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Thread: Adding new artifacts | This thread is pages long: 1 2 3 · «PREV / NEXT» |
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted December 12, 2012 03:05 PM |
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Thanks for the reply feanor!
Do you suggest that those things I saw in sptraits is part of incomplete feature? Because I believe there are already widened arrays (such as one in hero structure) regarding spells, but I may be wrong since anyway the ERA predecessor is incomplete wog3.59 (as it was never completed).
I already wanted to test the feature seems to be in era, and I believed using scripts is enough. So you say you didn't do any specific steps for include/exclude support for extra spells, and if it work it depends on implementation of the feature in era exe (it should work if it is contignous array and should not work if there are extra steps needed to adress the field for new spells)?
About amethyst - I don't remember it were done vampirism for amethyst, I guessed it's not, but if it is it seems my issue is solved before even asked . About UN:C code - sorry for me being ignorant but I haven't seen it, I would be thankful for the link to the page. As we have at least 3 alternate methods for adding Vampirism, you are right that such effort would be wasted. Does same ways exist for ghosting and lycantrophy etc.? If yes I would be happy to be pointed to the thread, if no, perhaps a way I suggested would work, but I believe script methods may suffice although would be more buggy (both methods - Slaava part of ASM and sometimes used script trick - uses temporary changing of CreID in battle). Anyway I'm happy that Amethyst v2 is on your todo list .
About adding more heroes - why it is so hard? Does any feature involved seem hard to crunch or it is just maaaany adresses to be fixed for essential array of heroes to be relocated? Did you already did any steps on this path? If so could you probably know a working way of dumping all data of specific hero (I guess hero struct would be enough) to SN table via script? I wanted once for WoG to add feature of castledefender like in H2 (or were it H1?) - unique hero for each town which defends it under siege but cannot leave castle - and I think it is enough to use one HeroID (maybe Xeron?) which would be inserted at begin of siege, but with all properties dumped after battle and all properties restored before another. Could you help a bit? (I need ERA ERM code for dumping Hero structure of Xeron to SN table, and one getting it back at it would involve adress of the hero structure of Xeron I don't know but 0xFea maybe do - rest I would try to implement myself, I hope I won't screw it ). Note the feature I want and me asking for help is of course inferior to full more heroes support since such approach I thought about won't work if such hero would appear on adventure map - but it would perfectly work for such things like Town Defender (were it named captain?) or maybe even garrison defender (for garrisons on AdvMap) and other heroes bound to static object.
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artu
Promising
Undefeatable Hero
My BS sensor is tingling again
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posted December 23, 2012 12:56 AM |
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Edited by artu at 00:57, 23 Dec 2012.
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Inquisitor set has descriptions that goes +X to Spellpower skill. This is not the standard of the game, every other artifact displays +X to Power skill, so I want to edit the text to standard format. However, I can't find the text related to the these descriptions. It's not in Data/S Erm Script, it's not in .pac file's extractable text files. Under Data/artifact there are some CFG files, a format i am not familiar with, I open these with Note Pad and I see stuff like:
Attack=3
Spellpower=1
Yet, editing those wont change the descriptions displayed in the game. Where am I going to do that?
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djkiwi
Hired Hero
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posted December 23, 2012 02:37 AM |
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Edited by djkiwi at 02:50, 23 Dec 2012.
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Quote: Inquisitor set has descriptions that goes +X to Spellpower skill. This is not the standard of the game, every other artifact displays +X to Power skill, so I want to edit the text to standard format. However, I can't find the text related to the these descriptions. It's not in Data/S Erm Script, it's not in .pac file's extractable text files. Under Data/artifact there are some CFG files, a format i am not familiar with, I open these with Note Pad and I see stuff like:
Attack=3
Spellpower=1
Yet, editing those wont change the descriptions displayed in the game. Where am I going to do that?
This seems to be what solitaire was referring to like so:
Rank=16
SlotID=4
ComboID=28
ComboPart=-1
Name=Triple Magic Bow
Desc=When wielded, the Triple Bow allows your troops to shoot through any obstacle or at any range without penalty, and grants you the {Expert} {Archery} -skill.
