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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: [Wake of Gods] - Introduction/Modding/Scripting
Thread: [Wake of Gods] - Introduction/Modding/Scripting This thread is 33 pages long: 1 2 3 4 5 ... 10 20 ... 29 30 31 32 33 · «PREV / NEXT»
fred79
fred79


Disgraceful
Undefeatable Hero
posted April 08, 2013 04:29 AM

Quote:
6>I installed ERA 2.43 and Fred79 ObjectPatch.  We don't mind the altered treant creatures and some others, but prefer some of the original Heroes3 & WOG graphics (did Sacred Phoenixes always have bright pink toenails?).  Shouldn't these graphic changes be a separate mod or a WoG/ERA option or did Fred79 ObjectPatch do that?  I already removed the Yona mod, but how do I remove these new graphics to get the old WoG creature pictures back?

Thanks.


first off, i hope you like my work. no, my object patch doesn't replace anything, it only adds to what you already have. it won't screw anything up.

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PyroStock
PyroStock


Adventuring Hero
posted April 09, 2013 07:16 PM
Edited by PyroStock at 19:26, 09 Apr 2013.

Thanks.

1)Found the "change scroll into spellbook" script line 1229.  It's not so much unbalancing the game as technically you could start every player with every spell, every creature dwelling, every town, and have all the same heroes (with scripts) and mirrored map areas.  However, part of the fun in Heroes is making the most of what limited random spells, creatures, etc. you do have as well as learning new ways to use them and where unexpected synergies exist.  
Also script line 1327 changes 85% of scrolls into gold piles and chests yet doesn't seem linked to any WoG option so does that apply to all WoG maps?

2-3)Found it.  I've noticed script lines 911-914 & 955-958 (among others) change the same objects (imp cache, griffin towers, rally flags, and marletto towers) but how does the script make the changes relative to the percentages?  For example, if 70% of imp caches are changed in line 911 does that mean line 955 now changes 40% of the remaining 30% imp caches?

4)Thanks again.

5)I meant the WoG enhanced 2ndry skill "Luck" which would cause crashes not the potion.

6)I liked the additional info from the Yona mod, but from what I read the Yona mod also *quadruples* the charge attack bonus(paladins & others) among other significant game changes (pikemen,halberdiers,orcs,orc chiefs,etc).  I couldn't find where/how to separate the additional helpful in-game information from all the Yona game changes so I just removed it.  I added the text file to ERA which provides the spell damage formulas and exact percentages to spellbooks in battle, since that wasn't in ERA.

7)Is there a reason the Rust Dragon and his dwelling were never added into the WoG or ERA scripts?

8)In the WoG Map Editor I'm getting the following error (not related to Fred79 patch or new objectpatch1.09):
"Exception Access Violation in h3wmaped.exe at 000E68D0. Violation at address 004368D0.  Read address 00000001." (variables change depending on the object)
This occurs when moving or right-clicking on the following objects:
Air,Fire,Water&Earth Monasteries (where Emissaries are hired),
Lost Genie Bottle,
Grotto,
Snow Grotto,
Hunting Lodge, and
Home of the Bat.
Transylvania Tavern has no error, but is described as "ae".
That aside, they all work fine in game play.  No other mods installed besides the ones mentioned above.


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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 09, 2013 07:42 PM

Luck was fixed.

Yona: open settings.ini in Yona and make it like this:
[Global]
NewCreatureAbilities    = 0
NewCreatureDescriptions = 0
OverrideBattleLogHint   = 1

All abilities will be regular, but only battle hints enabled.

Editor: Replace this file in ERA\Mods\WoG\EraEditor

h3wmapedpatch.dll

I think it is this one which fixes the error, if not tell, there is another.
____________
Era II mods and utilities

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Gorthuar
Gorthuar

Tavern Dweller
posted June 12, 2013 11:29 PM

Hi everyone.

