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solitaire345
Promising
Famous Hero
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posted November 04, 2011 05:07 PM |
bonus applied by Cepheus on 10 Nov 2011. |
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Quote: these spells are blank spells, and i can use them ? or not? .. and if the answer is yes.. what are those numbers?
You can customize these spells to your liking with SS receiver. The spell numbers are 84-200 IIRC. You'll also need more frames in the files that are used as icons in spell book, and creature statistics window.
Quote: If Solitaire345 is listening, this would be more good information to add to his ERM Help document. (Of course he will never be finished if he takes all such suggestions.)
I have been inactive last week because of modem failure, but today I updated my help with information about the object deletion and hero stat changing..
I don't think such a documentation can be absolutely finished: new little pieces of new information are found, various bugs are discovered and fixed or workarounds found. Also the functionality of ERM can be extended even further with mods.
Here's the latest update of ERM help. I have also moved the table with meanings of flags for visited objects from HE receiver page to separate format page.Download
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ShizueKaryan
Adventuring Hero
Outcast Fire Witch
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posted November 05, 2011 11:14 AM |
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Please help. I want to make an object with erm. When a hero reaches, this object will give one creature +speed. Is it possible?
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My HoMM3 Maps
Sorry for my bad English.
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ceken4
Hired Hero
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posted November 05, 2011 02:42 PM |
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HI!
Please help me!
I want to change the Ogre mage's spell, but not worked.
!?FU9919;
!!VRi:S0 R7;
!!VRj:S53; Bloodlust
!!VRj&i=1:S27; Shild
!!VRj&i=2:S41; Bless
!!VRj&i=3:S46; Stone skin
!!VRj&i=4:S49; Mirth
!!VRj&i=5:S53; Haste
!!VRj&i=6:S55; Slayer
!!VRj&i=7:S58; Counter strike
!!BMx1:U4/j; ???????????????
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solitaire345
Promising
Famous Hero
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posted November 05, 2011 05:40 PM |
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Quote: Please help. I want to make an object with erm. When a hero reaches, this object will give one creature +speed. Is it possible?
Use a !?OB trigger and !!HE:C + !!HE:W commands
Quote:
I want to change the Ogre mage's spell, but not worked.
Eh.. Did you actually call your function with !!FU9919:P; ?
If you need to set the spell only once per battle I suggest to put that code to trigger like BA0 / BA50 or BF.
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mister_kalu
Known Hero
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posted November 05, 2011 05:59 PM |
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Hello again moders and programmers.. I be in the final lap of my pre-pre-release mod.. but for it i want to do some modifications with the new SS receiver.
I Consider the JimV Salamandre recommendations, and the advice of Solitaire but i have a little trouble
) With Salamandre script, if spell is a Hypnotize the script doesn't work because the game throw the mesage : This spell will no affect no one..So, the power never is casted, and obviously it can't be changed
) i want to change Armageddon spell, to Inferno, because if you cast the first spell the monsters die before the spell finish, so is a ugly effect . and the Inferno is a spell that finish the animation and sounds, and the monsters die.
i used all the Armageddon flags , that appear in the help but It doesn't work. inferno still be a area spells and not screen spell.
i did the opposite, and exactly the same : armageddon still a screen spell and not an area spell ( with the Inferno flags)
All the spells are changed in some parameters( affects enemy stack and not all the monsters, name, power,) but i think that are some aspects that are hardcoded
For example i want to use a blank spell (SP 86) and transform it into bless but i don't know how i made an exact reply of this spell
thanks to all
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JimV
Responsible
Supreme Hero
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posted November 05, 2011 07:03 PM |
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Quote:
Quote: Please help. I want to make an object with erm. When a hero reaches, this object will give one creature +speed. Is it possible?
Use a !?OB trigger and !!HE:C + !!HE:W commands
Quote:
I want to change the Ogre mage's spell, but not worked.
Eh.. Did you actually call your function with !!FU9919:P; ?
If you need to set the spell only once per battle I suggest to put that code to trigger like BA0 / BA50 or BF.
If you want increased hero movement, HE:W is your friend, as Solitaire says. If you want to increase a monster's speed, use MA:S. Note this will act on all monsters of the same type, e.g. if you use MA:0/d1 all Pikemen will have +1 speed.
