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majaczek
Supreme Hero
Work at Magic Dimmension
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posted January 23, 2015 01:35 PM |
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Edited by majaczek at 20:55, 30 Jan 2015.
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anyway thanks
EDIT: now I know that 3 files with CRTRAIT in name must hold same contents, which is weird, but my mod with Amethyst finally don't crash at ERA start.
now I've set flags which before were placeholders and in few days probably I would publish amethyst version of FU2+ which doesn't replace creatures
Amethyst Upgrades is still in Alpha
I'm tired -.-
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ChaosHydra
Famous Hero
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posted February 04, 2015 03:10 PM |
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The link is dead. Re-up anyone?
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted February 13, 2015 02:19 PM |
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Edited by majaczek at 16:43, 01 Mar 2015.
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Hi there's script for 3.58f which can turn normal creature into a caster. link - search for "umagiczniać" (Enchant is bad translation, I don't know proper). Do you copy the table in Amethyst? which one is it? what I need to write in nnn.cfg ?
also read the source of amethyst, and have a question
Quote: c = strstr(buf,"Spell 1=" );
if (c!=NULL) spell_1_table[target]=
atoi(c+strlen("Spell 1=" ));
c = strstr(buf,"Spell 2=" );
if (c!=NULL) spell_2_table[target]=
atoi(c+strlen("Spell 2=" ));
c = strstr(buf,"Spell 3=" );
if (c!=NULL) spell_3_table[target]=
atoi(c+strlen("Spell 3=" ));
what this is for? is this one I seek (spellcaster)? or it is just ethernal spell for the unit?
EDIT: I don't know why but I can't make Amethyst Unit Shoot. I have the 4-flag on (shootings), missle def and silent SnnnSHOT.82m but my shooter can only attack in meelee please help.
EDIT2: found it! the creatures\nnn.cfg must be in data directory, not in mods\modname\data directory - my flags just haven't been read, because whole file haven't been read.
EDIT3: comparing Aquamarine Library and Amethyst Sources i think that "Spell N=" is probably the same feature as 3 UN:C from AL to make creature spellcaster (but in new bigger table), still I don't know what to fill this
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted March 19, 2015 03:48 PM |
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Edited by majaczek at 17:13, 06 Aug 2015.
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found values for Spell N using a simple script
here effect
but i couldn't do pit lord casting to new unit (2-0-0) what do i wrong?
EDIT: wrong order now there is proper ini (pit lord 0-0-2)
EDIT: please help me finding the pattern. already succeed with copying all 3 values from Pit Fiend to new Pit Master creature (summons demon from creatures), but what if i want to make caster like Santa gremlin but to cast thunderbolt? or like ogre magi but cast Prayer?
===================================================================
Quote:
Town=5
Flags=23
Level=5
Shot type=1
Spell 1=2
Spell 2=7
Spell 3=8
spell casting doesn't work here, why?
EDIT: Nevermind, found ERM workaround, already packed into amethyst upgrades
EDIT:
Quote:
Spell 1=2
Spell 2=7
Spell 3=8
crashes if Creature is AI and casting
is there any workaround?
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted August 10, 2015 01:29 AM |
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I've made several mistakes in my thoughts but it works now
neither wog nor amethyst were guilty
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bloodsucker
Legendary Hero
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posted August 10, 2015 07:01 AM |
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majaczek said: I've made several mistakes in my thoughts but it works now
neither wog nor amethyst were guilty
Congratulations, were you able to change the spell cast by a creature?
Could you find the patience to make a tutorial for it?
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted August 12, 2015 01:08 PM |
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Just set
Spell 1=8
Spell 2=7
Spell 3=2
in cfg file
and set spell type and power via script
also set number of casts in zcrtrait.txt
for spell settings you may use my script if credits granted
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fred79
Disgraceful
Undefeatable Hero
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posted September 10, 2015 07:29 AM |
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Edited by fred79 at 07:30, 10 Sep 2015.
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there are two creatures that i want to add from the WoG Acidcave site. problem is, they aren't available. anyone here can relay a message to either Axolotl or the mods at the WoG Acidcave site? the 2 creatures in question(which i didn't know were available, but have seen before from a very talented artist) are these two, located on page 4 in the creature bank:
thanks in advance.
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Warmonger
Promising
Legendary Hero
fallen artist
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posted September 10, 2015 07:57 AM |
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Macron1
Supreme Hero
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posted September 10, 2015 09:27 AM |
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Edited by Macron1 at 09:30, 10 Sep 2015.
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fred79 said: there are two creatures that i want to add from the WoG Acidcave site. problem is, they aren't available. anyone here can relay a message to either Axolotl or the mods at the WoG Acidcave site? the 2 creatures in question(which i didn't know were available, but have seen before from a very talented artist) are these two, located on page 4 in the creature bank:
thanks in advance.
http://wiki.vcmi.eu/index.php?title=Mod_list
Evil Trees
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fred79
Disgraceful
Undefeatable Hero
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posted September 10, 2015 09:52 AM |
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Edited by fred79 at 10:12, 10 Sep 2015.
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thanks a ton, warmonger and macron.
...looking at the mod list, i wonder if there is anything found in it that isn't listed elsewhere? can all of the creatures in the various mods be found elsewhere, or only from that mod list? i just want to know before i download everything on that page.
-------
DUDE. those trees are SO snowing cool!
now, to(possibly work on them and) add them to my lineup(after i finish the mini-volcanoes, of course. i'm almost done with them, and when i'm done, i can use them to fix the h3 volcanoes and my volcanic reef defs).
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XEricSin
Famous Hero
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posted March 25, 2016 07:24 PM |
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Edited by XEricSin at 07:44, 26 Mar 2016.
