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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Changing creatures via erm for a specific town?
Thread: Changing creatures via erm for a specific town?
Lord_Immortal
Lord_Immortal


Famous Hero
DoR Dev Team
posted July 06, 2011 01:01 PM

Changing creatures via erm for a specific town?

I wanted to know,if it is possible to change the creatures in a town via erm,but only in 1 town,not in 1 town type.So,we've got 2 conflux towns on the map.I want one of them train units as neutral town(from the wogify option) and the other the normal Conflux units.Possibly,if we can make this via a dialogue at the game start(such as the choosing of the henchmen) or even with custom icons(such as the adventure cave).

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JimV
JimV


Responsible
Supreme Hero
posted July 06, 2011 05:20 PM

From ERM Help, UN:T receiver:

T#1/#2/#3/$; Set a type of monster to hire in towns.
  #1 - Type of a town (0...8) (Format T)
  #2 - Dwelling level (0...6)
  #3 - Basic (0) or upgraded (1)
   $  - Type of monster to hire (Format C)

So this command changes all towns of a specific type (e.g., Tower, Rampart), not a particular town at a particular location.

It might be possible to make an ERM script to change the UN:T settings of a specific town as that town is entered, and change back to the default (or something else) upon leaving, so that all other towns of that type would seem unchanged.  That would take some experimentation, and might or might not work as there might be undesirable side-effects.  It would be complicated by the fact that there are several ways to enter a town: walk into it, click on it in the Adventure Screen scroll list, and click on it in the Town Screen scroll list.  All would have to be covered by the script.  Off hand, I would say that it is worth a try.  Good luck.  I advise reading all of ERM Help first, not just the regions which you think you might need.  Once you have read the whole manual, it is much easier to locate things you need.

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KevinHann
KevinHann


Adventuring Hero
posted July 07, 2011 01:42 AM

If anybody cracks that one, could you post the exact script here? I got exactly the same issue with my project, got 2 different lineups for Rampart, Necropolis and Dungeon.

It would also be of help if anyone know the exact command to tie a specific dwelling on the map to a specific monster, or create a new dwelling and generally tie it to a specific monster.
____________

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JimV
JimV


Responsible
Supreme Hero
posted July 07, 2011 02:47 AM

The Dwelling receiver, from ERM Help:


!!DW#1/#2/#3: Monster dwelling at x,y,l coordinates
(Monster Dwellings are Types 17 and 20, See Format CG)

M#1/$2/$3 - set the monster to hire
  #1 = Slot (0...3) - you can hire up to 4 different monsters at one dwelling.
  #2 = Type of the monster (-1=disable this slot) (Format C)
  #3 = Number to hire

G#1/$2/$3 - set the monster as a Guard
  #1 = Slot (0...6)
  #2 = Type of the monster (-1=no monster there). See Format C
  #3 = Number of Monsters

O$ - Set up an owner (-1=nobody's)

O$/1; pass control over a dwelling to another player
  $ = is a new owner.
  The second parameter is a dummy but use 1 there.

  This syntax changes the owner plus calls an internal structure to adjust all growth numbers for the previous and a new owner.
  Should work in MP mode.
Note: if someone wants to set up a dwelling to sell more than one creature type, none of the creatures should be level 1, or there will be trouble because level 1 creature are normally handed out for free

[end quote from EH]

To create a new object on the map during a game, use UN:I.  See ERM Help for more information.  (If you can read it here you should be able to read it there.)  Note:  since ERM Help is an HTML document, the formats which are referred to are given as hypertext links there.

The wogification script, script00.erm, contains many example of placing new objects on the map, and changing dwelling creature types.

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