Era of Magic (EoMa) 4.6.2 - now on Ko-fi!

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SilverHx
Posts: 2
Joined: February 22nd, 2012, 12:33 pm

Re: Era of Magic (EoMa) 0.17.0a released!

Post by SilverHx »

Hello, new user here.

Let me say that your era is really the best MP era I've tried. Thanks for your contribution :D

I've found (and fixed) a bug in the "sculpt" ability. Basically, when used defensively, it petrifies the attacker forever. This is because attack_end does not trigger. Adding this to the sculpt.cfg worked:

Code: Select all

[event]
    name=defender_hits
    first_time_only=no
    [filter_second_attack]
        special=sculpts
    [/filter_second_attack]

    [filter_second]
        type={TYPE}
    [/filter_second]    
    
    # Record information about the stoning
    [set_variables]
        name=sculpt_unit_information
        mode=append
        [value]
            id=$unit.id
            turn_of_unstoning=$"($turn_number| + 2)"
        [/value]
    [/set_variables]
[/event]
However, due to how the unpetrify event triggers (start of turn), this can cause the attacker unit which was petrified to be unpetrified before two turns elapse. Consider the following situation.

Turn 1-1
Turn 1-2
Unit A from side 2 attacks sculptor from side 1, will unpetrify on turn 3-1 (start of turn 3)

Turn 2-1
Unit A still petrified
Turn 2-2

Turn 3-1
Unit A unpetrifies before its turn, leaving it vulnerable to attacks.

So I made a fix (which I shared between me and my friends) that makes the unpetrify event trigger exactly after two turns, regardless of the side. This is my sculpt.cfg.

Code: Select all

#textdomain wesnoth-Era_of_Magic

#define WEAPON_SPECIAL_SCULPT TYPE
    [petrifies]
        id=sculpts
        name= _ "sculpts"
        description= _ "Sculpt:
This attack petrifies the target, turning it to stone for two turns. Units that have been petrified may not move or attack."
    [/petrifies]
[/specials] # a hack to please wmlxgettext (using a bug in wmlxgettext!): dummy tag start: [attack]
[/attack]

[event]
    name=attack_end
    first_time_only=no
    [filter_attack]
        special=sculpts
    [/filter_attack]

    [filter]
        type={TYPE}
    [/filter]

    # Record information about the stoning
    [set_variables]
        name=sculpt_unit_information
        mode=append
        [value]
            id=$second_unit.id
	    side=$unit.side
            turn_of_unstoning=$"($turn_number| + 2)"
        [/value]
    [/set_variables]
[/event]

[event]
    name=defender_hits
    first_time_only=no
    [filter_second_attack]
        special=sculpts
    [/filter_second_attack]

    [filter_second]
        type={TYPE}
    [/filter_second]    
    
    # Record information about the stoning
    [set_variables]
        name=sculpt_unit_information
        mode=append
        [value]
            id=$unit.id
	    side=$unit.side
            turn_of_unstoning=$"($turn_number| + 2)"
        [/value]
    [/set_variables]
[/event]

[event]
    name=side turn
    first_time_only=no

    {FOREACH sculpt_unit_information i}
        [if]
            [variable]
                name=sculpt_unit_information[$i].turn_of_unstoning
                less_than_equal_to=$turn_number
            [/variable]
	    [and]
		[variable]
			name=sculpt_unit_information[$i].side
			equals=$side_number
		[/variable]
	    [/and]

            [then]

                [unpetrify]
#ifdef WESNOTH_VERSION
                    id=$sculpt_unit_information[$i].id
#else
                    [filter]
                        id=$sculpt_unit_information[$i].id
                    [/filter]
#endif
                [/unpetrify]

                [clear_variable]
                    name=sculpt_unit_information[$i]
                [/clear_variable]
            [/then]
        [/if]
    {NEXT i}
[/event]
[+attack] # a hack to please wmlxgettext (using a bug in wmlxgettext!): dummy tag end: [/attack]
[+specials] # a hack to please wmlxgettext (using a bug in wmlxgettext!): dummy tag end: [/specials]
#enddef
Hope this becomes the official fix :)
Norzel
Posts: 10
Joined: May 10th, 2011, 6:59 pm

Re: Era of Magic (EoMa) 0.17.0a released!

