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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Index of Erm Help and Discussion thread
Thread: Index of Erm Help and Discussion thread [ This thread is 6 pages long: 1 2 3 (4) 5 6 ]
JimV
JimV


Responsible
Supreme Hero
posted July 25, 2012 09:13 AM

Quote:
No one can guarantee that a new plugin added in wog will not conflict with some user mod plugin later, and WoG can not be disabled, unlike other mods.


That is an excellent reason, thank you.

I removed all my files (BMP, plugin, map) before trying your install, and then started Era 2 and got one beep, then the picture appeared.  I am still struggling to understand how this happened.  Maybe if I try your installation again the beep will go away.

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Salamandre
Salamandre


Honorable
Undefeatable Hero
posted July 25, 2012 09:20 AM
Edited by Salamandre at 09:33, 25 Jul 2012.

@Dragon_hunter

Modifying spells power is easy with SS trigger but ineffective outside custom mod and precise setups. You can script for example magic arrow to start at xx power, thus deal increased damage, but then you will have also to calculate different power multiplicatives regardless hero spell power, and for each spell, which will be very long and tedious.

Power also means different things from spell to spell, changing the power of fire shield for example will not deal more damage at all. You will have to deal with SS:E, which is a long way through trials and fails. Or script manually the effects.

@JimV, my fault, your temple bmp was still in Data. Without it I have the beep too, I think Bersy gave the reasons why.

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master_learn
master_learn


Legendary Hero
walking to the library
posted July 25, 2012 09:53 AM

Thank you,OxFea for providing the working code!
I placed it in the UN:C list.
____________
"Now VW? I kill spammers
When people can't say hi to demons in the VW - quite!"-Ghost

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JimV
JimV


Responsible
Supreme Hero
posted July 25, 2012 10:07 AM

I use LoadImage(NULL,szFilename,IMAGE_BITMAP,0,0,LR_LOADFROMFILE) in a (ugh) C++ routine to load the file.  Probably the beep could be eliminated by changing the filename in the script to ^Mods/Lost Temple/Data/LostTmpl.bmp^, but what surprises me is that the file does get loaded, after the beep.  I would have expected either no beep or no load, not both.

Light dawns:  the first installation creates and saves the masked image (temple plus H3 terrain); the second installation will not create it, but can use the one which has already been created.

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Salamandre
Salamandre


Honorable
Undefeatable Hero
posted July 25, 2012 10:24 AM
Edited by Salamandre at 10:28, 25 Jul 2012.

Right, no beep with new path. The second installation created mask.bmp in my root folder, and seems to work ok, not sure though what is mask for.

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JimV
JimV


Responsible
Supreme Hero
posted July 25, 2012 11:09 AM

To summarize, in case anyone is still interested in seeing the demo, perhaps the easiest thing to do is to use Salamandre's link but move the file LostTmpl.bmp from Mods/Lost Temple/Data to Data (the Data folder that is on the same level as Mods) - that is, if you want to keep the files after viewing.  Otherwise you could use my link and then delete the three files (Data/LostTmpl.bmp, Mods/WoG/EraPlugins/XFiles.dll, and Mods/WoG/Maps/LostTemple.h3m) after viewing the demo - in case at sometime in the future someone writes a different plugin with the same name.

The mask file is what I call (this may not be standard terminology, but I was doing it on the Apple II 48K computer so it may be hopeless to change me) the result of "masking" the background picture (creating a temple-shaped hole in it) and then adding the temple picture.  You can see this by viewing the Mask.bmp picture.  Heroes does this by internal routines to build the adventure map, but the plugin does the same process with its own routines.

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Salamandre
Salamandre


Honorable
Undefeatable Hero
posted July 25, 2012 11:24 AM

I made a second package with correct bmp path:

Lost Temple Demo

Is this working now as you wish?

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JimV
JimV


Responsible
Supreme Hero
posted July 25, 2012 11:45 AM

It works well now, thanks.  I am sorry for the extra effort involved.

@CrazzieGamerPL, I think your question may have been somewhat ignored due to other topics, but I would need a lot more information about what you need in order to make a useful reply (if then).

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Dragon_Hunter
Dragon_Hunter


posted July 25, 2012 11:58 AM

Jim5
Quote:
Dragon_Hunter, until someone more informed replies to your questions, here are my thoughts:

1) There is a new receiver in WoG 3.59, !!SS (spell support), which lets you change the parameters of any spell using ERM.

2) That is for spell parameters.  Ballistas and Healing Tents are not spells, but "creatures".

3) If you have a question about a specific command, after reading about it in ERM Help, that will be easy to answer..


Thank you very much Jim5, perhaps I'll learn more before asking questions!

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JimV
JimV


Responsible
Supreme Hero
posted July 25, 2012 12:39 PM

You are welcome, Dragon_Hunter.  I wish I could answer every question better with exactly the information needed, but usually I can't, and sometimes this discourages me.

Your graphics mod work is very impressive.

(It would be clever if the V in JimV stood for 5, but it is just the first letter of my last name.)

