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Thread: Need help with scripts and map making | |
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lt_hunter
Adventuring Hero
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posted June 26, 2003 02:36 PM |
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Need help with scripts and map making
Ca anyone offer me a full help about using scripts in creating maps??? Like in the turtorial...
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Morlokk
Tavern Dweller
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posted June 26, 2003 03:21 PM |
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What?!
What language do you want? If english - what problems? (press F3?..)
If rus - I can help. I AM NOT A CREATOR OF MAPS. But have created more
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lt_hunter
Adventuring Hero
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posted June 27, 2003 01:51 PM |
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Hey, everyone has an ERM script editor??? Even if it is a cracked version of SOD???
A friend of mine has a cracked version and he says he managed to installl WoG (hard to believe).
He also mentioned that he has no script editor, although we used the same downloaded WoG pack from the internet.
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zeussbdc
Tavern Dweller
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posted June 28, 2003 10:35 AM |
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how you create .... email me pls eminem_d@linuxmail.org
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Gangrail
Promising
Famous Hero
Dead Man
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posted June 28, 2003 11:51 PM |
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How you create what? I don't know what you are asking about.
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Fnord
Promising
Famous Hero
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posted June 29, 2003 02:06 AM |
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Quote: Hey, everyone has an ERM script editor??? Even if it is a cracked version of SOD???
A friend of mine has a cracked version and he says he managed to installl WoG (hard to believe).
He also mentioned that he has no script editor, although we used the same downloaded WoG pack from the internet.
With the full install of WoG 3.57f, there's a separate download for the script editor and HTML help. Scroll down a little bit more on the download page and you'll see the wog tools file to download.
It was left out of the main file in order to make the download a bit smaller since the majority of people playing WoG aren't writing scripts. But for those who wish to, it's an essential download.
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doomfreak
Famous Hero
The Crispinator
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posted June 30, 2003 05:15 AM |
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Was it also left out for the people that are still stuck with old slow 56k connections?
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Holden means a great deal to Australia...
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Sagamosa
Hired Hero
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posted June 30, 2003 02:04 PM |
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Help with wogification
I'd like to include emerald tower script (and possibly some others) in to the wogify options. I mean not necessarily to the starting wogify table with the check/uncheck option, but to include it even without this visible choice(i think it would be more simple).
To copy the code of say emerald tower map script (taken from some map)to the ZVS/S directory of heroes is obviously not enough. What other changes need to be made or what is the code which enables the wogification of the map?
I usually play random wogified maps and miss the possibilities of these scripts in random maps.
thanx
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Fnord
Promising
Famous Hero
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posted June 30, 2003 11:45 PM |
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Quote: I'd like to include emerald tower script (and possibly some others) in to the wogify options. I mean not necessarily to the starting wogify table with the check/uncheck option, but to include it even without this visible choice(i think it would be more simple).
To copy the code of say emerald tower map script (taken from some map)to the ZVS/S directory of heroes is obviously not enough. What other changes need to be made or what is the code which enables the wogification of the map?
I usually play random wogified maps and miss the possibilities of these scripts in random maps.
thanx
Emerald Tower will appear in 3.58, but that's still a number of months away. In the meantime, if you want the Emerald Tower object to have a chance of appearing in WoGified maps automatically, you can edit script00.erm by adding this code after the school of wizardry code:
!!VRy20:+1; [add one to object counter]
!!VRy11:Sy20 *7; [number to add to index variable]
!!VRy10:S593 +y11; [new index number]
!!VRvy10:C63/65/1/-1/0/0/0; [emerald tower]
Warning: the above code does NOT check if the Emerald Tower script is present or enabled, so you may wish to keep a separate unmodified copy of script00.erm somewhere as well.
I've actually revised the script recently, so if you want to do some testing and can promise to send me feedback about balance and errors, give me your email and I'll send you an ERS file that will add Emerald Tower to the WoG options, an edited script00.erm which will also check if the script is enabled or not (in WoG options), the revised Emerald Tower script, and an accompanying graphic that's used with it.
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Sagamosa
Hired Hero
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posted July 01, 2003 09:27 AM |
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Emerald Tower will appear in 3.58, but that's still a number of months away. In the meantime, if you want the Emerald Tower object to have a chance of appearing in WoGified maps automatically, you can edit script00.erm by adding this code after the school of wizardry code:
!!VRy20:+1; [add one to object counter]
!!VRy11:Sy20 *7; [number to add to index variable]
!!VRy10:S593 +y11; [new index number]
!!VRvy10:C63/65/1/-1/0/0/0; [emerald tower]
Warning: the above code does NOT check if the Emerald Tower script is present or enabled, so you may wish to keep a separate unmodified copy of script00.erm somewhere as well.
I've actually revised the script recently, so if you want to do some testing and can promise to send me feedback about balance and errors, give me your email and I'll send you an ERS file that will add Emerald Tower to the WoG options, an edited script00.erm which will also check if the script is enabled or not (in WoG options), the revised Emerald Tower script, and an accompanying graphic that's used with it.
Great, I'd like to help the WoG team in any way I can. thanks to you heroes3 has a new magic for me again.
Sagamosa
marek_dekastello@yahoo.com
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Sagamosa
[url=http://www.wog.euweb.cz]Advanced Levels[/url]
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