Is it possible to modify the type of resource produced by a town's resource silo? If so, how should I go about doing that? I aim to change Inferno's mercury requirements for sulfur, you see...
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted June 12, 2013 11:56 PM

There are two ways coming to my mind. The first one is probably some UN:C memory access, which only a few can find, the other much easier is to create a script subtracting one mercury per silo and add same quantity of sulfur daily. Assuming you know erm basics.

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Puppet_Master
Puppet_Master


Adventuring Hero
Villain
posted June 13, 2013 04:58 AM
Edited by Puppet_Master at 05:09, 13 Jun 2013.

Quote:

Is it possible to modify the type of resource produced by a town's resource silo?

Quote:
UN:C

!?FU@Function@;
; x1 - Town type
; x2 - Resource type
; x3 - Resource value
; x4 - Get (0), Set (1)
!!VRx1:*28;
!!VRx2:*4+x1+6852356;
!!UN&x4=0:Cx2/4/?x3;
!!UN&x4=1:Cx2/4/x3;

But there may be an error with the display of the bonus in the town status window.

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ShadowHero
ShadowHero

Tavern Dweller
posted November 03, 2013 07:08 PM
Edited by ShadowHero at 19:09, 03 Nov 2013.

please remove the links from uploading.com before another victim gets his computer infected by viruses and hijacked. I spent four hours cleaning my computer from this fraking crap.
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angelito
angelito


Honorable
Undefeatable Hero
proud father of a princess
posted November 03, 2013 07:48 PM

Any evidence that your PC infection really came from that site?

You would be the first inbetween 3 years who got infected from any of those links...
____________
Better judged by 12 than carried by 6.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 03, 2013 07:54 PM

Links in main post are expired thus filled with trojans, he is right. All those tools are part of Era anyway, so I think you can safely delete the old links.

I am still surprised why he tried to download separately, he has era already and they are all in Tools folder.

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ShadowHero
ShadowHero

Tavern Dweller
posted November 03, 2013 08:12 PM

Salamandre said:
Links in main post are expired thus filled with trojans, he is right. All those tools are part of Era anyway, so I think you can safely delete the old links.

I am still surprised why he tried to download separately, he has era already and they are all in Tools folder.
because i started with tutorial not checking what tools are already in my homam3 installation - I found that later though...
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ackjilmo
ackjilmo

Tavern Dweller
posted November 10, 2013 05:43 AM

Hi I'm new here. I just chose a random avatar because all the ones I wanted were reserved..I don't mean to be rude, but why display avatars that cannot be chosen?

Anyway..back on topic. I'm pretty new to modding. Haven't read up on ERM scripting yet for more hardcore stuff but have just been fiddling with replacing portraits and changing the .txt files for now. In particular, I was wondering about the HOTRAITS.txt file..I tried changing the names of some heroes as well as the creature types and stack sizes they start with, but only the hero names and stack sizes appear to have successfully changed. The creature types seem to be stuck at whatever the Tier 1-3 creatures are for the town associated with the hero. For example, when I replaced the row:

"Sephinroth 30 40 Troglodyte 4 6 Harpy 3 4 Beholder"


with


"Alice 50 60 Goblin 5 7 GoblinWolfRider 4 6 Orc"


and then started the game with Sephinroth, I got a hero named Alice that started with 55 Troglodytes, 6 Harpies, and nothing for the third stack. Meanwhile, what I was expecting was a hero named Alice that started with 50-60 Goblins, 5-7 Wolf Riders, and 4-6 Orcs.

So the questions are: Am I doing something wrong? Is it possible to edit the starting creatures just by editing .txt files? If not, then how? Also, is it possible to edit a hero's starting skills, stats, specialty, etc. (e.g. have Sephinroth start with Basic Offense instead of Basic Wisdom) just by editing .txt files? If not, then how?

Another thing I wanted to point out is that some WoG skills might not be working as intended. In particular, the one I spotted was that Ace Dread Knights--who are supposed to have a 100% chance to deal Death Blow according to the tooltip--do not always proc Death Blow.

Any replies are appreciated. Thanks.