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majaczek
majaczek


Famous Hero
Work at Magic Dimmension
posted July 28, 2012 09:03 AM

Rotfl "Jim5" for famous Jim Vogan!
offtopic: apple 48k has 48 KB of memory? My mum's Amstrad CPC6128 was such a beast (it has 128KB memory and Z80 officially support 64KB only so it required a banker device, and first amstrad with builtin floppy drive!)
it linked me to gaming, IT and programming when I was 7, but from these era I  remember only how to write Basic (a programming language) scripts, I used no compiler then and such games you JimV describe were too much for basic interpreter on such machine (while compiled isometric games worked fine - that is why calling android phones as smartfones is a lie).
Ontopic: aside smiling and giving you greetings for your mature IT experience, I wanted JimV to ask about how to get rare plugins as Xfiles (getting amethyst, emerald, dwelling, creature_description was rather easy, 6th_slot was harder but I failed to find much of the rest). I would appreciate the help, and sorry for me stacking so much unfinished tasks...

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JimV
JimV


Responsible
Supreme Hero
posted July 28, 2012 10:16 AM

The Apple II could address 48K of memory, but early versions did not come with the full 48K installed.  Later, an extra 16K was added for system functions and it might have been advertized as 64K, but it really used bank-switching to swap the upper 16K of 48 on the fly.  Most of my games and Paint programs were written in 6502 (later 65C02) assembly language.  Then after about five great years, Apple switched to the Macintosh which was totally incompatible and the box of about 300 5-1/4" floppy disks in my closet represents thousands of hours of obsolete, useless work - except for the fun I had at the time.  (Don't get me started.)

The XFiles package (which includes the DLL, user instructions, and a demo map with a sample script which exercises all the functions) is at https://www.box.com/s/1n069e3vc5vixc8l1zk5 - later I added some miscellaneous script packages at this same link, but they have nothing to do with XFiles.dll.  The DLL itself is also supplied in the demo package linked to here previously.

An early version of XFiles was introduced on the ERM Help thread at page 102.  Updates with new functions were discussed on pages 103, 104, 123 ... (I found these by using the HC Search function, searching for "XFiles".)

I suspect XFiles will soon be obsolete (the story of my life), if it isn't already, when someone who knows the H3/WoG internal code writes a version which hooks into the internal code and allows external graphics files to be merged directly with the Heroes screens (instead of on top of them, as XFiles does).

Meanwhile, as you laugh, reflect on the fact that in 20 years (or less), many of the computer skills that you have painfully mastered will also be totally obsolete and useless outside a museum.

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OxFEA
OxFEA


Promising
Famous Hero
feanor on DF2.ru
posted July 29, 2012 10:43 AM

Some old stuff

About digging.
Calling !?FU4000; instead of message "Nothing found. Where should it be?"

!#UN:C4255839/4/262170720;
!#UN:C4255843/4/817364992;
!#UN:C4255847/4/4278219982;
!#UN:C4255851/4/79987664;
!#UN:C4255855/4/2416896865;
!#UN:C4255859/4/90909090;
!#UN:C4255863/4/90909090;

//=========================================
About special buttons.




!?FU3000; [x1 - hook func number]
[del checks]
!!UN:C6241623/4/2425393296;
!!UN:C6241627/2/37008;

!!UN:C6241637/4/2425393296;
!!UN:C6241641/2/37008;

[set hook]
!!UN:C5894083/1/104;
!!UN:C5894084/4/x1; [erm-func num]
!!UN:C5894088/4/1959669944;
!!UN:C5894092/4/2211512064;
!!UN:C5894096/4/2425357508;

!?FU3001;
[restore original code]
!!UN:C6241623/4/11896079;
!!UN:C6241627/2/0;

!!UN:C6241637/4/10980879;
!!UN:C6241641/2/0;

!!UN:C5894083/1/81;
!!UN:C5894084/4/3431369867;
!!UN:C5894088/4/1392509011;
!!UN:C5894092/4/4100136936;
!!UN:C5894096/4/138775039;

....

!!FU30003002; - set this button for all units; set callback action to !?FU3002;
!!FU3001; - restore original action.

//==============================
!!UN:C6916632/4/9; (698A18: 09)

Enables "level debugger" that shows coordinates of a tile in RMB hint.
You can see it in a shale.dll
//==============================
!!UN:C6918840/4/?y1;
!!VRy1:+60;
!!UN:Cy1/1/1;

show something named FPS instead of chatstring. Disabling -
....
!!UN:Cy1/1/0;

Mostly useless, but adding
!!UN:C4257581/4/9623016;
forces H3 use ERM z50 instead of chatstring.

