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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: ERM help and discussion
Thread: ERM help and discussion This Popular Thread is 407 pages long: 1 50 ... 76 77 78 79 80 ... 100 150 200 250 300 350 400 407 · «PREV / NEXT»
Baron
Baron

Tavern Dweller
posted March 05, 2011 09:56 AM

Removing artifacts

Is it possible to remove an artifact, say like spell scroll when you steps on an event. If so, how is it done?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 05, 2011 03:58 PM

The trigger for an event is

!?LEx/y/z; (coordinates)

To remove an artefact:

!!HE$:A-#; ($=hero ID, #= artefact ID) or
!!HE-1:A-# (current hero)

Should show for event at 10/10/0 and centaur axe:
!?LE10/10/0;
!!HE-1:A-7;


This is the basic thing. You can also check is the hero has the artefact and let him pass only if he has it, but it is a bit longer. Good that you start to script your maps, Baron :)


____________
Era II mods and utilities

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Baron
Baron

Tavern Dweller
posted March 05, 2011 05:59 PM

Scripts

You are a great mentor Salamander Thank you for the script, this is the one and only thing i have been lacking in my effords when building my maps. Changing monsters abilities and what they do i dont understand and until now or ever will use. Building a good map that gets the full score without any changes must be the greatest challenge (I have done none). Now please, all, dont look down on me as i wouldnt be surprised if i myself got into more scriptings. So far i only missed one little basic thing.. how to remove an artifact. And that will give me a tool that i have been missing for several maps.
Thanks gents and aspecially u Salamandre Maybe i will climb on your back again, who knows

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bbvsdd
bbvsdd


Hired Hero
posted March 06, 2011 08:49 PM

New topic.

How I disable that "seduce up to 20% of neutral units to join" skill of the succubus commander and code it as diplomacy secondary skill instead?
____________

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mister_kalu
mister_kalu


Known Hero
posted March 10, 2011 01:32 AM

hello, a little question

do you know how to change the resources of the silos in a castle? maybe change 1 sulfur to a gem.. or something.. thanks

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OxFEA
OxFEA


Promising
Famous Hero
feanor on DF2.ru
posted March 10, 2011 07:39 AM

!?FU40078; //x1 - town type, x2 - resource type, x3 - amount
!!VRy1:Sx1 *7 +x2 *4 +6852356;
!!UN:Cy1/4/x3;

So, to set gems instead of wood and ore in Castle:

!?PI;
!!FU40078/0/0/0;
!!FU40078/0/2/0;
!!FU40078/0/5/1;
!?GM0;
!!FU40078/0/0/0;
!!FU40078/0/2/0;
!!FU40078/0/5/1;

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mister_kalu
mister_kalu


Known Hero
posted March 10, 2011 02:38 PM

it doesn't work, i don't know why, but the error is

"!!$$:"- Wrong syntax (t=3)blabla

on wog 1.58f and era .. :S

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 10, 2011 03:41 PM
Edited by Salamandre at 16:50, 10 Mar 2011.

Typo error, OxFea did not have his coffee this morning. Try this (only ERA!):

ZVSE

!?FU40078; //x1 - town type, x2 - resource type, x3 - amount
!!VRy1:Sx1 *7 +x2 *4 +6852356;
!!UN:Cy1/4/x3;

So, to set gems instead of wood and ore in Castle:

!?PI;
!!FU40078:P0/0/0;
!!FU40078:P0/2/0;
!!FU40078:P0/5/1;
!?GM0;
!!FU40078:P0/0/0;
!!FU40078:P0/2/0;
!!FU40078:P0/5/1;
____________
Era II mods and utilities

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bbvsdd
bbvsdd


Hired Hero
posted March 12, 2011 12:02 AM

Curious question...

How can you tell if ERA is correctly installed?

I'm having all these codes and mods not working properly and I'm wondering if it is because ERA is not correctly installed.
____________

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted March 20, 2011 06:34 PM

I found a way of adjusting the times a spell casting creature can cast spells and thus making Santa Gremlins stop casting Ice bolt (I don't think I need it anymore but still, I thought I'd share).

In ZCTRAITS.txt there is a collumn labeled spells (it's nearly at the end of the list) and there you can change the number of times a creature can cast a spell. For instance, Santa Gremlins' was set to 1000 (that's why they never stoped casting Ice bolt). When I changed it to 0, the Santa Gremlins worked as any other creature.

