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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Heroes Specialty ERM editing
Thread: Heroes Specialty ERM editing
Mephisto
Mephisto


Hired Hero
posted March 26, 2020 02:39 PM

Heroes Specialty ERM editing

So I swapped a lot of skills around from the 39 wog - hero specialization boost, re-saved it with Sublime Text for erm editing tool or whatnot, saved it in Mods_MyModDatas
but it isn't working as intended. Heroes that I  changed to give mercury instead of gems either give both resources or neither and some heroes disappeared from the selection screens before game launch.
I don't know anything about erm editing, but I'm hoping someone will be able to easily spot the problems I have here:

I have only swapped around already existing specialty numbers and only edited these sections in the file (the ones shown in the attachment image, dealing with heroes)

(I use Era 2, the load order of my mod is correct)


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asandris
asandris


Hired Hero
posted March 26, 2020 08:39 PM

Try to use as an example for changing hero specialties the following script (right button to download):

https://yadi.sk/d/wTTKdIjYhHvJqg

See the numbers of heroes, specialties, spells, images in the ERM-help.chm from your game /Help folder.
____________

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Mephisto
Mephisto


Hired Hero
posted March 26, 2020 11:21 PM

Thanks for the help!
I'm looking into it now, but can't seem to find what these HE0, VR, etc "codewords" mean and do. I get the numbers (22 offense, 1 archery, etc.), but not these words.
Where could I find that? The erm help has a good index on the spells, hero specialties and such, is there any such for the codewords?

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asandris
asandris


Hired Hero
posted March 27, 2020 08:32 AM
Edited by asandris at 09:01, 27 Mar 2020.

Use the command (receiver functions) buttons on the top panel of the erm-help file.


HE is the receiver for commands for heroes with different attributes.

From !!HE48 to !!HE63 are the Inferno faction heroes.

For example, your hero named Diablo (ex-Nimus) has the number !!HE55
Let`s give him an Offence specialty:
X0 - means the code for the secondary skill specialty
22 is the number of Offence specialty
!!VRz130 is the number (you can set any other specific number) for the descriprion text of Offense specialty which will be shown after a click on the hero`s specialty icon.
!!UN:G2 allows you to set text (description) and image for your new hero specialty.
55 - code number of your hero Diablo
2 - code for text (description)
3 - code for image (if you want to set an image other than the basic one used for the specialty)
130 is the code number of your text description above.

!!HE55:X0/22/0/0/0/0/0; gives Offence specialty to Diablo
!!HE55:S22/1 I?y1;      gives Diablo Basic Offence at the start
!!VRz130:S^Receives a {5%} per level bonus to his {Offence} skill percentage.^;
!!UN:G2/55/2/130;       sets Offence description from the string above


Akasha !!HE57
X3 - means the code for the spell specialty
29 - is the code number for the Fire Shield spell
M29 Fire Shield, M22 - Inferno spell

!!HE57:X3/29/0/0/0/0/0; gives Fire Shield spell specialty
!!HE57:M22/0 M29/1;     puts Fire Shield instead of Inferno in the Akasha`s Spellbook at the start
!!VRz140:S^Type here manually your description for the Fire Shield spell^;
!!UN:G2/57/2/140;       sets Fire Shield description from the string above
____________

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Mephisto
Mephisto


Hired Hero
posted March 27, 2020 09:43 AM
Edited by Mephisto at 10:09, 27 Mar 2020.

Wow! Thanks, that's a lot more understandable. I didn't know I could click on those numbers in the help.

Just a few more things I'm not sure of:
1) If I set a unit to master of creatures will it get the WoG specialties of Damage, Defense, Speed, Health % (mostly interested in the health %)
2) If I make a hero master of a spell will he shoot it randomly in combat like WoG or just start with it like original Thant and such?
3) Are these 2 specialties described here the only 2 wog specialties (walking darkness, builder) or are there more and if yes where could I find their numbers list?

edit: Oh, and is there a way  to remove all specialties or do I have to find out what the specialty of each hero is and set it to 0 (like so: !!HE57:M22/0 M29/1

edit2: So I think I've set it up so that I can edit all hero specialties and starting skills correctly:

