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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 ... 97 98 99 100 101 ... 150 200 250 300 350 400 407 · «PREV / NEXT»
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 14, 2011 12:01 AM

Me neither, so you are not alone.

Still JimV explanation is clear but one would need to take his day to re-read it hundred times until he gets the idea. The problem is that you don't want the pyre to be dependent of altar, but you don't specify when can be build, and ERM can't work like that. I see also that CD:B1 required two buildings codes, with only one we get error.
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Era II mods and utilities

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fanofheroes
fanofheroes


Famous Hero
posted September 14, 2011 01:54 AM

ok ok, I think I may have a little more understanding to the ERM coding.  Salamandre I opened that map of Alexander and saw the coding you have there.  Is it just as simple as copying and pasting the codes into whatever map/maps I want to have the special abilities changed? if so, what is the ERM code for "acid breath"? Because I am unable to find it in the "neutral creatures unique abilities" in the timed events window. And how can I have it so that the ability is in effect right away in the ERM code?

cheers,

(and thank you all as well, I'm almost there )

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Kegolo
Kegolo


Promising
Famous Hero
of infamy
posted September 14, 2011 02:12 AM
Edited by Kegolo at 02:14, 14 Sep 2011.

Quote:
I have no idea of what you're talking about.

Anyways, it's ok it's no big deal really.


I have to take the GREs soon but I can code this for you in a few days if you still don't understand. But basically let me try to explain one more time, I pulled up the ERM help to be more clear. First two parameters are easy (I hope). Third is the sum of bits the current building requires, which is broken down into three groups of bits. So look at the building number in format BL. If I want a building to require a level 5 mages guild and the resource silo, that's 2^4 + 2^15 = 32768+16 so it would look like B1/building/town/32784/0;

If I also want to include lets say it requires the lvl 3 creature dwelling, thats B1/building/town/32784/1;

At byte 4 I believe it  goes back to 0, which is why its broken into two parameters. I don't know exactly what the pyre requires to be built off the top of my head, but the last parameter is going to be 8 less than what it is because alter of thought is bit 8 for bytes 4-5.

Hope this helps, I'm no expert I figured this out through a little lots of trial an error

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fanofheroes
fanofheroes


Famous Hero
posted September 14, 2011 05:37 AM

I've figured out how to edit the creature abilities using the ERM codes, similar to the style in the Alexander the great map.  I was wondering if you (Salamandre) or anyone has an index listing of all the possible codes and what they relate too.

for example,

this gives me summon clone for power liches:

!!EA132:B9/1/108/65/0/0/5/10/15/20/30/35/40/45/100;

and this does more damage to power liches:

!!EA132:B9/1/104/65/0/0/5/10/15/20/30/35/40/45/100;

these two lines are similar, except for the 108/104 in the third segments starting from the left.  The percent values and yields I'm ignoring for the moment cause I can edit them later.

If there exists some sort of glossary or index corresponding the numbers to an ability, that would really help me edit the creature abilities.  Then I can find the acid breath and add it in, along with other abilities.  This thing is getting pretty addictive when I one finds out the potential and has a better understanding.  


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sprawler
sprawler


Hired Hero
posted September 14, 2011 08:37 AM

132 is probably power lich , 108 is ablity , there should also be some numbers for the power of ability/ spell how strong should it be , nice work btw

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 14, 2011 01:35 PM
Edited by Salamandre at 13:36, 14 Sep 2011.

fanofheroes, lately every 5th post in this thread says to consult ERM help, on purpose. When you download WoG 3.58 + ERA package, it is inside. Then select SE3 format to locate the right ID's.
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JimV
JimV


Responsible
Supreme Hero
posted September 14, 2011 03:06 PM
Edited by JimV at 15:19, 14 Sep 2011.

I still didn't read all of the CD:B1 command, which is:
-------from WoG 3.59 ERM Help-------------------
B1/#1/#2/$1/$2
Set build depencies for structure.
B1/#1/#2/$1/$2
   #1 = town type (see Format T)
   #2 = structure number (see Format BL)
   $1 = first double word (bytes 0-3) (see Format BL)*
   $2 = second double word (bytes 4-5) (see Format BL)**
Comments:
Every set bit in $1 (dword 0) or in $2 (dword 1) means that this structure may be build only when a structure represented by this bit is built.
----------------------------------------------------
Notes to Soliaire345:

* this is a 4-byte word not a double word?  And $1 should be $3?