Post by Norzel »

Bug report.
Wesnoth 1.10
No other add-ons, only just downloaded EoMa
Spoiler:
Looks usual... Wait. Where is Kirios 100% arcane resistance? oO Hey, who is there?
Spoiler:
(sorry for that circus, I had a bad day)
So. Neutral Summoner aura completely removes any positive magic resistance. 100% -> 0%, 70%(Ghost, default era) -> 0% etc. 10% and lower reduced normal.
Spoiler:
..
Your era and campaign is awesome ^^

Edit: Happy Birthday, EoMa ^^
English, why you so foreign language? =(
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Espreon
Inactive Developer
Posts: 630
Joined: June 9th, 2007, 4:08 am

Re: Era of Magic (EoMa) 0.18.0 released!

Post by Espreon »

Era of Magic 0.18.0 is now available!

This release features a new translation (Italian) and some bug fixes; support for 1.9.9 and below (including all of 1.8.x) has been dropped. Thanks to everyone who submitted bug reports.

Code: Select all

Version 0.18.0

- Translation
    * New translation: Italian

- Other
    * Dropped support for 1.9.9 and below, including all of 1.8.x.
    * Fixed sculpted units' not being unpetrified if they were hit by a retaliating sculpt attack
    * Enchanced sculpt's unpetrification event
    * Made it so that hydra's strike's event code gets placed outside of [attack] blocks
    * Made circle of susceptibility work properly
If you are having trouble downloading the Era of Magic from the addons server or wish to download xdelta patches, you can download them from SourceForge.

If you encounter any bugs, would like to file a feature request, or would like to submit a patch, please click here.
Hex
Posts: 161
Joined: June 15th, 2010, 6:08 am

Re: Era of Magic (EoMa) 0.18.0 released!

Post by Hex »

What does the awake trait of the inspired unit do? It's info window is completely blank.
terrafin
Posts: 11
Joined: April 27th, 2012, 4:42 pm

Re: Era of Magic (EoMa) 0.18.0 released!

Post by terrafin »

Is there any plans to make campaign's for all the other races? I know lands to unknown was made in 2010. I'm new to campaign making but this would be great to try to make a few more. Who should I contact for permission to use this era or help with one in the making?
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sur.nhm
Posts: 630
Joined: September 4th, 2008, 12:10 pm
Location: in /dev/null...

Re: Era of Magic (EoMa) 0.18.0 released!

Post by sur.nhm »

terrafin wrote:Is there any plans to make campaign's for all the other races? I know lands to unknown was made in 2010. I'm new to campaign making but this would be great to try to make a few more. Who should I contact for permission to use this era or help with one in the making?
I8 is the author, but he's on Wesbreak (IIRC); Espreon is the era's (and TLU's) maintainer.
I'm not really around any more, but you can find me in TvTropes.
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AxalaraFlame
Posts: 690
Joined: December 4th, 2011, 1:07 pm
Location: Pasadina, Caltech

Re: Era of Magic (EoMa) 0.18.0 released!

Post by AxalaraFlame »

sur.nhm wrote:
terrafin wrote:Is there any plans to make campaign's for all the other races? I know lands to unknown was made in 2010. I'm new to campaign making but this would be great to try to make a few more. Who should I contact for permission to use this era or help with one in the making?
I8 is the author, but he's on Wesbreak (IIRC); Espreon is the era's (and TLU's) maintainer.
your icon is ammusing. Actually "道珠" makes sense for nothing, guy...
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sur.nhm
Posts: 630
Joined: September 4th, 2008, 12:10 pm
Location: in /dev/null...

Re: Era of Magic (EoMa) 0.18.0 released!

Post by sur.nhm »

I'm not really around any more, but you can find me in TvTropes.
Frank-95
Posts: 4
Joined: March 19th, 2011, 2:20 pm

Re: Era of Magic (EoMa) 0.18.0 released!

