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fanofheroes
Famous Hero
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posted May 11, 2020 08:33 PM |
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VMaiko said: fanofheroes If you are using typhon It's not necessary to use ERM to add stack experience to your new creatures, you just have to write them in crexpbon.txt, abilities references can be found here.
Thank you so much!
I figured out what I did wrong. I am using Typhon, but on the 'Level' section on the left, I had units in level 9 that were not showing experience stack. The moment I made them level 7, it fixed it. the attack/defense/min/max/speed/hp all show up, I just have to fill in the extra skills after with the experience bonus.
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infinitekh
Tavern Dweller
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posted May 15, 2020 09:54 AM |
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Hero_of_Light said:
**SECOND EDIT**
Is there a way to manipulate Skeleton Transformer transformations via ERM commands?
I want to add some changes to make it work better.
For instance Hell Hydras do not transform to Bone Dragons as regular Hydras do so they should be made so.
And I think that Bone and Ghost Dragons should not be transformed at all since they are already undead.
I would also like to trasform creature 170 to 187 on the skeleton transformer if that's possible.
Hey, ley you may copy my code.
I find the memory of skeleton tranformer from "battery_source.rar [
Thread: Typhon 2.1 ]".
https://drive.google.com/file/d/1aZHCXPxJEU5rJpTJbloYF1k8nhIhsbXw/view?usp=drivesdk
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Hero_of_Light
Responsible
Supreme Hero
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posted May 15, 2020 02:24 PM |
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The link to the mod you provided, says that Necromancy procures Bone Dragons when attacking any number of Dragons, I don't see what it has to do with the Skeleton Transformer. And besides, I don't want to use Typhon.
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Not idly do the leaves of Lorien fall.
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infinitekh
Tavern Dweller
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posted May 15, 2020 08:19 PM |
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Hero_of_Light said: The link to the mod you provided, says that Necromancy procures Bone Dragons when attacking any number of Dragons, I don't see what it has to do with the Skeleton Transformer. And besides, I don't want to use Typhon.
Sorry, english description is not updated.
Old code check dragon type.(v0.1)
New code check skeleton transformable type.(v0.2)
C command 1 follow necromancy type.
C command 2-1 follow skeleton trasformer address.
C command 2-2 + offset(Unit) follow its transform type. 2-2 depend on 2-1.
But i think 2-1 not depend on typhon.
Typhon not have skeleton transformer hooker.(function: jump or call)
Just it provides wide new skeleton transformer adress, and it changes each adress value from default to new.
Without typhon, 2-1 may give me defalut address.
With typhon, 2-1 give me wide new address for 1000 types of monsters.
Sorry for my english skill. It is not first language.
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Hero_of_Light
Responsible
Supreme Hero
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posted May 15, 2020 08:34 PM |
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Actually, Hawaiing just gave me some ERM commands that do the trick so I won't be needing that. Thanks anyway!
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Not idly do the leaves of Lorien fall.
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infinitekh
Tavern Dweller
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posted May 16, 2020 05:40 AM |
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Hero_of_Light said: Actually, Hawaiing just gave me some ERM commands that do the trick so I won't be needing that. Thanks anyway!
Wow
I also want erm native.
Next era will have the erm for skeleton transformer?
Hmm i also want that native necromancy result monster type change erm.
Haha thanks us talk.
