Heroes of Might and Magic Community
visiting hero! Register | Today's Posts | Games | Search! | FAQ/Rules | AvatarList | MemberList | Profile


Age of Heroes Headlines:  
5 Oct 2016: Heroes VII development comes to an end.. - read more
6 Aug 2016: Troubled Heroes VII Expansion Release - read more
26 Apr 2016: Heroes VII XPack - Trial by Fire - Coming out in June! - read more
17 Apr 2016: Global Alternative Creatures MOD for H7 after 1.8 Patch! - read more
7 Mar 2016: Romero launches a Piano Sonata Album Kickstarter! - read more
19 Feb 2016: Heroes 5.5 RC6, Heroes VII patch 1.7 are out! - read more
13 Jan 2016: Horn of the Abyss 1.4 Available for Download! - read more
17 Dec 2015: Heroes 5.5 update, 1.6 out for H7 - read more
23 Nov 2015: H7 1.4 & 1.5 patches Released - read more
31 Oct 2015: First H7 patches are out, End of DoC development - read more
5 Oct 2016: Heroes VII development comes to an end.. - read more
[X] Remove Ads
LOGIN:     Username:     Password:         [ Register ]
HOMM1: info forum | HOMM2: info forum | HOMM3: info mods forum | HOMM4: info CTG forum | HOMM5: info mods forum | MMH6: wiki forum | MMH7: wiki forum
Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Alter Creature Abilities
Thread: Alter Creature Abilities
e-lysander
e-lysander


Known Hero
Lysander
posted February 10, 2011 10:11 PM

Alter Creature Abilities

In my mod, I'm changing the abilities and appearances of the creatures. Say I want to make the Griffin a non-flier, what files must I change? I don't mean with an ERM script, but as to affect the entire game.

Second, I want to move around the creatures that are recruited in towns. What must I do to change this for the whole game?

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Fauch
Fauch


Responsible
Undefeatable Hero
posted February 11, 2011 01:11 AM

you will be a bit limited as slots used for shooters will remain shooters, and I think it is the same for flying units.
apart from that, you can do almost what you want with ERM. and without it, I don't know.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
e-lysander
e-lysander


Known Hero
Lysander
posted February 11, 2011 01:32 AM

Quote:
you will be a bit limited as slots used for shooters will remain shooters, and I think it is the same for flying units.
apart from that, you can do almost what you want with ERM. and without it, I don't know.


Hmm, all right.

So you don't know how to set creatures to other towns (for instance, making Gargoyles recruitable in Dungeon town)?

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Aleee
Aleee


Known Hero
posted February 11, 2011 06:27 AM

To change appearance of creatures in a town you can use !!MA plus !!UN:T erm-commands. For further explanation you should read the manual.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Al_Mualim
Al_Mualim


Adventuring Hero
Current Russian Peasant
posted February 11, 2011 03:23 PM
Edited by Al_Mualim at 15:24, 11 Feb 2011.

Quote:
So you don't know how to set creatures to other towns (for instance, making Gargoyles recruitable in Dungeon town)?

If you want to have Gargoyles instead of Harpyes, Gargoyle must by like Harpy, because speciall abities like flying are in the game and if you are not a programmer you can not change this. You must invert creature names in Crtait.txt and Zcrtait.txt, invert the battle and map DEFs, and invert pictures in TWCRPORT.def and CPRSMALL.def

 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link
solitaire345
solitaire345


Promising
Famous Hero
posted February 11, 2011 03:34 PM
Edited by solitaire345 at 15:36, 11 Feb 2011.

Quote:

If you want to have Gargoyles instead of Harpyes, Gargoyle must by like Harpy, because speciall abities like flying are in the game and if you are not a programmer you can not change this. You must invert creature names in Crtait.txt and Zcrtait.txt, invert the battle and map DEFs, and invert pictures in TWCRPORT.def and CPRSMALL.def


Nonsense...
A script to make gargoyle recruit-able in dungeon is one line length. Everything is thoroughly detailed in the ERM manual.
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Al_Mualim
Al_Mualim


Adventuring Hero
Current Russian Peasant
posted February 11, 2011 06:01 PM

Quote:
Nonsense...
A script to make gargoyle recruit-able in dungeon is one line length. Everything is thoroughly detailed in the ERM manual.


But I thought how you can do this without ERM scripts

 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link
solitaire345
solitaire345


Promising
Famous Hero
posted February 11, 2011 10:07 PM

fair enough. but it's way easier with ERM, so why bother?
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Al_Mualim
Al_Mualim


Adventuring Hero
Current Russian Peasant
posted February 11, 2011 10:16 PM

Quote:
fair enough. but it's way easier with ERM, so why bother?

only if you want to play a map without ERM scripts
____________

 Send Instant Message | Send E-Mail | View Profile | PP | Quote Reply | Link
e-lysander
e-lysander


Known Hero
Lysander
posted February 11, 2011 10:20 PM

Quote:
fair enough. but it's way easier with ERM, so why bother?


Way easier? Reading over the ERM tutorial, that is definitely not easy. I can't make heads or tails of this "HJK#0/1/3/4/5/6/7;" crap.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 11, 2011 10:46 PM

ERM basics knowledge is the difference between being able to make a mod or endlessly require for help while nothing is done. Your choice.
____________
Era II mods and utilities

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
e-lysander
e-lysander


Known Hero
Lysander
posted February 11, 2011 10:59 PM

Quote:
ERM basics knowledge is the difference between being able to make a mod or endlessly require for help while nothing is done. Your choice.


That's fair. My only issue is knowing where regular modding ends and ERM modding begins. I simply don't know which parts are ERM and which aren't, that's all.

But with ERM scripts, aren't they map-specific? Or are they map specific OR game-specific?

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
solitaire345
solitaire345


Promising
Famous Hero
posted February 11, 2011 11:54 PM

there are global scripts that affect all games and you can have some scripts that affect only one particular map. the only difference is that map-particular scripts are loaded always and global scripts can be enabled or disabled according to your needs
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Set
Set


Hired Hero
GKH Main Technician
posted February 12, 2011 02:04 PM

Quote:
you will be a bit limited as slots used for shooters will remain shooters, and I think it is the same for flying units.
apart from that, you can do almost what you want with ERM. and without it, I don't know.


(Almost) Everything can be done by hex-editing and it doesn't require ERM.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
e-lysander
e-lysander


Known Hero
Lysander
posted February 28, 2011 09:50 AM

So, what ERM commands must I use to change, for example, a flier into a non-flier?

Let's say I want to make the Angel a ground unit instead of a flying one. What commands would I need?

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jump To: « Prev Thread . . . Next Thread »
Post New Poll    Post New Topic    Post New Reply

Page compiled in 0.0377 seconds