** $2 should be $4?
-----------------------------------------------------
So dwelling 7 is bit value 8 of byte 4, from format BL, or simply bit value 8 of $2 (which is bytes 4 and 5) (with byte 4 low and byte 5 high, according to the example for the first word).

So use CD:B1 with $1=8 (Conflux), $2=36 (structure number for dwelling 7), the second $1 (note to Solitaire345 - change to $3?) = d (add nothing, i.e., don't change), and the second $2 ($4?) =1+2+4=7 (Water+Fire+Earth)

!#CD:B1/8/36/d/?v1;
!#IF:M^Second word = %V1^; (Check - should be 1+2+4+8=15 -delete these first two commands after first test run)
!#CD:B1/8/36/d/7;

(That's untested so I'm only 95% certain it will work.)

WoG 3.58f doesn't have this command, but it has CA:B4 which is the same as CD:B0 in WoG 3.59.  So under WoG 3.58f:

The Pyre has these prerequisites:  Fort, Water, Fire, Earth, Thought.  To eliminate Thought, make a daily timer (TM) and check each Conflux (UN:U - see the notes on object searches at the end of the UN Receiver section).  If it has a Fort, Water, Fire, and Earth, enable the Pyre with CA:B4.  Checking every day may seem a little redundant, but recall that Jeddite could demolish a Castle and turn it into a Conflux.

To summarize:  scripting requires a) reading the appropriate ERM Help (for WoG 3.58f or 3.59/ERA) - thoroughly; b) some thought; c) testing what you think will work; d) re-reading ERM Help and trying again if it doesn't; e) then asking someone else to do your work for you (here) if it still doesn't work.  (This process also works elsewhere in life, e.g., at your paying job.)

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Bersy
Bersy


Honorable
Supreme Hero
posted September 14, 2011 04:30 PM

Quote:
$2 = second double word (bytes 4-5) (see Format BL)**

4-7

Quote:
struct _BuildMask_{
 Dword Lo,Hi;
};

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solitaire345
solitaire345


Promising
Famous Hero
posted September 14, 2011 05:44 PM

it seems that the writer of that help file thought the size of a word is two bytes.

$2 = second double word (bytes 4-5) (see Format BL)**

"bytes (4-5)" is not "bytes (4-7)" there, because 6th and 7th bytes are unused.



Quote:
And $1 should be $3?

** $2 should be $4?


No, because they are referred correctly in description of command and also $ and # symbols denote different data types, so there are two lists for them.





Also I found an undocumented command CD:B2 that allows to refer to buildings not using their bit-mask, but directly using their numbers. It works only in ERA. Download updated help
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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted September 14, 2011 06:08 PM

@JimV

Still have no idea on how to use those bytes and stuff. It doesn't really matter though, thanks for your consideration. If Solitaire's alternative command works with only buildings i.d. maybe i can work it out. Solitaire if you can post an example i'd really apreciate it.

I also lack the proper buildings i.d. The ERM scripter I use is probably out of date and the building numbers are wrong. Can someone post a list of all the town buildings with their i.d?

Incidentally...

@OxFEA

I found these ERA goodies, that change the creature the summoning spell uses:

!!UN:C5906498/1/172; *** summonning fire  el. sp.
!!UN:C5906519/1/56; *** summonning earth el. sp.
!!UN:C5906540/1/12; - summonning water el. sp.
!!UN:C5906561/1/125; - summonning air el. sp.

It doesn't work corectly though, because when cast once, you can't cast it twice in the same battle. That's because when you summon THE NEWLY APPOINTED fire elementals (Nightmares in example), the second time you try to cast the fire elemental spell it will be THE ORIGINAL ones and since no other creature can be summoned by the spell it doesn't work. Is there a newer version for these commands?
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solitaire345
solitaire345


Promising
Famous Hero
posted September 14, 2011 06:14 PM
Edited by solitaire345 at 18:36, 14 Sep 2011.

Quote:
Solitaire if you can post an example i'd really apreciate it.

I also lack the proper buildings i.d. The ERM scripter I use is probably out of date and the building numbers are wrong. Can someone post a list of all the town buildings with their i.d?



!!CD:B2/0/36/30/31; Basic Portal of glory now requires Guardhouse and Archery range to be built

The correct building IDs are in format BL's third column.



I also noticed that while checking parameters, it won't give an error with town number 9. Didn't check if it crashes, though.