To set a stack once per battle, use the BF trigger, as stacks may not be set yet under the BA triggers. I have used BF for this type of thing successfully.
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solitaire345
Promising
Famous Hero
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posted November 05, 2011 07:33 PM |
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i used all the Armageddon flags , that appear in the help but It doesn't work. inferno still be a area spells and not screen spell.
i did the opposite, and exactly the same : armageddon still a screen spell and not an area spell ( with the Inferno flags)
Yes, there is likely to be some specific code for each spell. I think it's impossible to make a spell that's displayed on whole battle screen like armageddon or earthquake with ERM (unless assemblig the code with UN:C, but I guess only few people know what to change).
For example i want to use a blank spell (SP 86) and transform it into bless but i don't know how i made an exact reply of this spell
Make it a friendly single-unit spell, store stack's minimum damage somewhere, set the stack's minimum damage to the same value as maximum after the spell was cast and reset it after the spell ends.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted November 05, 2011 07:51 PM |
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Of course hypnotize works, but you need really high power to use it. Depends of stack size!
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Era II mods and utilities
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ceken4
Hired Hero
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posted November 05, 2011 08:58 PM |
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I've put the !!FU9919 to !?BG0;
At every turn I want to change the spells.
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solitaire345
Promising
Famous Hero
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posted November 05, 2011 09:35 PM |
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Quote: I've put the !!FU9919 to !?BG0;
At every turn I want to change the spells.
You forgot to add :P; after function number. Also in BG0 your spell will be changed on every action taken, not every turn. Put your code to !?BR; trigger instead. Also you don't need to use function here.
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JimV
Responsible
Supreme Hero
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posted November 06, 2011 01:55 AM |
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Quote:
Quote: Also in BG0 your spell will be changed on every action taken, not every turn. Put your code to !?BR; trigger instead. Also you don't need to use function here.
Nitpicking again: I think every action would work, because usually a stack gets only one positive action (not counting Wait) per turn, and if a stack does get a morale burst and a second turn, then it should have the option of casting another spell, up to its casting limit (MA:B), as a Master Genie does. (It seems to me this script is turning Ogre Magi into Master Genies, in effect.)
I agree the function is not necessary, but what is necessary is to get the acting stack number (BG:N), then check it for creature type (BM:T) and exit if it is not an Ogre Mage. Also, the action (BG:A) should be 10 ("Monster casts spell").
If the code is placed under a BR trigger, then a DO call to a function is necessary to go through all the stacks and find the Ogre Magi. In effect, BG0 with the checks on creature type and action is equivalent to that DO.
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ceken4
Hired Hero
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posted November 06, 2011 02:00 PM |
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I did it but do not work.
The Ogre magi cast only bloodlusts.
I've put the !!FU9919 into the !!BR and used !!DO9919/0/41/1;
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted November 06, 2011 02:26 PM |
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I don't think it can be done. I remember some df2 thread where they managed to change a casted spell only by UN:C settings. At least I could never find how to use it through BM:U.
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Era II mods and utilities
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JimV
Responsible
Supreme Hero
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posted November 06, 2011 05:57 PM |
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Edited by JimV at 20:47, 06 Nov 2011.
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This is based on something 0xFea posted here previously:
ZVSE
* OgreMageTest, JHV, Nov. 6, 2011
!#VRv4:S7960963+91; (WoG 3.58f)
!#VRv5:S7960775+91;
!#VRv6:S7960587+91;
!#UN:Cv4/1/8;
!#UN:Cv5/1/7;
!#UN:Cv6/1/1;
!?BG0;
!!BG:A?v1 N?v2;
!!FU&v1<>10:E; exit if not Monster Cast
!!BMv2:T?v3;
!!FU&v3<>91:E; exit if not Ogre Mage
!!BMv2:U4/29; cast Fire Shield instead of Bloodlust
This works on my PC (an Ogre Mage casts Fire Shield instead of Bloodlust). I think the corresponding UN:C base addresses for Era are: 7994243, 7994051, 7993859 (add the creature number, e.g. add 134 for Faerie Dragons). I got the 8, 7, 1 values by checking a Paladin, so I think the same effect could be produced by my old trick of changing the Ogre Mage stack creature-type to Paladin, but this method is a little simpler.