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted November 10, 2013 08:26 AM

In  HOTRAITS.txt you can change only heroes name and the maximum number of creatures the hero can start with, you can't change creature's type.
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ackjilmo
ackjilmo

Tavern Dweller
posted November 12, 2013 12:46 AM

LizardWarrior said:
In  HOTRAITS.txt you can change only heroes name and the maximum number of creatures the hero can start with, you can't change creature's type.


Yeah, I figured that out already. Actually, I think the minimum number of creatures can also be changed as well.

Anyway, how can I change the creature type, starting skills, and other such things for a hero if not through HOTRAITS.txt?

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bloodsucker
bloodsucker


Legendary Hero
posted December 27, 2013 12:34 PM
Edited by bloodsucker at 12:54, 27 Dec 2013.

Modding for Era

Hi,

I don't have a clue about Erm and I'm starting to think I will never have it but I use often some scripts from other people on the maps I'm playing, namely Salamandre's Palace of Dreams. As I understood from what I've been reading, it should be possible/easy to create a Era mod where I had those scripts so that I could turn them active for the random map I'm playing instead of having to edit it and put the code on a time event.
Unfortunatly, even if I've been surfing these pages for a while I don't remember to have found a tread where the creation of a mod in Era (like 300, TEW IV, etc...) has been discribed.
Can someone point me the direction? Will I still have to learn Erm to do it?

Thank u and a happy new year.

Bloodsucker.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 28, 2013 10:29 AM

BloodSucker, it is not complicate to modify a script to work with random maps but still requires a bit of erm knowledge. Like removing conditions from a specific map, create universal object not depending of location, tweak prices from custom maps and such.

Beside, the palace of dreams as it is in TDS is a over-powered structure which will blow anything in a random map. So it needs tweak or you will get bored with such strong creatures.

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bloodsucker
bloodsucker


Legendary Hero
posted December 28, 2013 01:35 PM

Salamandre said:
BloodSucker, it is not complicate to modify a script to work with random maps but still requires a bit of erm knowledge. Like removing conditions from a specific map, create universal object not depending of location, tweak prices from custom maps and such.

Beside, the palace of dreams as it is in TDS is a over-powered structure which will blow anything in a random map. So it needs tweak or you will get bored with such strong creatures.


Thank you for awsering.
I'm still not bored of the strong creatures I'm modifying...
As a close friend said "U don't like to play, u like to win..."
But what I'm asking is just: how does someone to create a mod that runs independently from time events?

I was reading one of your late awsers and it goes directly to a mod I was thinking of: to change the resource provided by the castle resource silo.
But I have no clue how to transform the code in a mod or how to put that option in the "Wog options".
Where can I find this information, please?

On the other hand, what WoG map would you recommend me to play at 100% or 130%?  

It is a plaesure to ear from you.
Happy new year.

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marisa
marisa


Hired Hero
I'm here. As always.
posted September 07, 2014 04:51 AM

I was wondering if is there a way to create a new "market" in game that sells only commander artifact?

anyone? :3

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Sal
Sal


Famous Hero
posted September 07, 2014 06:37 AM

Of course.

You know, I repeat again and again: for people being too lazy or too afraid to read erm help, there is a last option: play the already done mods to see how things are done. If you don't read erm, and you don't play mods neither, you will keep asking for longtime.

The dragon slaughter mod (TDS) has a market selling commander artifacts (among 50 others). From there you have a base to your request.

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bloodsucker
bloodsucker


Legendary Hero
posted September 07, 2014 01:32 PM
Edited by bloodsucker at 13:35, 07 Sep 2014.

Sal said:
The dragon slaughter mod (TDS) has a market selling commander artifacts (among 50 others). From there you have a base to your request.


Ok, I remember that one even if I think you only need to reference an object that's not Battle Academy, then copy the code and change the IDs of the artifacts. But has anyone ever wrote a code to make them appear in the Artifact Merchants and the Blackmarkets? That I don't recall to have ever seen.

Thank u

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Sal
Sal


Famous Hero
posted September 07, 2014 02:11 PM

Yes, sort of.

There are many plugins by OxFea to be used, but not enough modders.

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