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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: ERM help and discussion
Thread: ERM help and discussion This Popular Thread is 407 pages long: 1 50 ... 90 91 92 93 94 ... 100 150 200 250 300 350 400 407 · «PREV / NEXT»
OxFEA
OxFEA


Promising
Famous Hero
feanor on DF2.ru
posted August 21, 2011 03:24 AM
Edited by OxFEA at 03:31, 21 Aug 2011.

Quote:
The battle trigger can store the creatures id how?

Triggers can't store anything. What in ERM can store something?
Quote:
And where is the spell id?

There, where you put it.
Quote:
Can you be more specific?

No, I like when peoples start thinking (:
_____
Quote:
!?BG0;

AFAIK, !?BG0 occurs before attack. And I think that !!SS is better for spell damage changing.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 21, 2011 03:38 AM

Yes, but only ERA. MR1 handles it quite well, the backside is that we get two different damages in battle log. !!SS will get the proper one indeed.
____________
Era II mods and utilities

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted August 22, 2011 12:23 AM

Salamandre

Sorry for not answering before i didn't realise that you posted.

I don't know however if it works correctly. The Pegasi do cast Chain Lightning but before attack (i wanted to be cast on strike) and the damage seems proportional with the Pegasi number but not 10 damage per pegasi. For instance ten pegasi should do 100 + 50 + 25 + 12 but the message says 140 (and indeed i think it starts with 140 and then 70 and so on).
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Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 22, 2011 12:43 AM
Edited by Salamandre at 00:44, 22 Aug 2011.

Quote:
I want to make the Silver pegasi (creature 21) cast Chain Lightning (spell 19) after attack and the damage dealt to be 10 damage per unit


So, 10 Pegasus should do 100 damage or I forgot all english?

You can modify the damage here:

!!VRv2002:Sy4 *10; check monsters number in stack and multiply by 10
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Era II mods and utilities

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted August 22, 2011 12:52 AM
Edited by Hero_of_Light at 00:53, 22 Aug 2011.

And how can you make it be cast AFTER attack? And what is the power of the Chain Lightning cast? Is it basic, Advanced or Expert? Where do you specify that in the script?

Anyway, i will run some tests tomorrow. Maybe the damage is alright but the text isn't.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 22, 2011 12:55 AM
Edited by Salamandre at 01:00, 22 Aug 2011.

The problem is that the game does not know I reduced damage from chain, and will give 2 messages, the first about original damage (which is wrong) and the second, the custom one, which is right. Casting after may be possible through !?BG1 or !!SS I think but I don't know how to remove regular damage display.

Power of spell does not matter. I fix custom damage after casting, so power 99 or 1 does not change anything.
____________
Era II mods and utilities

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Kegolo
Kegolo


Promising
Famous Hero
of infamy
posted August 22, 2011 01:38 AM

I want to make the Conflux grail not do it's normal function. Any thoughts on how to stop it from giving all spells?

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solitaire345
solitaire345


Promising
Famous Hero
posted August 22, 2011 09:29 AM

Use Era. It has the option to disable grail functionality. Details are written in manual.

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted August 22, 2011 12:47 PM

Salamandre

I tested the spell casting thing and i have these results:

The spell is expert air since it strikes 5 targets and of power 1 as the formula is spell power*40 + 100 and so when it says it does 140 that means 40*1+100=140.

However, when you attack the first target gets indeed 10 damage for each Pegasi. The second target however will take 70 damage (140/2) in any case. That means that 100 pegasi will do:

100*10=1000 damage to the first one but
70 damage to the second
35 to the third and so on

That's not a problem tough, i kinda like it this way, since to cast an ordinary Chain Lightning might be proven really powerfull. It's better that way, since the most damage will be cast on the one you intend to attack in the first place, while the other just take a minimum damage. It will work Ok when you have your own creatures near too, as they won't take that much damage themselves.

What is left is to make it work AFTER the strike. I changed the trigger as you said but then the spell wasn't cast at all. If someone knows how to do this please help.
____________
Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 22, 2011 03:01 PM

Show your !?BG1 modifications, so we can see what's wrong and correct.
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Era II mods and utilities

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted August 22, 2011 03:41 PM

I managed on making it be cast after the attack with this:

***Chain Lightning casting***
!?BG0;
!!BG:A?y1;
!!FU&y1<>6:E; attack
!!BG:N?v2000; stack
!!BMv2000:T?y2; type
!!FU&y2<>21:E; no pegasi, exit

!?BG1;
!!FU&y2<>21:E; no pegasi, exit
!!BG:E?y2;
!!BMy2:P?y3;
!!BMv2000:N?y4;
!!VRv2002:Sy4 *10; check monsters number in stack and multiply by 10
!!BMv2000:C19/y3/3/1/1;  cast on target
!!IF:V99/1;


!?MR1&99;
!!MR:Fv2002;
!!VRz1:S^The chain lightning does %V2002 damage^;
!!MM:Sz1;
!!IF:V99/0;

However, when it is cast then the pegasi seem still as the creature that attacks now, although it is some else's creature turn. I don't know why it does that. If you can copy the script and try it yourself you'll see what i mean. Also, since the text doesn't show the actual damage dealt can you remove it? I don't know which part can be removed without trashing the script so...

By the bye, OxFEA can you post one of the ERA goodies that removes the Darkness ability from Darkness Dragons? It's kind of irritating.



