Era of Magic (EoMa) 4.6.2 - now on Ko-fi!
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Re: Era of Magic (EoMa) 0.17.0a released!
Hello, new user here.
Let me say that your era is really the best MP era I've tried. Thanks for your contribution
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:
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.
Hope this becomes the official fix
Let me say that your era is really the best MP era I've tried. Thanks for your contribution
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=$unit.id
turn_of_unstoning=$"($turn_number| + 2)"
[/value]
[/set_variables]
[/event]
Turn 1-1
Turn 1-2
Unit A from side 2 attacks sculptor from side 1, will unpetrify on turn 3-1 (start of turn 3)
Turn 2-1
Unit A still petrified
Turn 2-2
Turn 3-1
Unit A unpetrifies before its turn, leaving it vulnerable to attacks.
So I made a fix (which I shared between me and my friends) that makes the unpetrify event trigger exactly after two turns, regardless of the side. This is my sculpt.cfg.
Code: Select all
#textdomain wesnoth-Era_of_Magic
#define WEAPON_SPECIAL_SCULPT TYPE
[petrifies]
id=sculpts
name= _ "sculpts"
description= _ "Sculpt:
This attack petrifies the target, turning it to stone for two turns. Units that have been petrified may not move or attack."
[/petrifies]
[/specials] # a hack to please wmlxgettext (using a bug in wmlxgettext!): dummy tag start: [attack]
[/attack]
[event]
name=attack_end
first_time_only=no
[filter_attack]
special=sculpts
[/filter_attack]
[filter]
type={TYPE}
[/filter]
# Record information about the stoning
[set_variables]
name=sculpt_unit_information
mode=append
[value]
id=$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
Re: Era of Magic (EoMa) 0.17.0a released!
Bug report.
Wesnoth 1.10
No other add-ons, only just downloaded EoMa
Looks usual... Wait. Where is Kirios 100% arcane resistance? oO Hey, who is there?
(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.
..
Your era and campaign is awesome ^^
Edit: Happy Birthday, EoMa ^^
Wesnoth 1.10
No other add-ons, only just downloaded EoMa
Spoiler:
Spoiler:
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? =(
Re: Era of Magic (EoMa) 0.18.0 released!
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.
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.
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 encounter any bugs, would like to file a feature request, or would like to submit a patch, please click here.
Re: Era of Magic (EoMa) 0.18.0 released!
What does the awake trait of the inspired unit do? It's info window is completely blank.
Re: Era of Magic (EoMa) 0.18.0 released!
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?
Re: Era of Magic (EoMa) 0.18.0 released!
I8 is the author, but he's on Wesbreak (IIRC); Espreon is the era's (and TLU's) maintainer.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?
I'm not really around any more, but you can find me in TvTropes.
- AxalaraFlame
- Posts: 690
- Joined: December 4th, 2011, 1:07 pm
- Location: Pasadina, Caltech
Re: Era of Magic (EoMa) 0.18.0 released!
your icon is ammusing. Actually "道珠" makes sense for nothing, guy...sur.nhm wrote:I8 is the author, but he's on Wesbreak (IIRC); Espreon is the era's (and TLU's) maintainer.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?
Re: Era of Magic (EoMa) 0.18.0 released!
I'm not really around any more, but you can find me in TvTropes.
Re: Era of Magic (EoMa) 0.18.0 released!
I made some changes (in red):
summoners-magic.cfg
summoners-magic.cfg
summoners-masters.cfgrecruit=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-mrpg.cfgrecruit=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
dimensional_gate.cfgleader=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
anyway, if I played with this changes online, wouldn't there be any problem right?advances_to=I8 Ak_Rhami,I8 Ak_Elemental_fire,I8 Ak_Elemental_water,I8 Ak_Elemental_air,I8 Ak_Elemental_earth,I8 Ak_Enchanted2
- Alarantalara
- Art Contributor
- Posts: 786
- Joined: April 23rd, 2010, 8:17 pm
- Location: Canada
Re: Era of Magic (EoMa) 0.18.0 released!
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.
Re: Era of Magic (EoMa) 0.18.0 released!
Because they haven't your modified version of Era of Magic.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.
Last edited by Dugi on June 12th, 2012, 8:06 pm, edited 1 time in total.
Re: Era of Magic (EoMa) 0.18.0 released!
yes but.. I only changed two little things without modifying anything about era's logic or units.
however I changed them again
however I changed them again
Re: Era of Magic (EoMa) 0.18.0 released!
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.
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.
Re: Era of Magic (EoMa) 0.18.0 released!
is they a place where i could play the other races? I only see one senario using EoMa
Re: Era of Magic (EoMa) 0.18.0 released!
Is it intended that:
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
growing fury
grenade
beam
cleave
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