(REFERENCE)
;Hero 0
;HE0(hero number):X0(specialty code)/0/0/0/0/0(values)
;HE0(hero number):S0(starting skill)/0(level of it)
;VRz11(text value)
;UN:G2(specialty text)/0(hero number)/2(2 for text)/11(text value)
;UN:G2(specialty text)/0(hero number)/1(1 for small specialty image)/0(image number un32)
;UN:G2(specialty text)/0(hero number)/3(3 for large specialtyimage)/11(image number un44)

(EDIT HERE)
!!HE0:X0/0/0/0/0/0;
!!HE0:S0/0 I?y1;
!!VRz0:S^Text.^;
!!UN:G2/0/0/0;
!!UN:G2/0/0/0;
!!UN:G2/0/0/0;

But I don't know how to delete all hero specialties and starting secondary skills and I'm looking at this script from wog, will it work if  I just implement it at the top?

** Remove Hero starting skills and spells]
!?FU26208;
!!HEx1&x16<28:Sx16/0; [Set skill x16 to level 0 (none)]
!!HEx1:Mx16/0; [Set spell x16 to level 0 (not known)]
-------------------------------------------------------





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asandris
asandris


Hired Hero
posted March 27, 2020 10:44 AM
Edited by asandris at 10:47, 27 Mar 2020.

I suppose you`ve set it up correctly.

That`s the command to clear starting secondary skills for all heroes in the game, so you could set the new ones according to their new specialties or don`t set them at all, so that the heroes can independently study them during the game process.

!?FU(Loop_all_Heroes);
!!DO(Clear_all_SS)/0/27/1x16;
!?FU(Clear_all_SS);
!!HEx1:Sx16/0;
!?PI;
!!DO(Loop_all_Heroes)/0/155/1;



As far as I know, Walking darkness and Builder are only 2 WoG specialties.

I have not played for a long time and I`m not a script wrighter so I can`t help much with all the codes and nuances of the game.

With the activated WoG script (option 740 - enhanced creature specialists) creatures used as hero`s specialty gain +1 to their Attack, Defence and Speed in combat.
____________

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Mephisto
Mephisto


Hired Hero
posted March 27, 2020 11:06 AM

Thanks a lot!
And would I have to clear the specialties of heroes as well or only their secondary skills?

Also, could a hero have two specialties - like Builder from WoG and +1 Crystal per day?

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asandris
asandris


Hired Hero
posted March 27, 2020 12:42 PM

Only starting secondary skills to be cleared...

After you apply new ERM-codes for specialties, they automatically substitute the old ones.

As far as I`ve heard, there is a theoretical possibility to set 2-3 different specialties, but it`s hard to implement. Also, you would have to change and interface structure too (with some codes, dll and so on).
____________

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Mephisto
Mephisto


Hired Hero
posted March 27, 2020 02:14 PM

I see. Thanks!
Just one more thing I'm not clear on, if I set a hero's specialty to Magic arrow will that make it so that he/she casts it randomly every round like a 1 of 11 chance like in WoG or give it a 50% bonus damage like in original heroes?

Also, how do I set by how much the effect of certain spells are increased, like Animate Dead, Lightning, etc.? And where can I read what the current bonuses are because I believe that Thant's Animate dead doesn't actually increase the effect, only gives him the spell. Not sure though.

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted March 27, 2020 02:59 PM

Mephisto said:
I see. Thanks!
Just one more thing I'm not clear on, if I set a hero's specialty to Magic arrow will that make it so that he/she casts it randomly every round like a 1 of 11 chance like in WoG or give it a 50% bonus damage like in original heroes?


"39 wog - hero specialization boost" is responsible for casting random spells in battle, so if you want that effect you need to edit this script.
If you set a hero to Magic Arrow Specialist with HE:X you need to check ingame what happens, usually it uses the standard heroes mechanics.

Mephisto said:

Also, how do I set by how much the effect of certain spells are increased, like Animate Dead, Lightning, etc.? And where can I read what the current bonuses are because I believe that Thant's Animate dead doesn't actually increase the effect, only gives him the spell. Not sure though.


There is a file called SPTRAITS.txt you can find in one of the pac archives. There you can edit spell power of all spells.
You can also read out all values from that file with ERM command SS receiver.
For question on how certain specialties behave I suggest using the good old map editor and test it yourself ;-)

Editing Hero Specialities with little ERM knowledge is not so easy, unfortunately.


