carrying over
carrying over
Does anyone know how to carry over the creatures you bulid up in your armies over form one map in a campaign to another map in said campaign. Becuase when i paly the game it seems like the only things that can be carried over to the next map in a campaign are the heroes one accuires during game play but you can not carry over the creatures that serve under said heroe into the next map of the campaign. What i a m wondering is there any way to script the game to allow for carry over of the creatures that serve under the heroes into the next map of the campaign.
(You should have posted this in the Mapmaking section)
Yes, it can be done in some way. However, you are able to move only creatures in some city or garrison so you should tell the player to put theme there.
Go here:
https://www.celestialheavens.com/112
and download Carryover Variables and Bank. It is not the same, but it should give you the idea how to make it.
You know how to count creatures in city/garrison do you?
I have never tried to do it, but I should try it and perhaps put instuctions somewhere on the forums.
Yes, it can be done in some way. However, you are able to move only creatures in some city or garrison so you should tell the player to put theme there.
Go here:
https://www.celestialheavens.com/112
and download Carryover Variables and Bank. It is not the same, but it should give you the idea how to make it.
You know how to count creatures in city/garrison do you?
I have never tried to do it, but I should try it and perhaps put instuctions somewhere on the forums.
I am back and ready to... ready to... post things.
- Thelonious
- Round Table Knight
- Posts: 1336
- Joined: 06 Jan 2006
- Location: right behind the next one
The easiest way to count all creatures is with a loop.
Like this (oh, by the way, you should know what creatures will be in the town/garrison or else the script will be very very very very long and there'll be loads of variables) for *creature* you can enter any kind of creature.
If number of *creature* equals 100 {you can edit this number, this was only a rough number to ease up big numbers of creatures}
Set '*creature*s' to 100 {where *creature*s is a numeric variable}
Take 100 *creature*
{next script, after you've 'counted' the creatures}
Give '*creature*s' to player
That last script is needed for the player to get his creatures back. You should note that this (the last script) can be used to 'cheat' by entering the same amount of creatures several times. In order to avoid that you shouldn't include the last script, and tell the player that if he sends creatures in the garrison they will move on to the next level and will not be available for the player in this level. (so he should put them in the garrison at the end of the level)
Like this (oh, by the way, you should know what creatures will be in the town/garrison or else the script will be very very very very long and there'll be loads of variables) for *creature* you can enter any kind of creature.
If number of *creature* equals 100 {you can edit this number, this was only a rough number to ease up big numbers of creatures}
Set '*creature*s' to 100 {where *creature*s is a numeric variable}
Take 100 *creature*
{next script, after you've 'counted' the creatures}
Give '*creature*s' to player
That last script is needed for the player to get his creatures back. You should note that this (the last script) can be used to 'cheat' by entering the same amount of creatures several times. In order to avoid that you shouldn't include the last script, and tell the player that if he sends creatures in the garrison they will move on to the next level and will not be available for the player in this level. (so he should put them in the garrison at the end of the level)
Grah!
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