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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 50 100 150 ... 152 153 154 155 156 ... 200 250 300 350 400 407 · «PREV / NEXT»
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 13, 2012 10:19 PM

Minotaur shoots (Era):

ZVSE

!?FU6000;
!!VRx3&x1=1/x2<2:S16;
!!VRx3&x1=1/x2>197:S16;
!!FU|x2<2/x2>197:E;
!!VRx2:+7961526;
!!UN&x1=0:Cx2/1/x3;
!!UN&x1=1:Cx2/1/?x3;

!#MA:X79/?i;
!#VRi:|4;
!#MA:X79/i;
!#MA:N79/16;
!#FU6000:P0/79/11;

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kegolo
kegolo


Promising
Famous Hero
of infamy
posted July 13, 2012 10:25 PM

Hey that's weird. I have a different UN:C address. But mine works, and yours work, both for me...

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted July 13, 2012 10:42 PM

Quote:
Did you get the updated amethyst plugin from like pg 5 of oxfea's thread. I believe I reported this exact problem to him and he fixed it. Also the one from the covenant is the right one if you have that too.


The links from the 5th page are all dead.

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kegolo
kegolo


Promising
Famous Hero
of infamy
posted July 13, 2012 10:48 PM

Here it is

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted July 13, 2012 10:53 PM

Thanks

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted July 13, 2012 10:56 PM

Sadly,the error still persists.

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kegolo
kegolo


Promising
Famous Hero
of infamy
posted July 13, 2012 11:54 PM

I will make sure that's the most up to date one when I get home. I would also try making each command its own line instead of 2 per line, ERM is sometimes picky about when it will work like that, even though it should always.

And if those don't do it, I dunno

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Asheron
Asheron


Famous Hero
Ancient
posted July 14, 2012 04:01 AM bonus applied by angelito on 18 Jul 2012.
Edited by Asheron at 04:03, 14 Jul 2012.

Quote:

!?FU6000;
!!VRx3&x1=1/x2<2:S16;
!!VRx3&x1=1/x2>197:S16;
!!FU|x2<2/x2>197:E;
!!VRx2:+7961526;
!!UN&x1=0:Cx2/1/x3;
!!UN&x1=1:Cx2/1/?x3;

!#MA:X79/?i;
!#VRi:|4;
!#MA:X79/i;
!#MA:N79/16;
!#FU60000/79/11;

This does make Minotaurs shoot, but it also crashes the game when they try to Something about not finding the resources...? I will post screenshots when I return from work (if necessary). Again, I replaced his def with Orc one (one from ERA II if it means anything).

About code from Covenant town - I replaced all the 206,209 & 210 with 28 (Gremlin), 30 (Gargoyle) and 32 (Stone Golem). Just for testing. Now, I have to ask (since I tested it in combat), is this after combat type of repairing? Cuz if it is, then I'm so derp I tried it in battle and nothing happened (I tried clicking on dead gargoyle stack with gremlins and they just walked over there).

The modified code:

!?BG0&v226=-5/v227=-5/v225=1;
!!VRv3:S-2; !!VRv5:S-2; [initialize to false]
!!BU:E20/?v1;           [stack #s]
!!BU:E30/?v2;
!!BMv1&v1<>-1:G4/?v3/?v4;      [if has disguise, is henchman]
!!BMv2&v2<>-1:G4/?v5/?v6;
!!VRv226&v3>0:Sv1;             [set if a henchman > 0 to stack #]
!!VRv227&v5>0:Sv2;

!?CM4&v225=1;
!!VRv8:S-1; !!VRv11:S-1; [reset variables]
!!CM:S?v891 D?v3; [Get type of click and position of click]
!!FU|v3<0/v3>186:E; [break if not in grid]
!!BG:N?v894; [current creature stack]
!!BMv894:N?v896; [current number of sword elites]
!!BMv894:T?v893; [creature type to 893]
!!FU|v893<>28/v891<>12:E; [exit if not a sword elite]
!!BMv894:I?v901; [get side of creature]
!!BMv894?v905; [get position of sword elites]
!!BUv3/?v2; [stack # at clicked position]
!!FU|v2<0/v2>41:E; [break if not a stack]
!!FU&v2<21/v894>20:E; [wrong side]
!!FU&v2>20/v894<21:E; [wrong side]