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Hero_of_Light
Responsible
Supreme Hero
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posted May 16, 2020 11:46 AM |
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Here's Hawaiing's script:
***Skeleton Transformer
!?FU12345678;
;x1 - monster's number
;x2 - mode ( 0 - read, 1 - write)
;x3 - number of creature transformed
!!VRy1:S8142080;
!!VRy2:Sx1*4;
!!VRy1:+y2;
!!UN&x2=0:Cy1/4/?x3;
!!UN&x2=1:Cy1/4/x3;
!?PI;
!#FU12345678:P157/1/68; **Hell Hydras to Bone Dragons
!#FU12345678:P68/1/68; **Bone Dragons to Bone Dragons
!#FU12345678:P69/1/68; **Ghost Dragons to Bone Dragons
!#FU12345678:P196/1/68; **Dracoliches to Bone Dragons
!#FU12345678:P30/1/30; **Gargoyles to Gargoyles
!#FU12345678:P31/1/31; **Obsydian to Obsydian
!#FU12345678:P32/1/32; **Stone Golems to Stone Golems
!#FU12345678:P33/1/33; **Iron Golems to Iron Golems
!#FU12345678:P116/1/116; **Gold Golems to Gold Golems
!#FU12345678:P117/1/117; **Diamond Golems to Diamond Golems
!#FU12345678:P160/1/160; **Gods to Gods
!#FU12345678:P161/1/161; **Gods to Gods
!#FU12345678:P162/1/162; **Gods to Gods
!#FU12345678:P163/1/163; **Gods to Gods
!#FU12345678:P164/1/164; **Elementals to Elementals
!#FU12345678:P165/1/165; **Elementals to Elementals
!#FU12345678:P166/1/166; **Elementals to Elementals
!#FU12345678:P167/1/167; **Elementals to Elementals
!#FU12345678:P112/1/112; **Elementals to Elementals
!#FU12345678:P113/1/113; **Elementals to Elementals
!#FU12345678:P114/1/114; **Elementals to Elementals
!#FU12345678:P115/1/115; **Elementals to Elementals
!#FU12345678:P120/1/120; **Elementals to Elementals
!#FU12345678:P121/1/121; **Elementals to Elementals
!#FU12345678:P170/1/187; **Pirates to Dread Pirates
!?GM0;
!!FU12345678:P157/1/68; **Hell Hydras to Bone Dragons
!!FU12345678:P68/1/68; **Bone Dragons to Bone Dragons
!!FU12345678:P69/1/68; **Ghost Dragons to Bone Dragons
!!FU12345678:P196/1/68; **Dracoliches to Bone Dragons
!!FU12345678:P30/1/30; **Gargoyles to Gargoyles
!!FU12345678:P31/1/31; **Obsydian to Obsydian
!!FU12345678:P32/1/32; **Stone Golems to Stone Golems
!!FU12345678:P33/1/33; **Iron Golems to Iron Golems
!!FU12345678:P116/1/116; **Gold Golems to Gold Golems
!!FU12345678:P117/1/117; **Diamond Golems to Diamond Golems
!!FU12345678:P160/1/160; **Gods to Gods
!!FU12345678:P161/1/161; **Gods to Gods
!!FU12345678:P162/1/162; **Gods to Gods
!!FU12345678:P163/1/163; **Gods to Gods
!!FU12345678:P164/1/164; **Elementals to Elementals
!!FU12345678:P165/1/165; **Elementals to Elementals
!!FU12345678:P166/1/166; **Elementals to Elementals
!!FU12345678:P167/1/167; **Elementals to Elementals
!!FU12345678:P112/1/112; **Elementals to Elementals
!!FU12345678:P113/1/113; **Elementals to Elementals
!!FU12345678:P114/1/114; **Elementals to Elementals
!!FU12345678:P115/1/115; **Elementals to Elementals
!!FU12345678:P120/1/120; **Elementals to Elementals
!!FU12345678:P121/1/121; **Elementals to Elementals
!!FU12345678:P170/1/187; **Pirates to Dread Pirates
You set the id of the creature you want to change in the transformer (twice in the script, as it is shown above). There are descriptions in every function so I think you'll get how it works. Let me know if you don't. Once again I want to thank Hawaiing's for his help!
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Not idly do the leaves of Lorien fall.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted May 16, 2020 01:43 PM |
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PI before instructions is totally useless.
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johnnycage
Adventuring Hero
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posted May 18, 2020 01:04 PM |
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Where is The Tides of War for ERA update 3?
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infinitekh
Tavern Dweller
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posted May 18, 2020 03:28 PM |
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Hero_of_Light said: Here's Hawaiing's script:
***Skeleton Transformer
!?FU12345678;
;x1 - monster's number
;x2 - mode ( 0 - read, 1 - write)
;x3 - number of creature transformed
!!VRy1:S8142080;
!!VRy2:Sx1*4;
!!VRy1:+y2;
!!UN&x2=0:Cy1/4/?x3;
!!UN&x2=1:Cy1/4/x3;
.................
.................