I use it for imitation of real-time system in my attempts to make a "might and magic" map.
//===============================
ZVSE
!?CM0;
!!CM:I?y1 F?y2;
!!if&y1=1008/y2=512:;
!!CM:R0;
!!VRz1:S^kernel32.dll^;
!!SN:Lz1/?y2;
!!VRz1:S^GetSystemPowerStatus^;
!!SN:Ay2/z1/?y3;
!!SN:Ey3/1/?y4;

в y4-y6 SystemPowerStatus.
http://msdn.microsoft.com/en-us/library/aa373232(VS.85).aspx

!!VRy10:Sy4;
!!VRy10::65536;

берем только заряд, остальные параметры в печку

!!VRz1:S^GetLocalTime^;
!!SN:Ay2/z1/?y3;
!!SN:Ey3/1/?y4;

y4-y7 - SystemTime
http://msdn.microsoft.com/en-us/library/ms724950(VS.85).aspx

!!VRy8:Sy6;
!!VRy9:Sy6;
!!VRy8::65536;
!!VRy9:%65536;


!!IF:M0/4/^Time:%Y9:%Y8 Capacity:%Y10%%^;
!!en:;

Rmb-click on a adv.screen date shows real time and notebook charge. Useful for fullscreen.

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Spatiphillum
Spatiphillum


Hired Hero
Phytohobbit
posted July 29, 2012 10:52 AM

Quote:
берем только заряд, остальные параметры в печку

Fix this one plz

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JimV
JimV


Responsible
Supreme Hero
posted July 29, 2012 11:10 AM

I saw the last script in another thread, and used it to check the system time when I needed a real-time delay that was more than one second but less than two seconds.  Thank you for it.

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master_learn
master_learn


Legendary Hero
walking to the library
posted July 29, 2012 11:42 AM

OxFea,thank you for the useful commands,much appreciated!
____________
"Now VW? I kill spammers
When people can't say hi to demons in the VW - quite!"-Ghost

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OxFEA
OxFEA


Promising
Famous Hero
feanor on DF2.ru
posted July 29, 2012 01:15 PM
Edited by OxFEA at 13:16, 29 Jul 2012.

Quote:


Fix this one plz

This is commentaries. Who cares about them?

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qoty
qoty


Adventuring Hero
wandering hero
posted August 03, 2012 12:01 PM

If I wanted to set a minimal damage for catapult, e. g. 50, which string is the right in script 24 - enhanced war machines 1? I use ERA 2.3.

!?FU901&v591=1; catapult action * magog *
* 1
!!VRx4&x1=1:+2068;
!!VRvx4&x1=1/x3=7:-1;
!!BMx2&x1=1/x3<>7:T145;
!!VRv2059&x1=1/x3=7:S3;
!!VRv2054&x1=1/x3=7:Sx2;
!!FU906&x1=1145/x5/x6/x2;
* 2
!!BMv2054&x1=2:T145;
!!VRv2059&x1=2:S0;
!!UN&x1=2:G1/45/0/0 G1/45/1/0; restore magog

**VRv2059&x1=1/x3=7

!?FU981&v1=55/v591=1; catapult
* 1
!!VRx4:+2068;
!!BMx2&x1=1:T145;
!!UN&x1=1:G1/173/0/0 G1/173/1/0;
!!VRv2059&x1=1:S0;
!!FU906&x1=1145/x5/x6/x2;
!!VRvx4&x1=1/x3=7:-1;
!!VRv2059&x1=1/x3=7/x7<>-1:S3;
!!VRv2054&x1=1/x3=7/x7<>-1:Sx7;
* 2
!!FU&x1<2:E;
!!VRv2059:S0;
!!BMv2054:I?y1;
*
!!VRy5&y1=0:Sv2071;
!!VRy5&y1=1:Sv2070;
!!BMv2054&y5>0:M71/y10/y10;
!!BU:R;

____________
Freedom comes at a price.

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JimV
JimV


Responsible
Supreme Hero
posted August 03, 2012 12:34 PM

A Catapult is a creature, type 145.  See Format C in ERM Help for creature types, e.g.,

Creature List

...
144  Troll  
145  Catapult (specialty X1)  
146  Ballista (specialty X1)  
147  First Aid Tent (specialty X1)  
148  Ammo Cart (specialty X1)  
149  Arrow Towers (specialty X1)  
150  Supreme Archangel  
...

Creature properties can be changed throughout a game by using the MA receiver.  Also from ERM Help:

MONSTER ATTRIBUTES (MA) RECEIVER

Used to modify all creatures of a given type.

!!MA:XXXX; Globally changes the characteristics of a monster type for all monsters on the map of that type.
All commands allow also to get and check values

...
M#/$; Monster # (Format C) has a Damage Low of $.
... (ERM Help excerpt ends here.)

The catapult's standard properties are:  minimum damage zero, maximum damage 200.

!#MA:M145/50;

The above instruction, if added to any script which is used by a given map, will set the minimum damage to 50 instead of zero, at the start of a game.

It could also be changed and restored "on the fly", using one trigger to change it to 50 and another to restore it to zero.  In this case the change would use the !!MA syntax (as explained in ERM Help).

Properties can also be changed for a battle stack during a battle, using the BM:U3 receiver.

But instead of me copying and pasting all the necessary commands and background from ERM Help, why not read ERM Help for yourself?  If English or Russian is not your native language, this may be difficult, but answers here will be in English also.
 

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qoty
qoty


Adventuring Hero
wandering hero
posted August 03, 2012 02:35 PM

When I put only this - !#MA:M145/50; - somewhere under
!?FU901&v591=1; catapult action * magog *
it will works?

____________
Freedom comes at a price.

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