In fact, I wanted to ask If any of you found a working way to assign a spell to a creature? Because I feel that in some cases it wouldn't work because the spellcasting was set to 0.
____________
Not idly do the leaves of Lorien fall.

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revolut1oN
revolut1oN


Famous Hero
posted March 20, 2011 07:00 PM
Edited by revolut1oN at 19:03, 20 Mar 2011.

@Hero_Of_Light

Check this :

http://www.forum.acidcave.net/topic.php?TID=1163

This is "Impossible ERM" topic by Polish scripter - Altair where he placed some very difficult/very interesting scripts. There is a script for making ANY monster (which is after Archangel) a caster of almost any spell u want (in Faerie Dragon style) There is also an interesting script for giving a monster abilities such as aging, changing into stone, paralyzing etc. and more. I think u will be able to navigate there using translator, but if not I will help u.

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted March 20, 2011 07:17 PM

I used google translator but I didn't really get what the scripts do.

And anyway, I don't really want to make a creature cast randomly a spell like Faerie Dragons, I want to make a creature cast a speciffic spell like Ogre Magi and Elementals.

As for aging and paralyzing (and in fact, any other spell cast before or after attack) that is easily given through creature stack experience. I know how to do that.
____________
Not idly do the leaves of Lorien fall.

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revolut1oN
revolut1oN


Famous Hero
posted March 20, 2011 07:42 PM
Edited by revolut1oN at 19:48, 20 Mar 2011.

That's what the scipt makes. Creature cast spell (not random, the one u choose) And these effects as aging etc are cool cause they dont use !EA and arent connected with stack exp. And - correct me if im wrong cause i didnt use EA for ages - isnt it impossible to give effects like Acid breath or turning into stone via EA?

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted March 20, 2011 08:42 PM
Edited by Hero_of_Light at 20:43, 20 Mar 2011.

Is this it?

!?FU11111; !? FU11111;
!!VRx10:Sx4; ! VRx10: SX4;
!!VRv1:C8/7/2; ! VRv1: C8/7/2;
!!VRx4&x10>0:Sx10+7960963; ! VRx4 & x10> 0: SX10 7,960,963;
!!VRx5&x10>0:Sx10+7960775; ! VRx5 & x10> 0: SX10 7,960,775;
!!VRx6&x10>0:Sx10+7960587; ! VRx6 & x10> 0: SX10 7,960,587;
!!UN&x10>0:Cx4/1/?y1 Cx5/1/?y2 Cx6/1/?y3; ! UN & x10> 0: CX4 / 1 /? Y1 CX5 / 1 /? Y2 CX6 / 1 /? Y3;
** Cx7/1/?y4 Cx8/1/?y5 Cx9/1/?y6; ** CX7 / 1 /? Y4 Cx8 / 1 /? Y5 CX9 / 1 /? Y6;
!!VRv1&x10>0:Cy1/y2/y3/y4/y5/y6; ! VRv1 & x10> 0: Cy1/y2/y3/y4/y5/y6;

!!VRx4:Sx1+7960963; ! VRx4: SX1 7,960,963;
!!VRx5:Sx1+7960775; ! VRx5: SX1 7,960,775;
!!VRx6:Sx1+7960587; ! VRx6: SX1 7,960,587;

!!UN:Cx4/1/v1 Cx5/1/v2 Cx6/1/v3; ! UN: Cx4/1/v1 Cx5/1/v2 Cx6/1/v3;
**UN&x10>0:Cx7/1/y4 Cx8/1/y5 Cx9/1/y6; ** UN & x10> 0: Cx7/1/y4 Cx8/1/y5 Cx9/1/y6;
!!MA:Bx1/3; ! MA: Bx1 / 3;
!!VRy1:S8700+x1; ! VRy1: S8700 + x1;
!!VRvy1:Sx2*10000+x3; ! VRvy1: Sx2 * 10000 + x3;

!#FU11111:Pnr_stworzenia/zaklęcie/liczba_tur_lub_moc;**tą linijkę można kopiować ! # FU11111: Pnr_stworzenia / spell / liczba_tur_lub_moc; ** this line can be copied