EDIT: and the code you need is:

!!CD:B2/8/36/30/31/33/34; Pyre requires portals of air/water/fire/earth to be built
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 14, 2011 06:33 PM

It is a real pleasure to browse the updated ERM help.
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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted September 14, 2011 06:42 PM

@solitaire345

Thanks it worked!

Actually !!CD:B2/8/36/34; is enough to work(since in order to have Altar of Earth you got to have air, fire and water. Thanks again!

As for the buildings number i can't find it. On ERM Format the buildings are at fourth collumn under the letter U and the nymbers are wrong. If you can post them that would be nice but if you can't it's okay i will try and find it out another way.

@OxFEA

I used the Summoning commands like this:

!?PI;
!!UN:C5906498/1/172; *** summonning fire  el. sp.
!!UN:C5906519/1/56; *** summonning earth el. sp.
!!UN:C5906540/1/12; - summonning water el. sp.
!!UN:C5906561/1/125; - summonning air el. sp.

!?GM0;
!!UN:C5906498/1/172; *** summonning fire  el. sp.
!!UN:C5906519/1/56; *** summonning earth el. sp.
!!UN:C5906540/1/12; - summonning water el. sp.
!!UN:C5906561/1/125; - summonning air el. sp.

Still it has the problem i mentioned earlier. If you know how to make this work please post. It would be really kewl to control the summoned creatures.
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solitaire345
solitaire345


Promising
Famous Hero
posted September 14, 2011 06:58 PM
Edited by solitaire345 at 19:03, 14 Sep 2011.

Quote:
As for the buildings number i can't find it. On ERM Format the buildings are at fourth collumn under the letter U and the nymbers are wrong. If you can post them that would be nice but if you can't it's okay i will try and find it out another way.


Not "Format U", but "Format BL". the file is fmbl.html in folder "format". If you don't have it, I can upload



Quote:
the second time you try to cast the fire elemental spell it will be THE ORIGINAL ones and since no other creature can be summoned by the spell it doesn't work.


Try putting this command in BG0 or BG1 trigger. It might work.
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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted September 14, 2011 07:28 PM

Quote:
Not "Format U", but "Format BL". the file is fmbl.html in folder "format". If you don't have it, I can upload


I downloaded your latest version of ERM help and there wasn't any fmbl file in format folder.

Quote:
Try putting this command in BG0 or BG1 trigger. It might work.


I'll try it thanks for the advice.
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Not idly do the leaves of Lorien fall.

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solitaire345
solitaire345


Promising
Famous Hero
posted September 14, 2011 07:36 PM

It's in ERM help that comes with ERA package.
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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted September 14, 2011 07:48 PM

Oh, ok i didn't realize. Thanks
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OxFEA
OxFEA


Promising
Famous Hero
feanor on DF2.ru
posted September 14, 2011 08:23 PM

Quote:

!!UN:C5906498/1/172; *** summonning fire  el. sp.
!!UN:C5906519/1/56; *** summonning earth el. sp.
!!UN:C5906540/1/12; - summonning water el. sp.
!!UN:C5906561/1/125; - summonning air el. sp.
Is there a newer version for these commands?

!!UN:C5906498/1/172; *** summonning fire  el. sp.
!!UN:C5906519/1/56; *** summonning earth el. sp.
!!UN:C5906540/1/12; - summonning water el. sp.
!!UN:C5906561/1/125; - summonning air el. sp.

!!UN:C5896345/4/172;
!!UN:C5896352/4/56;
!!UN:C5896366/4/12;
!!UN:C5896366/4/125;

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fanofheroes
fanofheroes


Famous Hero
posted September 14, 2011 10:20 PM

I sincerely apologize for making many repeat themselves, but I had no experience with this at all so I plea for everyone's patience.  

Good news, I have been successful with all your help and have figured out how to get the acid breath effective.  (Thank you)

Although it doesn't work like the effects of a Rust dragon, where there's a possibility to inflict a second acid strike.  It also is considered a non-direct damage spell so it doesn't work against creatures with magic immunity.  

this is the line I have:

!!EA132:B6/1/99/80/100/100/100/100/100/100/100/100/100/100/100;  Acid Breath

Is there a way of modifying the actual script code so that it behaves more like the rust dragon's ability and less like a spell?

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fanofheroes
fanofheroes


Famous Hero
posted September 14, 2011 10:39 PM

oh and the acid effect also doesn't work on a retaliation strike.

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