MapDesc=When wielded, the Triple Bow allows your troops to shoot through any obstacle or at any range without penalty, and grants you the {Expert} {Archery} -skill.
Attack=6
Defence=6
Knowledge=4
Spellpower=4
And then i suppose by editing the old artifact numbers you could make new combinations?
e.g. 50.cfg
ComboPart=15
for number on combo list
**or should it be ComboPart=175
for number on artifact list
Now using this method it actually gave me the bow when lvling up to higher lvls. But it didnt work as a combination artifact, the message showed spell book and upon clicking ok it crashed the game with a runtime error. But i got progress, i actually saw the bow picture i drew in game so now i know its working on some level
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted December 23, 2012 08:07 AM |
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I don't know if OxFea plugin changes this, but ERM manual says:
Important: only artifacts with an IDs lower than 160 may be a part of a Combo artifact although any artifact be used for the assembled combination.
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Era II mods and utilities
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artu
Promising
Undefeatable Hero
My BS sensor is tingling again
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posted December 23, 2012 12:49 PM |
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My test map crashes every time I try to save the game when Emerald is on btw. Goes back to normal when I disable it. Until text is editable and save bug is fixed I am putting this on a shelf.
Crashlog, if it helps:
crashlog.rar
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djkiwi
Hired Hero
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posted December 24, 2012 01:33 AM |
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Edited by djkiwi at 01:45, 24 Dec 2012.
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Im using emerald and added 15 artifacts, 4 i cant get to work: titanium armor consisting of commander artifacts,
vestment of authority:
Diplomat's Ring
Ambassador's Sash
Stateman's Medal
+endless purse
and tobyns spell ward;
Garniture of Interference
Surcoat of Counterpoise
Boots of Polarity
orb of vulnerability
Triple Magic Bow
barbarians lords axe of ferocity - club of havoc
bowstring angelfeather
golden bow
i've been using different variables, tried W, V and Z vars in many cases without luck. Using the W-vars for secondary skills fixed most of my problems though, so i figured you guys could use
this since there are 12 new working combination artifacts in here
[url=https://dl.dropbox.com/u/88117820/new%20combo%20artifacts.zip]new combination artifacts[/url]
see the erm help discussion topic for the steps that i took.
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artu
Promising
Undefeatable Hero
My BS sensor is tingling again
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posted January 21, 2013 10:41 AM |
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Can these VCMI artifacts be transported to Era as a mod without replacing the old ones using Emerald:
VCMI artifacts
And OxFEA can you please fix + Spellpower. It looks really very irritating and ugly. Everybody knows Power is spell power, no need to mess with standards of the game.
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted July 23, 2016 04:17 PM |
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avatar
Promising
Supreme Hero
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posted July 23, 2016 04:48 PM |
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Link is not dead. Preview is not available only.
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted July 23, 2016 05:19 PM |
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Edited by majaczek at 07:13, 03 Aug 2016.
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avatar said: Link is not dead. Preview is not available only.
Error 404?
EDIT: I mean the plugin not the graphics
...
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Sorry Feanor for not asking before but I try to hijack emerald plugin.
I used code from alpha... could you share the sources from newest emerald?
okay found your newer sources
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help! I fixed emerald to work with era II, then I fixed crash on save, but I got 100% MAF on load I don't know what exactly to fix
=====================================================
here is what I achieved digging in Feanor's code
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted August 07, 2016 06:20 PM |
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Edited by majaczek at 20:38, 09 Aug 2016.
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Quote: emerald->WriteDword(0x4DC358,0xA0); //MoP said
Why? it seems it is the line that limits combos?
!!UN:C7434361/4/1000; //combo fix ? 0x717079 - BuildUpCombo
WoG function here limits to 160 for artifacts combo but after switching to 1000 crashes just after trying to set new artifact combo
Quote: I fixed a few errors including those I introduced myself
now there is fuctional emerald :)
-----------------------------------------------------------
Emerald is almost fully functional now.
I walked around the bug. It is almost bug-free now.
I did the trick in disabling parts on mod for time of saving and loading.
I didn't have the triggers event for this so I used keyboard/mouse events.