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Hi, I am using ERA2.46. I extracted the Data and ERAplugins folders in to a mod. And then activated the mod using mod manager.
I changed the wav file type to 82m. Nothing else was changed.
I tried to use BU:S197/1/3/0/0/0 to add a stack of creature 197 in to the field. But error occured.
Is ERA2.46 supported?
How can I add the new creature into the battle field?
Added:
I got the new creature working in the battlefield now.
Trying to put into the editor now.
Will the new creature appear in the random monsters?
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted April 29, 2016 11:24 PM |
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Edited by majaczek at 15:08, 28 Jun 2016.
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How to add new creatures to Adventure Map? (ones > 196)
Okay, I probably know.
Could I continue the Amethyst project? I would like to include some updates
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OxFEA
Promising
Famous Hero
feanor on DF2.ru
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posted July 11, 2016 04:10 PM |
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majaczek said: Could I continue the Amethyst project? I would like to include some updates
Of course.
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted July 11, 2016 09:15 PM |
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OxFEA said:
majaczek said: Could I continue the Amethyst project? I would like to include some updates
Of course.
Thanks OxFEA! I will be maintaining Amethyst2 since now
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted July 12, 2016 02:09 AM |
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Edited by majaczek at 20:30, 12 Jul 2016.
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I made some changes, but unfortunately I haven't VC++ yet. (it doesn't compile on G++).
changelist:
- up to 999 monsters (were 500)
- can mark unit as ghost - not checked
- can mark unit as hellsteed - partially works
- can mark unit as enchanter - fixed and checked
- can mark unit as sorceress - checked - incompatible with enchanter
- can add santa gremlin guards - worked before in ERM script, not checked
- can select Necromancy Units
- if there is Knightmare Kingdoms mod or Amethyst Upgrades mod then loads config from mod directory
EDIT: are there any SoD/WoG creature specials which aren't covered by amehyst2?
edit2: sorry... there are some nasty bugs, will finish sometime
edit3: plz help, there is obviously something I done wrong... I'll try today but...
Quote:
//Enchanter
__declspec(naked) void f_447ED9_Hook()
{
__asm
{
pusha
mov EBX, DS:[EAX+0x34]
mov ch, isEnchanter[EBX]
cmp ch, 0
je _isNotEnchanter
_isEnchanter:
popa
//mov DS:[eax+0x34], 0x88
mov eax, 0x00447ee2
jmp eax
//push 0x00447ee2
//retf
_isNotEnchanter:
popa
mov eax, 0x00447f1b
jmp eax
//push 0x00447f1b
//retf
}
}
__declspec(naked) void f_4650dd_Hook()
{
__asm
{
pusha
//mov eax, DS:[EBX+0x34]
add eax, 0x88
mov ch, isEnchanter[EAX]
cmp ch, 0
je _isNotEnchanter
_isEnchanter:
popa
MOV ECX, DS : [ESI + 0x132C0]
mov eax, 0x004650e9
jmp eax
_isNotEnchanter:
popa
mov eax, 0x004653e2
jmp eax
}
}
which is attached as HOOK_JUMP
crashes for creature 0x88 (original enchanter) which is currently only one non-zero entry in isEnchanter table
edit: found! the first of two hooks were false match :)
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Baronus
Legendary Hero
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posted July 12, 2016 09:17 PM |
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You help someone better than others:-) Very good.
Why limit is 999 not hexadecimal. 16,256,4096 etc?
Adding 700 new creatures is fantastic idea :-)
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OxFEA
Promising
Famous Hero
feanor on DF2.ru
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posted July 12, 2016 10:38 PM |
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Also, some snipplet
int __stdcall ReadAdditionalFields(LoHook* h, HookContext* c)
{
_CreatureInfo_* target = (_CreatureInfo_*)(c->esi);
//char** fields = (char**)*(int*)(c->ebx+4);
target->town = atoi(*(const char **)(*(int *)(c->ebx + 4) + 96));
target->level = atoi(*(const char **)(*(int *)(c->ebx + 4) + 100));
target->flags = 0;
for(int i = 0; i!=32; i++)
if ( (*(char **)(*(int *)(c->ebx + 4) + 104 + i * 4))[0] !=0  
target->flags |= 1 << i;
return EXEC_DEFAULT;
}
*(int*) 0x47ABC6 = (int)"zcrtrait.txt";
patcher->WriteLoHook(0x47B035, (void*)ReadAdditionalFields);
Now you can use extended txt's
https://pp.vk.me/c629431/v629431108/42c26/tiUPfeydQJk.jpg
..and use patcher library, it's really awesome
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted July 13, 2016 05:48 PM |
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Edited by majaczek at 18:21, 18 Jul 2016.
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Baronus:
because creature defs has names CreNNN.def and i prefer don't change it yet.
also more crucial is that sound files has names like NNNshot.wav or something and I am affraid it couldn't be more than 8 chars but I may be wrong. OxFEA? If anybody need I may Increase limit to 9999
OxFEA:
please explain?
what to use with what?
also notice that I used additional fields, and I may use even more.
Snippet looks nice, but IDK what it requires, and what exactly does. I roughly understand that it intends to have one zcrtrait files and no 198.cfg etc. files but still I don't understand
EDIT: I need the address of Rogue routine, could anybody help?
PS: adding new objects to the advmap including leaving troops during game requires changing all 3 object txt files from heroes3wog, the objects folder is not enough. It works pretty with amethyst upgrades, but may incorporate some mod incompability later
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OxFEA
Promising
Famous Hero
feanor on DF2.ru
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posted July 18, 2016 10:24 PM |
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> EDIT: I need the address of Rogue routine, could anybody help?
4E605C
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