It's almost like the code I originally had, instead my code is "typhon" or not, and it gives the same result. However, my code was messy for the purpose of use.
!! UN: C5662880 / 4 /? y11;
When I ran the code above, I got 8142080.
Your code looks very concise, so I'm going to take and use only the Dragon Hydra part of the code.
Thank you, Hero_of_Light.
<< This answer has been translated into a Google translator.>>
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Hero_of_Light
Responsible
Supreme Hero
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posted May 18, 2020 06:00 PM |
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Thank Hawaiing, he's the one that helped me with it.
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Not idly do the leaves of Lorien fall.
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igrik
Promising
Known Hero
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posted May 19, 2020 09:03 AM |
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Edited by igrik at 09:06, 19 May 2020.
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Hero_of_Light said: Thank Hawaiing, he's the one that helped me with it.
infinitekh, is right.
!?FU12345678;
;x1 - monster's number
;x2 - mode ( 0 - read, 1 - write)
;x3 - number of creature transformed
!!UN:C5662880/4/?y1; // get table's address
!!VRy2:Sx1*4;
!!VRy1:+y2;
!!UN&x2=0:Cy1/4/?x3;
!!UN&x2=1:Cy1/4/x3;
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Hawaiing
Adventuring Hero
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posted May 19, 2020 09:23 AM |
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igrik said:
Hero_of_Light said: Thank Hawaiing, he's the one that helped me with it.
infinitekh, is right.
!?FU12345678;
;x1 - monster's number
;x2 - mode ( 0 - read, 1 - write)
;x3 - number of creature transformed
!!UN:C5662880/4/?y1; // get table's address
!!VRy2:Sx1*4;
!!VRy1:+y2;
!!UN&x2=0:Cy1/4/?x3;
!!UN&x2=1:Cy1/4/x3;
quite agree
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infinitekh
Tavern Dweller
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posted May 21, 2020 06:31 PM |
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Is there a way to access quest information when visiting Seer hut.
I think quests of random map game are useless.
So, it seems that we have to clear the quest system on random map game or give an advantage to it.
Help me please.
[ This is translated by google.]
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted May 21, 2020 07:11 PM |
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MajenKwaad
Tavern Dweller
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posted May 22, 2020 07:52 PM |
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Hello guys. I made the game work as other forum member told me what to do.
But now I experience a crash everytime i start the game and try to move. I can buy things in the castle and the moment I move my character the game crashes.... anyone have suggestion what could it be?
Oke for whatever reason it works from time to time. But i found another problem.... game becomes sluggish after 10-15 minutes of playing.
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RerryR
Promising
Supreme Hero
Researching Magic
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posted May 22, 2020 08:41 PM |
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Edited by RerryR at 20:44, 22 May 2020.
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MajenKwaad
What did you download? We need more informations. With what mods you play.
Try without HD mod or with different graphic mode.
Maybe disable DDRAW.dll
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MajenKwaad
Tavern Dweller
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posted May 22, 2020 08:49 PM |
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RerryR said: MajenKwaad
What did you download? We need more informations. With what mods you play.
Try without HD mod or with different graphic mode.
Maybe disable DDRAW.dll
Hi.
I downloaded Heroes Of Might and Magic III GOG version ( clean, untouched)
Then I downloaded.. HoMM3 ERA HD + ERA scripts gaming build. And I followed the instructions there.
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RerryR
Promising
Supreme Hero
Researching Magic
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posted May 22, 2020 09:00 PM |
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Edited by RerryR at 21:03, 22 May 2020.
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Okay good.
Some recommendations that sometimes help:
disable <Fix.RMG.StartingHeroInPrison> = 0 in HD Launcher
disable in WoG Plugin DDRAW.dll
disable in WoG Plugin BattleAiVsAifix.dll
apart from that try different graphic modes.
My recommendation would be:
(stretchable) 16b-it OpenGL by Verok
1180x664
and any filter you like.
As I said if it doesn't work, try smt different.
If that still does not help you please report back. I'am basing my suggestions on your words that your game crashes right away and you currently have no additional mods enabled.
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planetavril
Famous Hero
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posted June 01, 2020 05:18 PM |
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How to change creatures' abilities using typhon.
and the ability of the heroes?
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