Update - I forgot to mention that the UN:C commands should be repeated (as !!UN rather than !#UN) under a GM0 trigger to reset the Heroes 3 program memory after a restart.
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ceken4
Hired Hero
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posted November 06, 2011 10:01 PM |
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Thanx!
I will write in next day.
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mister_kalu
Known Hero
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posted November 07, 2011 02:40 AM |
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Quote: There is no such command, just use it as it is and change the 100 value to your liking:
ZVSE
!?PI;
!!VRy1:S3; --snow
!!VRy2:S0; --none pathfinding
!!VRy3:Sy1 *4 +y2 *4 +6546704;
!!UN:Cy3/4/100; --100 movepoints per tile
!!VRy1:S4; --swamp
!!VRy2:S0; --none pathfinding
!!VRy3:Sy1 *4 +y2 *4 +6546704;
!!UN:Cy3/4/100; --100 movepoints per tile
!!VRy1:S5; --rough
!!VRy2:S0; --none pathfinding
!!VRy3:Sy1 *4 +y2 *4 +6546704;
!!UN:Cy3/4/100; --100 movepoints per tile
sorry for bringing this issue now, is a thing of the past, but recently i incorporated in my mod , and by unknow reason, the grass tile (VRy1:S2) is unaffected. ....all the other terrains are ok
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JimV
Responsible
Supreme Hero
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posted November 07, 2011 04:51 AM |
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Did you check the current value for grass (UN:C(address)/4/?v1)? Perhaps it is already 100 (or whatever value you set).
In fact, I just tested:
ZVSE
!#VRv1:S2; --grass
!#VRv2:S0; --no pathfinding
!#VRv3:Sv1 *4 +v2 *4 +6546704;
!#UN:Cv3/4/?v4; --100 movepoints per tile?
!#IF:M^Grass movement value = %V4.^;
Answer: Grass movement value = 100.
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Magissia
Adventuring Hero
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posted November 07, 2011 07:14 AM |
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Hi
I looked around on the erm help but didn't found how
I'm looking at how to change a garisson owner to fit the owner of a given castle. The troops from garisson must stays unremovable
i'm also looking at how to teleport a hero somewhere when triggering an OB or LE to make more monoliths one way type
Regards
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JimV
Responsible
Supreme Hero
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posted November 07, 2011 03:59 PM |
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Edited by JimV at 16:01, 07 Nov 2011.
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Garrisons: click on the "Other Objects" tab in the ERM Help and read about the GR receiver.
Moving a Hero: read the P parameter under the HE receiver. Before moving a Hero to a new location, check that there is not another Hero or a spawned monster already at that location - see the UN:E command or the TR:E? and TR:P? commands. It is possible to place a Hero on a red square, and this may be desirable to insure that another Hero or monster will never be there, but there must be a clear square adjacent to it for the Hero to move to, or it will be trapped.
My philosophy is to first read all of ERM Help and then ask myself what interesting things I could do with the information. I think this works better than thinking of something interesting to do and then trying to find the commands for it in ERM Help. Once you have read all of ERM Help it is much easier to find the commands you need. Of course, if English or Russian are not your best languages this may be difficult.
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Magissia
Adventuring Hero
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posted November 07, 2011 05:38 PM |
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Edited by Magissia at 17:39, 07 Nov 2011.
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Thanks for your help JimV
I tried to change the garisson owner depending on the result of a battle : if you win a given castle, you'll get the garisson, but i didn't managed to make work the script at the end of a battle, only from an !?LE or !?OB
Here is what i tried
ZVSE
!?BA53;
!!CA99/113/1:O?v999;
!!GR93/112/1:Ov999;
Doc says "# = 53 - called at a battle end at both sides"
I used 53 because i tought it will desync in TCP/IP games, i tried with BA1 but it didn't worked too
With LE trigger it works, but it require the player to move out of the castle to refresh the garisson owner
ZVSE
!?LE99/134/1;
!!CA99/113/1:O?v999;
!!GR93/112/1:Ov999;
Thanks
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