!!BMv2?y2 T?y4 N?v906 O?v902; [position type number and army slot num]

!!BU&y2<>v3:Ey2/?v8; [check other hex if clicked front of creature]
!!VRv10&v901=0:S 1 + v3; !!VRv10&v901=1:S -1 + v3;
!!BU&y2=v3:Ev10/?v11;  [check other hex if clicked back of creature]
!!FU|v8<>-1/v11<>-1:E; [break if someone standing there]

!!CM|y4=31/y4=33/y4=211:R0; [disable standard reaction]
!!FU&y4<>31/y4<>33/y4<>211:E; [break if not a ghost/wraith/aa]

!!IF&v226=v2/v894<21:M^The Elites have not yet developed the technology to repair {Henchmen}.^;
!!IF&v227=v2/v894>20:M^The Elites have not yet developed the technology to repair {Henchmen}.^;
!!FU|v226=v2/v227=v2:E;

!!IF&v896<3/y4=30:M^Upon entering the wreckage, it seems you have too few Sword Elites to repair the Ghosts^;
!!IF&v896<3/y4=32:M^Upon entering the wreckage, it seems you have too few Sword Elites to repair the Wraiths^;
!!IF&v896<6/y4=211:M^Upon entering the wreckage, it seems you have too few Sword Elites to repair the AA Wraiths^;
!!FU&v896<3:E; [if too few break after displaying message]
!!FU&v896<6/y4=211:E;  [break for AA]

!!BMv2:B?v904; [number of ghosts/wraiths at the start]
!!VRv898&y4=30:Sv904 * 2; [number of sword elites needed for full ghost fix]
!!VRv898&y4=32:Sv904 * 3; [number of sword elites needed for full wraith fix]
!!VRv898&y4=211:Sv904 * 6; [number of sowrd elites needed for full AA fix]
!!VRv899:Sv896 - v898; [number left after fixing vehicle]
!!IF&v899<0/y4=31:M^Too few Sword Elites to fix the %V904 Ghosts.^;
!!IF&v899<0/y4=33:M^Too few Sword Elites to fix the %V904 Wraiths.^;
!!IF&v899<0/y4=211:M^Too few Sword Elites to fix the %V904 AA Wraiths.^;
!!FU&v899<0:E; [break if too few]
!!IF&y4=30:Q1/21/30/2^It will take %V898 Sword Elites to fix %V904 Ghost(s). Proceed?^;
!!IF&y4=32:Q1/21/32/2^It will take %V898 Sword Elites to fix %V904 Wraith(s). Proceed?^;
!!IF&y4=211:Q1/21/211/2^It will take %V898 Sword Elites to fix %V904 AA Wraith(s). Proceed?^;
!!FU&-1:E;

!!BHv901:N?y5; [current hero number]
!!HEy5:F?y6/?y7/?y8/?y9; [hero primary skills]
!!HEy5:B0/?z1; [hero name]
!!IF&y8<7:Q1/33/0/1^%Z1 needs at least 7 {Spell Power} to persuade Sword Elites^;
!!FU&y8<7:E;

!!BMv894&1:Nv899; [sword elites new number]
!!VRz123:S^The Sword Elites have variable efficiency, but they report at least^;
!!BU:Mz123;
!!BG:A0;

!!HEy5:S17/?y10;          [earth magic]
!!HEy5:A2/0/?y11/?y12;    [spell book number to y11]
!!HEy5&y11=0:A1/0/17;     [if no spellbook, add one]
!!HEy5&y10<>3:S17/3;

!!HEy5:Fy6/y7/1000/y9;
!!BHv901:C38/y2/3/0;
!!BMv2:Nv904;
!!BG:A12;
!!BU:R;
!!HEy5:Fy6/y7/y8/y9;
!!HEy5:S17/y10;
!!HEy5&y11=0:A3/0/1/1; [delete spellbook if didn't have one]
!!FU:E;
____________

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kegolo
kegolo


Promising
Famous Hero
of infamy
posted July 14, 2012 04:35 AM bonus applied by angelito on 18 Jul 2012.
Edited by kegolo at 04:36, 14 Jul 2012.

