for a newbie. You can always download ERA's Grove or ERA's Abyss and look inside to see what they had been done.
Quote:
5. Is it possible to change a hero's "Specialty"!?
Yes, use ERM help to find out how or browse some ERA mods.
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piggychu620
Adventuring Hero
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posted September 21, 2018 09:16 AM |
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avatar said:
On your hard drive. If you've installed ERA, launch Era Start Menu and click ERM Help button/
Thanks! I'll go check it out!
Quote:
Technically VCMI is diffirent game than Heroes 3. VCMI usess H3 assets and clones H3 mechanics. But it's diffirent game written from the scratch. That's why vcmi mods and era mods are incompatible. VCMI allows to add new content, ERA/WOG allows only to replace existing towns with another. But it's too difficult for a newbie. You can always download ERA's Grove or ERA's Abyss and look inside to see what they had been done.
What a shame! They got SO~ many cool mods!
Quote:
Yes, use ERM help to find out how or browse some ERA mods.
OK... I'll see what I can find!
Then how about the other 2 questions!?
It can not be done!?
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PIGGYChu620
Adventuring Hero
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posted September 21, 2018 07:42 PM |
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I tried to make a script to show creature levels from creature 145 to 189.
Please tell me where did I do wrong!?
Much appreciated!
ZVSE
!!VRz1:S^^;
!!DO1/145/189/1;
!!IF:M^%Z1^;
!?FU1;
!!MA:Lx16/?y1;
!!VRz1:S^%Z1, %Y1^;
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted September 21, 2018 08:05 PM |
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you can't just ask script to show only creatures ID 145 to 189 because for that it will still need to check every monster on map. So you have to set script to loop every monster first:
ZVSE
!?CM0; triggers when you right click on adventure map
!!UN:U54/-1/?y-1; first find how many monster stacks are on map
!!VRv1:S-1;
!!DO50000/1/y-1/1:P; now check each
Then you have to eliminate those you don't need from displaying
!?FU50000;
!!UN:U54/-1/-1/1; store monster coordinates in v1-v3
!!OB1:U?y1; get its subtype (ID) and store in y1
!!FU&y1<145|y1>189:E; ignore ID <145 and >189
!!MA:Ly1/?y2;
!!VRy2:+1;
!!IF:L^Level is %Y2^;
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bloodsucker
Legendary Hero
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posted September 22, 2018 01:14 AM |
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piggychu620 said:
2. There is a Magic University in Conflux town, is it possible to change it to other skills to be learned!?
As a matter of fact, some years ago I've made something similar but for Castle, the building was stables and you could learn or improve up to eight might skills. Unfortunately, meanwhile I had to format the disk.
Look for it in ERM Help and Discussion thread.
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PIGGYChu620
Adventuring Hero
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posted September 22, 2018 06:21 AM |
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Salamandre said: you can't just ask script to show only creatures ID 145 to 189 because for that it will still need to check every monster on map. So you have to set script to loop every monster first:
ZVSE
!?CM0; triggers when you right click on adventure map
!!UN:U54/-1/?y-1; first find how many monster stacks are on map
!!VRv1:S-1;
!!DO50000/1/y-1/1:P; now check each
Then you have to eliminate those you don't need from displaying
!?FU50000;
!!UN:U54/-1/-1/1; store monster coordinates in v1-v3
!!OB1:U?y1; get its subtype (ID) and store in y1
!!FU&y1<145|y1>189:E; ignore ID <145 and >189
!!MA:Ly1/?y2;
!!VRy2:+1;
!!IF:L^Level is %Y2^;
WOW!
Thanks! I know what to do!
But then, creatures 145 to 148 are "War Machines".
In the ERM, it would placed under "Creatures", but in the Map Editor is was in "Artifacts".
So if I place those objects in the map, will the script STILL get those "creature"'s information!? Or it will just ignore it!?
And, creature 149 is "Arrow Towers"! So I guess there is no way to get its information!?
If I put it in the town recruits, I imaging it will crash the game!?
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PIGGYChu620
Adventuring Hero
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posted September 22, 2018 06:24 AM |
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bloodsucker said:
piggychu620 said:
2. There is a Magic University in Conflux town, is it possible to change it to other skills to be learned!?
As a matter of fact, some years ago I've made something similar but for Castle, the building was stables and you could learn or improve up to eight might skills. Unfortunately, meanwhile I had to format the disk.
Look for it in ERM Help and Discussion thread.
I did go through the ERM help, not completely of course, but I can't find where it teach me how to modify the "individual building structures"!
So, can you please be so kind and point me to the right direction!?
Much appreciated!
ERM Help
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bloodsucker
Legendary Hero
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posted September 22, 2018 05:53 PM |
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I was talking about the thread in HC.
It's a script me and Sal were back and forth to complete, it's more then two years old and less then four. I can look for it some of these days, if I find both the time and the patience, but not now.
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