!?FU11112; !? FU11112;
!!BMx16:T?y1 N?y2 H?y3; ! BMx16: T? Y1 N? Y2 H? Y3;
!!FU&y1<0|y1>196/y2<1/y3<1:E; ! FU & y1 <0 | y1> 196/y2 <1/y3 <1: E;
!!VRy4:S8700+y1; ! VRy4: S8700 + y1;
!!FU&vy4<1:E; ! Vy4 FU & <1: E;
!!VRy5:Svy4:10000; ! VRy5: Svy4: 10000;
!!BMx16:U4/y5; ! BMx16: U4/y5;

!?BR&1000; !? BR &1000;
!!DO11112/0/41/1:P; ! DO11112/0/41/1: P;



!?BG0; !? BG0;
!!VRv9215:C-1/-1/-1/-1/-1; ! VRv9215: C-1/-1/-1/-1/-1;
!!BG:A?y10 N?y11; ! BG: A? Y10 N? Y11;

!!FU&y10<>10|y11<0/y11>41:E; ! FU & Y10 <> 10 | y11 <0/y11> 41: E;
!!BMy11:T?y3; ! BMy11: T? Y3;
!!FU|y3<0/y3>196:E; ! FU | y3 <0/y3> 196: E;

!!VRy4:Sy3+8700; ! VRy4: Sy3 8700;
!!FU&vy4<1:E; ! Vy4 FU & <1: E;
!!BG:E?v9215; ! BG: E? V9215;
!!VRv9216:Sy3; ! VRv9216: Sy3;

!!VRy5:Svy4:10000; ! VRy5: Svy4: 10000;
!!BMy11:Gy5/?v9217/?v9218; ! BMy11: Gy5 /? V9217 /? V9218;


!?BG1&v9215<>-1; !? BG1 & v9215 <> -1;

!!BM21:P?y1; ! BM21: P? Y1;
!!VRy7:Sv9216+8700; ! VRy7: Sv9216 8700;
!!FU&vy7<1:E; ! Vy7 FU & <1: E;
!!VRy5:Svy7:10000; ! VRy5: Svy7: 10000;
!!VRy6:Sy5*10000; ! VRy6: Sy5 * 10000;
!!VRy8:Svy7-y6; ! VRy8: Svy7-Y6;

!!FU&y8<1:E; ! FU & y8 <1: E;
!!BMv9215:Gy5/?y1/?y3; ! BMv9215: Gy5 /? Y1 /? Y3;
!!BMv9215&v9217>0:Gy5/v9217/v9218; ! BMv9215 & v9217> 0: Gy5/v9217/v9218;
!!BMv9215&y3=>v9218/y8>v9217/y1>0:Gy5/y8/y3; ! BMv9215 & y3 => v9218/y8> v9217/y1> 0: Gy5/y8/y3;
!!VRv9215:S-1; ! VRv9215: S-1;
!!BU:R; ! BU: R;

Because, seriously I don't understand anything really:P
I mean where is the creature and spell ID's?

As for stone gaze and acid I think it is possible through EA. I don't know which spell number they are though.
____________
Not idly do the leaves of Lorien fall.

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revolut1oN
revolut1oN


Famous Hero
posted March 20, 2011 10:22 PM

Next script allows 'normal' creatures to cast spells. For example, gremlin casts minefield, harpy casts curse etc. And its in style of Faerie Dragon. Of course you can use other styles (like genie - random defensive spell) You just have to add parameter to syntax
!#FU11111
!#FU11111number of creature/spell/number of turns or spellpower/nr of creature that you want your creature to act like. <--- so if u want to make your creature cast random defensive spells like genie, give genie number here, if offensive like Faerie Dragon, faerie dragon number, in style of ogr mage, ogr mage number here.



!?FU11111;
!!VRx10:Sx4;
!!VRv1:C8/7/2;
!!VRx4&x10>0:Sx10+7960963;
!!VRx5&x10>0:Sx10+7960775;
!!VRx6&x10>0:Sx10+7960587;
!!UN&x10>0:Cx4/1/?y1 Cx5/1/?y2 Cx6/1/?y3;
** Cx7/1/?y4 Cx8/1/?y5 Cx9/1/?y6;
!!VRv1&x10>0:Cy1/y2/y3/y4/y5/y6;

!!VRx4:Sx1+7960963;
!!VRx5:Sx1+7960775;
!!VRx6:Sx1+7960587;