Screenshot of shooter breaking error will make it easy to diagnose.

As for fixing, it happens in battle when you click on a dead golem or gargoyle with a gremlin. I think I fixed it so it will work for you.

Try this:
!#VRv226:S-5; !#VRv227:S-5;

!?BG0&v226=-5/v227=-5;
!!VRv3:S-2; !!VRv5:S-2; [initialize to false]
!!BU:E20/?v1;           [stack #s]
!!BU:E30/?v2;
!!BMv1&v1<>-1:G4/?v3/?v4;      [if has disguise, is henchman]
!!BMv2&v2<>-1:G4/?v5/?v6;
!!VRv226&v3>0:Sv1;             [set if a henchman > 0 to stack #]
!!VRv227&v5>0:Sv2;

!?CM4;
!!VRv8:S-1; !!VRv11:S-1; [reset variables]
!!CM:S?v891 D?v3; [Get type of click and position of click]
!!FU|v3<0/v3>186:E; [break if not in grid]
!!BG:N?v894; [current creature stack]
!!BMv894:N?v896; [current number of sword elites]
!!BMv894:T?v893; [creature type to 893]
!!FU|v893<>28/v891<>12:E; [exit if not a sword elite]
!!BMv894:I?v901; [get side of creature]
!!BMv894:P?v905; [get position of sword elites]
!!BU:Dv3/?v2; [stack # at clicked position]
!!FU|v2<0/v2>41:E; [break if not a stack]
!!FU&v2<21/v894>20:E; [wrong side]
!!FU&v2>20/v894<21:E; [wrong side]

!!BMv2:P?y2 T?y4 N?v906 O?v902; [position type number and army slot num]

!!BU&y2<>v3:Ey2/?v8; [check other hex if clicked front of creature]
!!VRv10&v901=0:S 1 + v3; !!VRv10&v901=1:S -1 + v3;
!!BU&y2=v3:Ev10/?v11;  [check other hex if clicked back of creature]
!!FU|v8<>-1/v11<>-1:E; [break if someone standing there]

!!CM|y4=31/y4=33/y4=211:R0; [disable standard reaction]
!!FU&y4<>31/y4<>33/y4<>211:E; [break if not a ghost/wraith/aa]

!!IF&v226=v2/v894<21:M^The Elites have not yet developed the technology to repair {Henchmen}.^;
!!IF&v227=v2/v894>20:M^The Elites have not yet developed the technology to repair {Henchmen}.^;
!!FU|v226=v2/v227=v2:E;

!!IF&v896<3/y4=30:M^Upon entering the wreckage, it seems you have too few Sword Elites to repair the Ghosts^;
!!IF&v896<3/y4=32:M^Upon entering the wreckage, it seems you have too few Sword Elites to repair the Wraiths^;
!!IF&v896<6/y4=211:M^Upon entering the wreckage, it seems you have too few Sword Elites to repair the AA Wraiths^;
!!FU&v896<3:E; [if too few break after displaying message]
!!FU&v896<6/y4=211:E;  [break for AA]