Post by Frank-95 »

I made some changes (in red):

summoners-magic.cfg
recruit=I8 Ak_Summoner,I8 Ak_Enchanted,I8 Ak_Jinn,I8 Ak_Rhami,I8 Ak_Elemental_fire,I8 Ak_Elemental_water,I8 Ak_Elemental_air,I8 Ak_Elemental_earth,I8 Ak_CamelRider,I8 Ak_CarpetRider
summoners-masters.cfg
recruit=I8 Ak_Summoner,I8 Ak_Dispeller,I8 Ak_Enchanted,I8 Ak_Enchanted2,I8 Ak_Jinn,I8 Ak_Rhami,I8 Ak_Elemental_fire,I8 Ak_Elemental_water,I8 Ak_CamelRider,I8 Ak_CarpetRider,I8 Ak_SummonerII,I8 Ak_Jinn_Great,I8 Ak_Efreeti,I8 Ak_Avatar_fire,I8 Ak_Avatar_water,Ak_Avatar_air,Ak_Avatar_earth,I8 Ak_CarpetMaster,I8 Ak_HeavyCamelRider,I8 Ak_RhamiDatu,I8 Ak_RhamiKai
summoners-mrpg.cfg
leader=I8 Ak_Summoner,I8 Ak_Enchanted,I8 Ak_Jinn,I8 Ak_Rhami,I8 Ak_Elemental_fire,I8 Ak_Elemental_water,I8 Ak_Elemental_air,I8 Ak_Elemental_earth
dimensional_gate.cfg
advances_to=I8 Ak_Rhami,I8 Ak_Elemental_fire,I8 Ak_Elemental_water,I8 Ak_Elemental_air,I8 Ak_Elemental_earth,I8 Ak_Enchanted2
anyway, if I played with this changes online, wouldn't there be any problem right?
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Alarantalara
Art Contributor
Posts: 786
Joined: April 23rd, 2010, 8:17 pm
Location: Canada

Re: Era of Magic (EoMa) 0.18.0 released!

Post by Alarantalara »

The first time you recruited any of the units you added in red, the game would go out of sync with other computers. So it would only not cause problems if you play games that involve no other human players.
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Dugi
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Re: Era of Magic (EoMa) 0.18.0 released!

Post by Dugi »

Alarantalara wrote:The first time you recruited any of the units you added in red, the game would go out of sync with other computers. So it would only not cause problems if you play games that involve no other human players.
Because they haven't your modified version of Era of Magic.
Last edited by Dugi on June 12th, 2012, 8:06 pm, edited 1 time in total.
Frank-95
Posts: 4
Joined: March 19th, 2011, 2:20 pm

Re: Era of Magic (EoMa) 0.18.0 released!

Post by Frank-95 »

yes but.. I only changed two little things without modifying anything about era's logic or units.

however I changed them again
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Dugi
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Re: Era of Magic (EoMa) 0.18.0 released!

Post by Dugi »

Altering the recruit lists causes OOS errors in any case. The sides are different, so the checksums would not match. Allowing liches advance to ancient liches cases OOS errors when you recruit Dark Adepts, and this is pretty much a larger change. There is almost nothing you can change without causing OOS errors when other people don't have your version of the thing.
The thing you have changed is pretty much similar to allowing the recruitment of spectres for the default undead faction, that would obviously be cheating, so this kind of thing is made to make OOS errors.
terrafin
Posts: 11
Joined: April 27th, 2012, 4:42 pm

Re: Era of Magic (EoMa) 0.18.0 released!

Post by terrafin »

is they a place where i could play the other races? I only see one senario using EoMa
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Ravana
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Re: Era of Magic (EoMa) 0.18.0 released!

Post by Ravana »

Is it intended that:
growing fury
Always sets damage to 7 after attack, no matter what it was before, so all damage upgrades are lost
grenade
Does always same amount of damage to units around target even when damage is higher than normal, gets no xp from 2. kill
beam
Does always same amount of damage (at least if not slowed) to 2. target even when damage is higher than normal, gets no xp from 2. kill
cleave
Does always same amount of damage (at least if not slowed) to other units even when damage is higher than normal, gets no xp from other kills
Also, can you explain in which cases awake works, because it has happened while inspired is not adjacent to that unit, and sometimes even if inspired is dead

My guess is that
Spoiler:
Attachments
6p_-_Royal_Rumble_I_lms_replay.gz
Shows case where unit gets awake while inspired is dead
(32.55 KiB) Downloaded 351 times
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