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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Guide to create unique abilities for your creatures.
Thread: Guide to create unique abilities for your creatures. This thread is 15 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 · «PREV / NEXT»
Lord_Immortal
Lord_Immortal


Famous Hero
DoR Dev Team
posted June 29, 2009 11:22 AM

I have already installed ERM_SCB and ERM_S but I do not know how to use them.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted June 29, 2009 11:26 AM
Edited by Salamandre at 11:26, 29 Jun 2009.

Double click on erm_s.exe. Then click on "information/ERM help(HTML)"
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stifluwhiok
stifluwhiok

Tavern Dweller
posted October 16, 2009 09:07 PM

Quote:
Quote:

1. How do you change the health progress (and must it be in percent?)


Yes, use B4 as slot reference and 37 as percent value

Quote:
2. You wrote something about a peasent summoning 1000 Azure dragons. Not quite what I've intended, but I do want to make Pit Lords summon creatures. But I can't find how?


Look in ERM creature list for pit lords ID then copy/paste from my example

Quote:
And ok, couple of more questions came up:

3. Can you set up so the monster cast 2-3 spells before/after attack?


No, I can not. They can cast one spell before, one spell after.
4. And can those spells be totally random? (Want my beholders shot, to make enemies slow or petrify or blind .....) No, they can not be random, you have to specify a list for cast, or game will crash if unauthorized spells (summon boat, fly, view air etc) are casted in battle.

Quote:
5. Is there no way to set up "spells" like paralyze and bind?


Sure, just use their ID from the list.



This is an interesting discussion. thank you for sharing
However I think you should vary more examples to your writing much more interesting !

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gnollking
gnollking


Supreme Hero
posted October 16, 2009 09:23 PM

Who is back?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 16, 2009 09:36 PM

The frenchy one who quotes randomly threads just to advertise his sig
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KandyKingle
KandyKingle


Hired Hero
posted December 24, 2009 07:16 PM

Wonderful!!!

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Legendary_Hero
Legendary_Hero


Known Hero
Stronghold Warchief
posted April 06, 2010 05:51 PM

Ok,I have read every post in this thread and find it impossible to actually modify the stats of the creatures...For example i want to make the dread knight more powerful,add some abilities like -2 morale and 50% reduce defence? ALSO when i reach maximum experience with them the Death Blow is shown =100 right? WEll it is NOT,actually i think that with more XP it has less chance ,AND is it possible to change NOT the XP bonuses but the actuall stats itself? If anyone can give me answers do those questions i will be very greatfull...
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OxFEA
OxFEA


Promising
Famous Hero
feanor on DF2.ru
posted April 06, 2010 06:33 PM

Possible, of course. If you are good in reverse engineering and could work directly in exe.

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phill447
phill447


Hired Hero
Eating Biscuts
posted April 07, 2010 02:48 AM

Help can you please make a video for stupid dummies a guide all the way threw for idiots like me so i can learn then i can do it on my own it really helps people and you will get better feed back espesally from me

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Yanzhangcannot
Yanzhangcannot

Tavern Dweller
posted April 16, 2010 06:41 AM

Hi,

Does anyone know if the vampire lords life drain can be used as an ability? If so, how?

Thanks
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pdesbois
pdesbois


Adventuring Hero
posted June 08, 2010 04:25 PM

Block script OK - damage message?

I wanted to see how Block looked and chose Minotaur Kings to have it. To test it I gave them 99 chance all over their 11 ranks, and wanted to see the description too, so it looked like this:

ZVSE

!?PI;

Block 66
Stack Experience Standard Modifiers ($4 for EA:B Command)

+ Add 43

= Set 61

% Percent 37


!!EA79:B8/1/66/61/99/99/99/99/99/99/99/99/99/99/99;


!#VRz125:S^Good Morale. Block^;
!#UN:G1/79/2/125; [Set description]


I think B8 could acutally be B6 (meaning 2nd line of abilities, as MK have 1 already, Good Morale?)

Anyway, he blocked almost all attacks (vcoz of the 99 and not 100), but the damage message kept appearing. Like:

"The Stack managed to block the next attack. The Dread Knights deal 229 damage"

They were not doing any damage, I checked, so the script is working, but is it normal for the 'damage message' to show? As it was indeed 0 damage...

thx!

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted June 08, 2010 04:46 PM
Edited by Salamandre at 16:47, 08 Jun 2010.

Yes, that's how it works.

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Grim04
Grim04


Adventuring Hero
posted June 29, 2010 09:07 PM

I'm trying to make the earth elementals shoot.

From what I understand, to give them the ability to shoot would be

!!EA113:B5/1/102/83/1/1/1/1/1/1/1/1/1/1/1;

and then to give them shots would be

!!EA113:B6/1/79/1/12/12/12/12/24/24/24/24/24/24/24;

Is this correct?
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted June 30, 2010 01:47 AM

It will not work, as they are not linked to any projectile type, so game will crash. Use shooters to shoot and melee to melee. There are some ways to change that, but far too complicate and buggy atm.
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Grim04
Grim04


Adventuring Hero
posted June 30, 2010 01:53 AM

Quote:
It will not work, as they are not linked to any projectile type, so game will crash. Use shooters to shoot and melee to melee. There are some ways to change that, but far too complicate and buggy atm.


Is it possible to re-arrange the level of the creatures?

Like making a water elemental level 5 and earth level 3?
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted June 30, 2010 01:58 AM

!!MA#:L$


ERM help (it helps to read it):

Monster # (Format C) is now considered a Level $ monster (0-6). Monster level is always one less than the actual level, so a level 1 monster is represented by a value of 0 and a level 7 with a value of 6. Monsters above level 7 will also have a value of 6.
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Grim04
Grim04


Adventuring Hero
posted June 30, 2010 03:12 AM

Quote:
It will not work, as they are not linked to any projectile type, so game will crash. Use shooters to shoot and melee to melee. There are some ways to change that, but far too complicate and buggy atm.


Is it the same way for flying creatures?  Or is it possible to give them flying?
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted June 30, 2010 03:24 AM

All modifications for a creature can be found in MA trigger. Take a look, it is easy to understand, no need to compile them with other scripts. MA:X  + fly bit flag= flying creature. The animation will not change but creature will ignore obstacles and walls.
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Grim04
Grim04


Adventuring Hero
posted June 30, 2010 04:09 AM
Edited by Grim04 at 06:49, 30 Jun 2010.

Quote:
Double click on erm_s.exe. Then click on "information/ERM help(HTML)"


It says file isn't found.

Edit:

Is there someplace I could download it?

The entire time you said read ERM Help I thought you meant the ERM Help and discussions post, lol.

I'm hoping it'll help me get rid of the base abilities of the conflux creatures (like meteor shower vunerability).

2nd Edit:
Downloaded a program to read .hlp files (Vista doesn't support).

Thanks!

Edit again:  !#MA: X120/2;   I did it!
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Grim04
Grim04


Adventuring Hero
posted June 30, 2010 07:20 AM
Edited by Grim04 at 07:34, 30 Jun 2010.

Quick question.

I added flying to my psychic elementals and under the stack experience I gave them no retal.

It appears like they lost their innate ability of mind spell immunity and attack all enemies around.  I'm hoping that's the case, if it is... is there a way to remove the text saying they have that?

I don't see it in ERM Help but that thing is massive.

Edit:  It appears to me that if I use the command  !#MA: X120/2; then they lose the base abilities (but the text remains).  I editted script50 and removed the conflux creatures (because I like the changes that were made for the other creatures in other towns).
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