!!BMv2:B?v904; [number of ghosts/wraiths at the start]
!!VRv898&y4=30:Sv904 * 2; [number of sword elites needed for full ghost fix]
!!VRv898&y4=32:Sv904 * 3; [number of sword elites needed for full wraith fix]
!!VRv898&y4=211:Sv904 * 6; [number of sowrd elites needed for full AA fix]
!!VRv899:Sv896 - v898; [number left after fixing vehicle]
!!IF&v899<0/y4=31:M^Too few Sword Elites to fix the %V904 Ghosts.^;
!!IF&v899<0/y4=33:M^Too few Sword Elites to fix the %V904 Wraiths.^;
!!IF&v899<0/y4=211:M^Too few Sword Elites to fix the %V904 AA Wraiths.^;
!!FU&v899<0:E; [break if too few]
!!IF&y4=30:Q1/21/30/2^It will take %V898 Sword Elites to fix %V904 Ghost(s). Proceed?^;
!!IF&y4=32:Q1/21/32/2^It will take %V898 Sword Elites to fix %V904 Wraith(s). Proceed?^;
!!IF&y4=211:Q1/21/211/2^It will take %V898 Sword Elites to fix %V904 AA Wraith(s). Proceed?^;
!!FU&-1:E;

!!BHv901:N?y5; [current hero number]
!!HEy5:F?y6/?y7/?y8/?y9; [hero primary skills]
!!HEy5:B0/?z1; [hero name]
!!IF&y8<7:Q1/33/0/1^%Z1 needs at least 7 {Spell Power} to persuade Sword Elites^;
!!FU&y8<7:E;

!!BMv894&1:Nv899; [sword elites new number]
!!VRz123:S^The Sword Elites have variable efficiency, but they report at least^;
!!BU:Mz123;
!!BG:A0;

!!HEy5:S17/?y10;          [earth magic]
!!HEy5:A2/0/?y11/?y12;    [spell book number to y11]
!!HEy5&y11=0:A1/0/17;     [if no spellbook, add one]
!!HEy5&y10<>3:S17/3;

!!HEy5:Fy6/y7/1000/y9;
!!BHv901:C38/y2/3/0;
!!BMv2:Nv904;
!!BG:A12;
!!BU:R;
!!HEy5:Fy6/y7/y8/y9;
!!HEy5:S17/y10;
!!HEy5&y11=0:A3/0/1/1; [delete spellbook if didn't have one]
!!FU:E;

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 14, 2012 07:44 AM

@Asheron, this will work:

ZVSE

!?FU6000;

!!UN:C4446879/4/?y10;
!!UN:C4446867/1/?y11;
!!VRy10&y11=254:-2;
!!VRy10&y11=-2:-2;
!!VRx3&x1=1/x2<2:S16;
!!VRx3&x1=1/x2>197:S16;
!!FU|x2<2/x2>197:E;
!!VRx2:+y10;
!!UN&x1=0:Cx2/1/x3;
!!UN&x1=1:Cx2/1/?x3;

!#MA:X79/?i;
!#VRi:|4;
!#MA:X79/i;
!#MA:N79/16;
!#FU6000:P0/79/11;

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted July 14, 2012 05:30 PM bonus applied by angelito on 18 Jul 2012.

@Salamandre

I've been testing the artifacts script that you gave me and found a small bug on the Barbarian's Scepter (art162). I don't know If you remember, it makes converts the knowledge and power skills into attack and defense. Now, there was the Wizards Wand (art161) that did exactly the opposite.

You made it so that if the hero has the magic wand the spell points would adjust (with the new Knowledge). This was needed because if the hero has a boost on his or her knowledge without the appropriate spell points that would be wrong.

However, I said that if someone has the Barbarian scepter then no spell points should be adjusted. So that even with 1 Knowledge and Power the hero wouldn't loose his or her spell points.

What ACTUALLY happens is that if the hero (wielding the Barbarian scepter) starts a battle with let's say 100 spell points and uses some of it in battle, when the battle is over, he or she has still 100 spell points. That means that the script checks for the hero's spell points before the battle and sets them back after the battle is won. But I don't want that.

What I want is to leave the spell points as they are (without any check or adjustment) if art 162 is equipped. Now the check is somewhere in this script. If you remember you used this to have the heroes summoning stack part here as well. If you can find the section that checks for spell points (for art 162 only) and removed that would be great.  