!!UN:Cx4/1/v1 Cx5/1/v2 Cx6/1/v3;
**UN&x10>0:Cx7/1/y4 Cx8/1/y5 Cx9/1/y6;
!!MA:Bx1/3;
!!VRy1:S8700+x1;
!!VRvy1:Sx2*10000+x3;

!#FU11111 number of creature/spell/number of turns or spellpower/nr of creature that you want your creature to act like, this line CAN be copied



!?FU11112;
!!BMx16:T?y1 N?y2 H?y3;
!!FU&y1<0|y1>196/y2<1/y3<1:E;
!!VRy4:S8700+y1;
!!FU&vy4<1:E;
!!VRy5:Svy4:10000;
!!BMx16:U4/y5;

!?BR&1000;
!!DO11112/0/41/1;



!?BG0;
!!VRv9215:C-1/-1/-1/-1/-1;
!!BG:A?y10 N?y11;

!!FU&y10<>10|y11<0/y11>41:E;
!!BMy11:T?y3;
!!FU|y3<0/y3>196:E;

!!VRy4:Sy3+8700;
!!FU&vy4<1:E;
!!BG:E?v9215;
!!VRv9216:Sy3;

!!VRy5:Svy4:10000;
!!BMy11:Gy5/?v9217/?v9218;


!?BG1&v9215<>-1;

!!BM21?y1;
!!VRy7:Sv9216+8700;
!!FU&vy7<1:E;
!!VRy5:Svy7:10000;
!!VRy6:Sy5*10000;
!!VRy8:Svy7-y6;

!!FU&y8<1:E;
!!BMv9215:Gy5/?y1/?y3;
!!BMv9215&v9217>0:Gy5/v9217/v9218;
!!BMv9215&y3=>v9218/y8>v9217/y1>0:Gy5/y8/y3;
!!VRv9215:S-1;
!!BU:R;

You can do it for every creature that is AFTER archangel.

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TowDragon2
TowDragon2

Tavern Dweller
posted March 22, 2011 07:58 PM

Hi everybody!

I was reading script00.erm and and I found a strange, undocumented syntax:
Quote:
!d!IF:M^Total number of resource piles: %V1.

If there wasn't 'd' between exclamation marks it would look like a receiver... what does that 'd' mean?

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emrysblack
emrysblack


Adventuring Hero
New Hero
posted March 23, 2011 06:30 AM

Is there a way to change creature hint text in battle, or add to what's already there in ERM without changing a text file?

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted March 23, 2011 11:58 AM

!#VRz(txt number):S^Description here^;
!#UN:G1/Creature number/2/(txt number); [Set description]

txt number must be up to 999.

Example:

!#VRz549:S^{Undead.} {Skeletal.}^;
!#UN:G1/56/2/549; [Set description]

txt number is 549. Creature number (56) is Skeletons.

In the description when you put something between {} you get it golden collored.

____________
Not idly do the leaves of Lorien fall.

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emrysblack
emrysblack


Adventuring Hero
New Hero
posted March 23, 2011 05:13 PM

Quote:
!#VRz(txt number):S^Description here^;
!#UN:G1/Creature number/2/(txt number); [Set description]

txt number must be up to 999.

Example:

!#VRz549:S^{Undead.} {Skeletal.}^;
!#UN:G1/56/2/549; [Set description]

txt number is 549. Creature number (56) is Skeletons.

In the description when you put something between {} you get it golden collored.


Thanks! You can't use temp z vars to set description one time? (e.g. z-1)?
Like so?:
!#VRz-1:S^{Undead.} {Skeletal.}^;
!#UN:G1/56/2/z-1;

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted March 23, 2011 07:29 PM
Edited by Hero_of_Light at 16:09, 29 Mar 2011.

I don't know. The txt number is the slot where the text you want to add is placed. The particular slot will be filled with that description and it can be given many times to diferent places:

For instance:

!#VRz549:S^{Undead.} {Skeletal.}^;
!#UN:G1/56/2/549; [Set description]
!#UN:G1/57/2/549; [Set description]

The same description is given to Skeletons and Skeleton Warriors.

EDIT:

Is there an ERM command to change the town dwellings requirments to build? I want Pyre (in Conflux) to be available to build without the altar of thought. If there is a way to do so with some text editing that would be ok too. I don't know if it's a txt related command though.
____________
Not idly do the leaves of Lorien fall.

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