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Thread: wandering creature troop formation | |
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gk1981
Hired Hero
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posted March 02, 2013 06:51 AM |
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wandering creature troop formation
Can someone provide a script that allows for modifying an enemy troop's formation (wandering enemies, not heroes) so that depending on the creature ID, the enemies are either spread out or collapsed into one space?
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gk1981
Hired Hero
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posted March 05, 2013 12:40 PM |
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Bump. Anyone know if this is possible? I'm interested in setting it so that larger "special" enemy creatures (dragons, behemoths) are set to appear in battle either clustered into one avatar or spread across just three--something about seeing 7 of those things on the screen (similar to in the later MM games when there would be a giant horde of titans)kills the spectacle/feeling of fighting "bosses."
Wolves, bats, and orcs are a different story, as fighting huge groups of them makes more sense.
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JimV
Responsible
Supreme Hero
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posted March 05, 2013 02:14 PM |
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Yes, this is possible, if I understand what you want. (I'm not sure I do.) Almost anything is possible with ERM. The ERM BA:M command allows one to specify seven troops for each side at the start of a battle, and any of them can be empty.
Local Events and guarded Resources/Artifacts also have seven troop slots which can be specified in the Map Editor, if you don't want to use ERM. Neutral Monster troop slots are not available in the Map Editor however - assuming that is what you mean by "wandering monsters". (In ERM there are actual Wandering Monsters which move one square per day - or faster under script control.)
Grayface could probably make a Map Editor patch which added the troop-slot specification for Neutral Monsters if he wanted to.
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gk1981
Hired Hero
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posted March 05, 2013 10:31 PM |
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JimV,
Thanks for the response--yeah, I'm referring to neutral creatures, and I'm mainly interested in the random monster possibilities in the map editor (the spheres labeled "mon 1," "mon 2," etc.). So, whether or not the stack of that particular neutral creature was spread out on a battlefield or clustered into one (or several) hexes would depend on the monster's ID.
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JimV
Responsible
Supreme Hero
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posted March 05, 2013 11:26 PM |
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This was discussed under the ERM help thread, guessing at what was meant, but I have a better idea now. The main problem was to decide at the point of attack (in a script) whether the attacking creatures were specified guards (e.g. in a Pandora's Box or Local Event) which should not be changed, or Neutral Monsters, which should. I think now that the time to decide that is by a UN:U search on day one, saving a unique PO code at the Monster location. Then at the battle, the PO code could be read. After that it is only a matter of adding the seven slots and allocating them, although there are many details which have not been specified, such as how to deal with upgrades (e.g., three groups of Troglodytes and one group of Infernal Troglodytes).
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bushez
Hired Hero
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posted March 07, 2013 07:28 PM |
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