***Heroes Summoning script

;vars used: v110-v113, v8001-v8012, v9711-v9712, FU100, FU333, FU334, flags 50, 411,
**scepter of Power

***Heroes Summoning script

;vars used: v110-v113, v444-v445, v8001-v8018, v9711-v9712, FU100, FU333-337, flags 50, 200-202, 411,
;w3-4


!?BA0&1000;
!!IF:V202/0; cast twice flag
!!VRv8011:C-1/-1/-1/-1/-1/-1/-1/-1;
; Sceptre of power
!!BA:H0/?v9711 H1/?v9712;
;art 163
!!HEv9711:A2/163/d/?y6;  [check for artifact]
!!HEv9712&v9712>-1:A2/163/d/?y8;  [check for artifact]
!!VRv8013&y6>0:S0;
!!VRv8014&y8>0/v9712>-1:S0;
;art 164, gives expert haste
!!HEv9711:A2/164/d/?y7;  [check for artifact]
!!HEv9712&v9712>-1:A2/164/d/?y9;  [check for artifact]
!!VRv8015&y7>0:S0;
!!VRv8016&y9>0/v9712>-1:S0;
;crimson shield
!!HEv9711:A2/157/d/?y1;
!!HEv9712&v9712>-1:A2/157/d/?y2;
!!VRv8011&y1>0:S0;
!!VRv8012&y2>0/v9712>-1:S0;
;summon creatures
!!IF|v9711=3/v9712=3/v9711=31/v9712=31/v9711=44/v9712=44/v9711=50/v9712=50/v9711=68/v9712=68/v9711=82/v9712=82/v9711=105/v9712=105/v9711=113/v9712=113:V411/1; activate special BF if one of heroes in
!!IF|v9711=135/v9712=135:V411/1;
;cast twice
!!HEv9711:A2/170/d/?y2;
!!HEv9712&v9712>=0:A2/170/d/?y4;
!!IF|y2>0/y4>0:V202/1;
!!VRv444&y2=1:S0;  set the side which will cast twice
!!VRv444&y4=1:S1;
!!IF:V200/1 V201/0;
!!HEv9711:A2/162/d/?y2;  [check for artifact]
!!HEv9712&v9712>-1:A2/162/d/?y4;  [check for artifact]
;art 162, use w3
!!if&y2>0:; If attacker has it
!!IF:Wv9711;
!!VRw3:S99;
!!FU333:Pv9711;
!!en:;
!!if&y4>0:; if defender has it
!!IF:Wv9712;
!!VRw3:S99;
!!FU333:Pv9712;
!!en:;
;art 161, does the opposite
!!HEv9711:A2/161/d/?y3;  [check for artifact]
!!HEv9712&v9712>-1:A2/161/d/?y5;  [check for artifact]
;Art 161, use w4
!!if&y3>0:; If attacker has it
!!IF:Wv9711;
!!VRw4:S99;
!!FU338:Pv9711;
!!en:;
!!if&y5>0:; if defender has it
!!IF:Wv9712;
!!VRw4:S99;
!!FU338:Pv9712;
!!en:;
;sea creatures bonus
!!BA:P?y16/?y17/?y18;
!!TRy16/y17/y18:T?y19/d/d/d/d/d/d/d;
!!IF&y19=8:V50/1;

!?BF&1000;
;apply magic mirror if crimon shield on
!!DO334/0/7/1&v8011=0:P;
!!DO334/0/7/1&v8013=0:P;
!!DO334/21/28/1&v8012=0:P;
!!DO334/21/28/1&v8014=0:P;
;art 163
!!DO336/21/28/1&v8013=0:P;
!!DO336/0/7/1&v8014=0:P;
;art 164, haste
!!DO337/0/7/1&v8015=0:P;
!!DO337/21/28/1&v8016=0:P;