____________
Not idly do the leaves of Lorien fall.

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OxFEA
OxFEA


Promising
Famous Hero
feanor on DF2.ru
posted August 22, 2011 04:21 PM

!!UN:C7685703/4/9999; --remove darkness

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 22, 2011 05:03 PM

Quote:
the pegasi seem still as the creature that attacks now,


Interesting, I don't know how to get rid of it and why it does it.
____________
Era II mods and utilities

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Hiro
Hiro

Tavern Dweller
posted August 22, 2011 05:27 PM

Hi, I'm new at writing ERM and I have a question for those who know it better...
Namely, I mean to assign a script to an object on the map, for example, displays the message from the visiting scholar:

!?OB81;
!!IF:M^my {eg} message^;

But after entering the scholar this message is displayed, object also meets his "normal" function. In this case scholar teaches us the abilities... So how do I make the object does not execute its default function, just submitted the script?


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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 22, 2011 05:35 PM
Edited by Salamandre at 17:45, 22 Aug 2011.

!#OBx/y/z:S;
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Era II mods and utilities

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted August 22, 2011 06:40 PM

Quote:
Interesting, I don't know how to get rid of it and why it does it.


Well, I guess i can always give the ability through stack experience. I hoped it worked though.

If anyone else has something to add on it please share.

@OxFEA

It din't work (well not exactly).

Hero with Darkness Dragons is indeed visible when moving but invinsible the next day (when standing). It's no big deal though, i actually could use this since that doesn't scorch the map anymore (irritating), only one place at the time and it just makes you unable to see his army and stats.

Incidentaly, since you seem to be able to delete all those irritating abilities of some creatures on the Original WOG in ERA, can you please tell me how to:

Delete Lycanthropy in Werewolves?
Delete the taking soul of Hell Barons?
Delete the Fearsome of Hell Barons?
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Not idly do the leaves of Lorien fall.

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OxFEA
OxFEA


Promising
Famous Hero
feanor on DF2.ru
posted August 22, 2011 09:21 PM bonus applied by Cepheus on 06 Sep 2011.

Sorry, also add this: !!UN:C7685961/4/9999; --another DD number

!!UN:C7762908/4/9999; -- disable some Werewolf ability (?)
!!UN:C7763122/4/9999; -- disable some Werewolf ability (?)

!!UN:C7734523/4/9999; -- disable Hell Barons fearsome
!!UN:C7994723/1/9;    -- disable HB petrifying (incompatible with amethyst)

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted August 22, 2011 10:38 PM
Edited by Hero_of_Light at 22:39, 22 Aug 2011.

AHHH... ERA GOODIES...

Thanks OxFEA

I will post here all those WOG creatures removal tricks you showed me so that they can be accesible to anyone:

***ERA Goodies***

***Every command must be copied twice and be placed once under the ?!PI; trigger and once under the ?!GM0; trigger to work.***

!?PI;
!!UN:C7721205/4/222;  ***Santa Guards removed***
!!UN:C7734531/4/9999;  ***Darkness Dragons Fearsome removed***
!!UN:C7685703/4/9999;    ***Darkness Dragons Shadow removed***
!!UN:C7685961/4/9999;  ***Darkness Shadow day removed***
!!UN:C7762908/4/9999; *** disable Werewolf transform***
!!UN:C7763122/4/9999; ** disable Werewolf Berserk***
!!UN:C7734523/4/9999; ** disable Hell Barons fearsome***
!!UN:C7994723/1/9;     ** Disable Hell Barons Take soul***


!?GM0;
!!UN:C7721205/4/222;  ***Santa Guards removed***
!!UN:C7734531/4/9999;  ***Darkness Dragons Fearsome removed***
!!UN:C7685703/4/9999;    ***Darkness Dragons Shadow removed***
!!UN:C7685961/4/9999;  ***Darkness Shadow day removed***
!!UN:C7762908/4/9999; *** disable Werewolf transform***
!!UN:C7763122/4/9999; ** disable Werewolf Berserk***
!!UN:C7734523/4/9999; ** disable Hell Barons fearsome***
!!UN:C7994723/1/9;     ** Disable Hell Barons Take soul***

Seriously, since most of WOG creatures abilities are exaggerated or flawed you should post those weird ERA removal thingies for all of them. I'm sure lots of people would be inderested in removing at least one or two of them (and anyways the know how is always good to have even if you won't use it).

Anyway, thanks again
____________
Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 22, 2011 11:04 PM
Edited by Salamandre at 23:07, 22 Aug 2011.

Your opinion

I would not remove those abilities for nothing, they make the level 8 uniques and not just a banal upgrade. And lycanthropy is just awesome, if you don't want it, check the game day.
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Era II mods and utilities

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted August 22, 2011 11:19 PM
Edited by Hero_of_Light at 23:22, 22 Aug 2011.

As i said, it is imperative to know how to remove (or add) these abilities on creatures (and in fact any abiliites in heroes) so that we may be able to edit any creature from scrap.

I may not delete all of those abilities myself. For instance i intend on removing the take soul ability of the Hell Barons and then reinstall it (through stack experience) with a smaller percentage of that happening. That's the gain of all this (to be able to control and edit these abilities at will).

Anyway, i would like to know the commands on removing the other wog creatures special abilities as well. It's the only way to have a choice on what abilities you'll keep and which you'll delete.
____________
Not idly do the leaves of Lorien fall.

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