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Mephisto
Mephisto


Hired Hero
posted March 27, 2020 03:41 PM

I see. Thanks!

I'm not *that* interested in creating new skill specialties, just wanted to know if the values here are correct:
https://heroes.v.thelazy.net/index.php/List_of_hero_specialties_(HotA)
And what the values for some unspecified ones are like Haste:
"Casts Haste with increased effect, based on hero level compared to the level of the target unit."
- By how much? 1% or 1 point per level? 5% per level? No idea and the spell tool tips in game are a bit bugged so I couldn't be sure what it was when testing.

I guess I'll stick to the ones that are clarified like Magic Arrow (50% dmg) and Fire Wall (Damage from Fire Walls is doubled.)

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted March 27, 2020 04:03 PM
Edited by RerryR at 16:08, 27 Mar 2020.

The values are correct:

Her specialty gives in addition to normal Haste speed bonuses
    +3 to creatures on level 1–2
    +2 to creatures on level 3–4
    +1 to creatures on level 5–6
   
    No additional bonus for creatures on level 7.

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VMaiko
VMaiko


Known Hero
posted March 27, 2020 05:03 PM

RerryR said:
The values are correct:

Her specialty gives in addition to normal Haste speed bonuses
    +3 to creatures on level 1–2
    +2 to creatures on level 3–4
    +1 to creatures on level 5–6
   
    No additional bonus for creatures on level 7.


And how do you explain the heroes of campaigns like Kilgor or Xeron, are they hardcoded?

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Mephisto
Mephisto


Hired Hero
posted March 27, 2020 05:41 PM

I wasn't questioning whether it works or not but how it works.

For example, if haste is non-percentage based, how would Xyron's inferno work?
"Casts Inferno with increased effect, based on hero level compared to the level of the target unit."

So if Xyron is level 10 and it's cast towards a level 1 unit would Inferno deal 9 more damage? 9% more damage? 45% more damage (9*5 like most specialties increase by).
Or would it increase the spell power formula, like, assume he has +9 more spell power for the spell and increase according to the spell's value increase per spell power point.

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted March 27, 2020 06:15 PM

https://heroes.thelazy.net/index.php/Hero_specialty


yes there can be hardcoded heroes of course which work differently.


Excerpt from TRIBUTE TO STRATEGISTS

"HERO'S SPELL SPECIALTY
This is true for all spell specialty heroes save Ciele and Luna, including Astral and Uland.
Hero's spell specialty bonus is calculated as:
(1 + Hero level * 0,03 / Unit level)
The bonus is additive with base spell damage.
The bonus is negligible against higher level units."

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Mephisto
Mephisto


Hired Hero
posted March 27, 2020 10:06 PM
Edited by Mephisto at 22:06, 27 Mar 2020.

Hero Specialty Icon

So eventually I got to writing out the "hero specialties skills spells" but I'm not sure how to change the hero specialty icon in the selection screen. Currently, it does not change:

;Castle
;HPL000KN - Orrin
!!HE0:X0/2/0/0/0/0/0; Specialty: Logistics
!!HE0:S1/2 I?y1;      Secondary Skill: Archery 2
!!UN:G2/0/1/300;      Sets Small Image:
!!UN:G2/0/3/300;      Sets Large Image:



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asandris
asandris


Hired Hero
posted March 28, 2020 01:57 PM

Taking into account that the WoG/Era options are activated only after starting the game scenario, I can assume that the basic specialties will remain visible in the start menu and cannot be changed.

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted March 28, 2020 02:11 PM

asandris said:
Taking into account that the WoG/Era options are activated only after starting the game scenario, I can assume that the basic specialties will remain visible in the start menu and cannot be changed.


It can, but needs editing of def files. It is true that erm does not help you in this case.


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Mephisto
Mephisto


Hired Hero
posted March 28, 2020 05:48 PM

I see.
Alternatively, would there be a way to change the 39 wog scripts and swap around those skills? I tried editing the P2006/0/0/0/0 values but nothing seems to happen.

!!FU8362006/0/0/0/0;       Orrin - Archery


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