!?FU334; *magic mirror 999 turns, expert level
!!BMx16:M36/999/3;

!?FU336; *stone gaze(?) 1 turn, expert level
!!BMx16:M70/1/3;

!?FU337; *expert haste 999 turns, expert level
!!BMx16:M53/999/3;

!?FU333; change SP/KN in ATT/DEF  art ID=162, w3 used
;x1=Hero ID
!!HEx1:F?v110/?v111/?v112/?v113; Get stats
!!HEx1:I?v8018;
!!VRv114:Cv110/v111/v112/v113;
!!VRv110:+v112;
!!VRv111:+v113;
!!VRv112:-v112;
!!VRv113:-v113;
!!HEx1:Fv110/v111/v112/v113;

!?FU338; change ATT/DEF in SP/KN art ID=161, w4 used
;x1=Hero ID
!!HEx1:F?v110/?v111/?v112/?v113; Get stats
!!HEx1:S24/?y1; get if intelligence
!!VRv8019:Sv111*10;
!!VRv8019&y1=1:*5:4; %25
!!VRv8019&y1=2:*3:2;  %50
!!VRv8019&y1=3:*2;   %100
!!HEx1:Idv8019;
!!VRv114:Cv110/v111/v112/v113;
!!VRv112:+v110;
!!VRv113:+v111;
!!VRv110:-v110;
!!VRv111:-v111;
!!HEx1:Fv110/v111/v112/v113;

!?BG1&1000;
!!BU:C?y1; *check if battle ended this turn
!!FU&y1=0:E;
;art 162
!!IF:Wv9711; read hero w vars
!!HEv9711&w3=99:Fv114/v115/v116/v117; reset stats as before battle
!!HEv9711&w3=99:Iv8018;
!!VRw3:S0;
!!IF&v9712>-1:Wv9712;
!!HEv9712&v9712>-1/w3=99:Fv114/v115/v116/v117; reset stats as before battle
!!HEv9712&v9712>-1/w3=99:Iv8018;
!!VRw3:S0;  *DONE

;ART 161
!!IF:Wv9711; read hero w vars
!!HEv9711&w4=99:Fv114/v115/v116/v117; reset stats as before battle
!!VRv8019&w4=99:*-1;
!!HEv9711&w4=99:Idv8019;
!!VRw4:S0;
!!IF&v9712>-1:Wv9712;
!!HEv9712&w4=99/v9712>-1:Fv114/v115/v116/v117; reset stats as before battle
!!VRv8019&w4=99:*-1;
!!HEv9712&w4=99/v9712>-1:Idv8019;
!!VRw4:S0;


!?BF&1000/411;
!!VRv8001:C-1/-1/-1/-1/-1/-1/-1/-1/-1;
;Sylvia: quantity of summoned creatures = to her level
!!if|v9711=3/v9712=3:;
!!HE3:Ed/?y1;
!!VRv8001&v9711=3:S0; Attacker
!!VRv8001&v9712=3:S1;  Defender
!!BU&v8001=0:S9/y1/38/v8001/-1/1; [Summon creatures]
!!BU&v8001=1:S9/y1/46/v8001/-1/1; [Summon creatures]
!!en:;

;Aeris: quantity of creatures summoned 25% of level
!!if|v9711=31/v9712=31:;
!!HE31:Ed/?y1;
!!VRy1::4;
!!VRv8002&v9711=31:S0; Attacker
!!VRv8002&v9712=31:S1;  Defender
!!BU&v8002=0/y1>0:S25/y1/38/v8002/-1/1; [Summon creatures]
!!BU&v8002=1/y1>0:S25/y1/46/v8002/-1/1; [Summon creatures]
!!en:;

;Theorodus: quantity of creatures summoned 50% of level
!!if|v9711=44/v9712=44:;
!!HE44:Ed/?y1;
!!VRy1::2;
!!VRv8003&v9711=44:S0; Attacker
!!VRv8003&v9712=44:S1;  Defender
!!BU&v8003=0/y1>0:S35/y1/38/v8003/-1/1; [Summon creatures]
!!BU&v8003=1/y1>0:S35/y1/46/v8003/-1/1; [Summon creatures]
!!en:;

