WoG version: 353, ERM version: 220 WoG Bug fixing: *********************************** 1. Sphinx takes now 1280 movement points and blessing bonuses are weakened. 2. "No diplomacy" curse makes monsters to be savage. 3. If you changed any army of a hero to a God's Representative (GR) of another hero it was not tracked and GR works not properly then. 4. WoG may crash at map load if you customize a Horo's portrait (in some cases). 5. Sphinx answer checking bug fixed (you might answer only first letter). 6. Pyramids now have their original name. ERM bug fixing: *********************************** 1. !!MO$:... and !!LE$:... now work properly (indexed reference) 2. !!MA:... all commands allow also to get and check values. 3. Disabled object might become accessible if it had a trigger and one of its receiver allowed to a hero to gain a next level. 4. If ERM script tried to redraw a map at start up, the game might crash. 5. Monster's statistic was not saved and reset properly if changed by !!MA receiver. Saved game format was changed. 6. !!CA:B3...; It checks now for building not changing a set of built objects. 7. flag1000 must set to AI/gamer state correctly for HL and TM trigger. 8. Add Experience blessing now works properly (add, not set). 9. Indirect object reference fixed. In AI case all receivers that refer to currently visited object by !!NN998:... were not worked properly. ERM Extension: *********************************** 1. !!UN New syntax: Ix/y/l/t/s/t2/st2/ter/redraw; redraw - 1-redraw immediately (slower), 0-does not redraw (faster) Comments: For all previous syntaxes the screen will be redrawn Ox/y/l/redraw; the same as for I command 2. !!OW New command: K#1/#2/$; #1=owner (-1=current,0...7) #2=key master number (0...7) $ =visited(1) or not(0) Comment: You can set/check/get the state. !!OW:K3/4/1; !!OW:K3/4/?v123; 3. New command. !!MA:X#/$ - set flags to $ for monster #. Use with BIG care $ Bits: 0x00000001 = 1 - DOUBLE_WIDE - Takes 2 square 0x00000002 = 2 - fly (need additional animation) 0x00000004 = 4 - shooter (need additional animation) 0x00000008 = 8 - extended attack radius (2 square) 0x00000010 = 16 - alive 0x00000020 = 32 - CATAPULT (can attack walls) 0x00000040 = 64 - SIEGE_WEAPON - cannot move 0x00000080 = 128 - KING_1 (base level of Slayer Spell) 0x00000100 = 256 - KING_2 (advanced level of Slayer Spell) 0x00000200 = 512 - KING_3 (expert level of Slayer Spell) 0x00000400 = 1024 - immune to mind spell 0x00001000 = 4096 - no penalty in close combat 0x00004000 = 16384 - IMMUNE_TO_FIRE_SPELLS 0x00008000 = 32768 - shoot twice 0x00010000 = 65536 - no enemy retaliation 0x00020000 = 131072 - no moral penalty 0x00040000 = 262144 - undead 0x00080000 = 524288 - attack all enemies around 0x00100000 = 1048576 - extended radius of shooters 0x80000000 = - 2147483648 - Dragon 4. New syntax for ERM string format. %F# can be used to show an ERM flag # value. 5. !!VR...:^$ command is changed to !!VR:X$. 6. New command !!VR$:C$1/$2/$3... up to 16 parameters Set/check v vars. $ - v variables that is first in sequence. $1 - set/check a first ($) v variable $2 - set/check a second ($+1) v variable $3 - set/check a third ($+2) v variable ... Example: !!VRv123:C23/v15/?i/y4; Result: v123=23, v124=v15, i=v125, v126=y4 7. !!HT New command: T$ - set a hint for all objects of type/subtype to z var $ (0-delete). You can set a hint for an artifact: !!HT5/artnum:T$; This hint will be used if only other type of hints not set. 8. You can use now % sign in ERM formatted string: "%%". 9. Set/check/get artifact enabling to appear on the map. !!UN:A#/$; # - artifact number $ - variable to set/get or check value 1-art disabled, 0-art enabled 10.Additional Dialogs (common with up to 4 pictures) and AVI/BMP big picture can now show GIF,JPG(JPEG) files. 11.New receiver !!PM - Pyramid or any New Object. Commands: V$ - set/check/get a "not visited" flag. 1=not visited, 0=visited P#/$ - set/check/get a "visited by player" flag. 1=visited, 0=not S$ - set/check/get a bonus spell (AI will get it if win in the "Pyramid" battle). Comments: You can use V command to "attract" AI to a New Objects (and Sphinx also). You can set this bit and wait until AI come. If you catch it by !!OB receiver, disable the object, reset V bit and set P bit, you can make AI not have a battle and get spell. So to attract AI set V flag To free AI, reset V and set P flag. 12.!!UN New command: V$1/$2 - get or check WoG and ERM version. $1 - WoG version (see above) $2 - ERM version (see above) 13.!!UN New command: U#1/#2/$1; calculate all objects on the map #1 = type of object #2 = subtype of object (-1 = any) $1 = var to store the number (only get or check syntax!) Example: U54/i/?n; n now have a number of objects type 54 and subtype i U#1/#2/#3/#4; get coords of object #1 = type of object #2 = subtype of object (-1 = any) #3 = number of object (1...full numbers) #4 = v var to store the coords v[#4]=x, v[#4+1]=y, v[#4+2]=l Example: U54/i/3/324; v324,v325 and v326 now keep coordinates of object type 54, subtype i and number 3 Comments: All objects are calculated: (first) left to right (second) up to down (third) ground to undeground Map Editor Bug fixing: *********************************** 1. Seer's Hut in the Map Editor. Now you can edit Quest even if there is a Supreme Archangel placed on the map. NWC's Bug fixing: *********************************** 1. All key masters' tents are set as not visited now at a map start (NWC bug). WoG Extension: *********************************** 1. Chance to get a bonus from Santa Gremlin (SG) after won battle: Army HP and Hero Expo of SG owner to enemy. Calculation: if Expo(E) >= All Army HP(HP) K=HP*E*2/(HP+E) else K=HP L is a parameter of enemy: if Expo(E) >= All Army HP(HP) L=HP*E*2/(HP+E) else L=HP If enemy without hero L=HP A final parameter R=L/K R Chance >100% = 3% >150% = 6% >200% = 12% >300% = 30% >500% = 60% Artifacts that can be a bonus: 7,8,9,13,14,15,19,20,21,25, 26,27,37,38,41,42,45,46,47,48, 49,50,51,52,53,54,55,57,60,61, 63,64,65,66,67,68,73,74,76,77, 94,95,100,101,102,103,104,105,106,107, 118,119,120 Map Editor Extension: *********************************** 1. Santa Gremlin is added into Creature section. 2. Santa Gremlin's dwelling is added into All-Terrain Objects section. HMM3.5 Team (21.12.01)