It works :)
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I would like to someone to help me to break limit of #160 combo parts
I get first part of this, sadly it crashes
Quote: !!UN:C7434361/4/1000; //combo fix ? 0x717079 - BuildUpCombo
EDIT: some fixes on amethyst and emerald. Emerald have much less bugs and almost totally crash-free. will look how to fix config files.
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fanofheroes
Famous Hero
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posted August 11, 2020 12:05 AM |
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Is there an english version of the read me file? I've been adding some artifacts and I can't figure out how to add specific spells.
WHen i use the 'GivesSpell" it only takes the first spell i put, and not the ones following
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VMaiko
Known Hero
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posted August 11, 2020 12:27 AM |
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Edited by VMaiko at 00:28, 11 Aug 2020.
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fanofheroes said: Is there an english version of the read me file? I've been adding some artifacts and I can't figure out how to add specific spells.
WHen i use the 'GivesSpell" it only takes the first spell i put, and not the ones following
Here you can use the complete guide of the effects that you can do with the artifacts, "GiveSpell" uses the ID of the spells, use ERM Help and index section to know what they are.
You cannot add more than 1 spell, for that use"GivesSpellSet="
GivesSpellSet=1-4 give elemental spells
9 gives all 1 level spells
10 gives all 2 level spells
11 gives all 3 level spells
12 gives all 4 level spells
5 gives all 5 level spells
13 gives all spells
14 gives all sight spells
15 gives all adventure spells
17 gives all four summon elemental spells
Do you have any ideas for a new Give Spell Set? Please say so so it can be implemented in emerald in the future
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fanofheroes
Famous Hero
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posted August 11, 2020 01:22 AM |
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VMaiko said:
fanofheroes said: Is there an english version of the read me file? I've been adding some artifacts and I can't figure out how to add specific spells.
WHen i use the 'GivesSpell" it only takes the first spell i put, and not the ones following
Here you can use the complete guide of the effects that you can do with the artifacts, "GiveSpell" uses the ID of the spells, use ERM Help and index section to know what they are.
You cannot add more than 1 spell, for that use"GivesSpellSet="
GivesSpellSet=1-4 give elemental spells
9 gives all 1 level spells
10 gives all 2 level spells
11 gives all 3 level spells
12 gives all 4 level spells
5 gives all 5 level spells
13 gives all spells
14 gives all sight spells
15 gives all adventure spells
17 gives all four summon elemental spells
Do you have any ideas for a new Give Spell Set? Please say so so it can be implemented in emerald in the future
I was hoping for 2 spells like:
death ripple & animate dead
and something similar with resurrection & prayer
I know if i want to cast spells i can put
autospell=x, x1, x2, x3...
I was hoping to do like a
GivesSpell=x, x1 etc
Is there a user-friendly way in emerald i can build my own GivesSpellSet combinations?
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VMaiko
Known Hero
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posted August 11, 2020 01:34 AM |
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It's not possible, sorry, making a custom spell set requires open source functions and not hardcoded, if it was so easy to add a custom spell set, long ago we would have been able to create our own artifact combo with ID parts higher than 160, which is currently impossible yet.
Just give me ideas for a GiveSpellSet and the code will be implemented in a future emerald release.
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fanofheroes
Famous Hero
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posted August 11, 2020 04:22 AM |
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VMaiko said: It's not possible, sorry, making a custom spell set requires open source functions and not hardcoded, if it was so easy to add a custom spell set, long ago we would have been able to create our own artifact combo with ID parts higher than 160, which is currently impossible yet.
Just give me ideas for a GiveSpellSet and the code will be implemented in a future emerald release.
Thank you!
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted August 11, 2020 06:32 PM |
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once I found how SpellSets works it is easy to add them. Just some function for emerald is enough. I just need more sets of spells taht have sense to add. there is possible to add 126 spellsets including not-modded ones (like Tome of Air).
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VMaiko
Known Hero
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posted August 11, 2020 07:03 PM |
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majaczek You can start by adding this little set of holy spells (resurrection, prayer, destroy undead) and deadly spells (death ripple, animate dead) for example.
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klinsk
Hired Hero
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posted August 11, 2020 08:24 PM |
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Link on first page is dead. Re-upload, please?
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted August 11, 2020 08:33 PM |
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