;Tamika: quantity of creatures summoned :8 of level
!!if|v9711=68/v9712=68:;
!!HE68:Ed/?y1;
!!VRy1::8;
!!VRv8004&v9711=68:S0; Attacker
!!VRv8004&v9712=68:S1;  Defender
!!BU&v8004=0/y1>0:S67/y1/38/v8004/-1/1; [Summon creatures]
!!BU&v8004=1/y1>0:S67/y1/46/v8004/-1/1; [Summon creatures]
!!en:;

;Marius: quantity of creatures summoned %50 of level
!!if|v9711=50/v9712=50:;
!!HE50:Ed/?y1;
!!VRy1::2;
!!VRv8005&v9711=50:S0; Attacker
!!VRv8005&v9712=50:S1;  Defender
!!BU&v8005=0/y1>0:S164/y1/38/v8005/-1/1; [Summon creatures]
!!BU&v8005=1/y1>0:S164/y1/46/v8005/-1/1; [Summon creatures]
!!en:;

;Vey: quantity of creatures summoned 200% level
!!if|v9711=105/v9712=105:;
!!HE105:Ed/?y1;
!!VRy1:*2;
!!VRv8006&v9711=105:S0; Attacker
!!VRv8006&v9712=105:S1;  Defender
!!BU&v8006=0/y1>0:S140/y1/38/v8006/-1/1; [Summon creatures]
!!BU&v8006=1/y1>0:S140/y1/46/v8006/-1/1; [Summon creatures]
!!en:;

;Drakon: quantity of creatures summoned 50% level
!!if|v9711=113/v9712=113:;
!!HE113:Ed/?y1;
!!VRy1::2;
!!VRv8007&v9711=113:S0; Attacker
!!VRv8007&v9712=113:S1;  Defender
!!BU&v8007=0/y1>0:S50/y1/38/v8007/-1/1; [Summon creatures]
!!BU&v8007=1/y1>0:S50/y1/46/v8007/-1/1; [Summon creatures]
!!en:;

;Kalt: quantity of creatures summoned :8 level
!!if|v9711=135/v9712=135:;
!!HE135:Ed/?y1;
!!VRy1::8;
!!VRv8008&v9711=135:S0; Attacker
!!VRv8008&v9712=135:S1;  Defender
!!BU&v8008=0/y1>0:S152/y1/38/v8008/-1/1; [Summon creatures]
!!BU&v8008=1/y1>0:S152/y1/46/v8008/-1/1; [Summon creatures]
!!en:;

;Dace: quantity of creatures summoned = level
!!if|v9711=82/v9712=82:;
!!HE82:Ed/?y1;
!!VRv8009&v9711=82:S0; Attacker
!!VRv8009&v9712=82:S1;  Defender
!!BU&v8009=0:S73/y1/38/v8009/-1/1; [Summon creatures]
!!BU&v8009=1:S73/y1/46/v8009/-1/1; [Summon creatures]
!!en:;
!!IF:V411/0; disable

;sea bonus
!?BR&50/1000;
!!DO100/0/41/1:P;
!!IF:V50/0;

!?FU100;
!!BMx16:T?y1;
!!FU&y1<>21/y1<>121/y1<>123/y1<>151/y1<>167/y1<>170/y1<>171:E; exit if not water creatures
!!BMx16:Sd1; increase speed by 1

;cast twice
!?BG0&1000/202;
!!BG:A?v445;
!!FU&v445<>1:E;
!!BG:Q?v445; **added check for side
!!FU&v445<>v444:E;
!!IF&200:V201/1;
!!IF:V200/0;

!?BR&1000/202;
!!IF:V200/1;

!?BG1&1000/201/202;
!!BHv444:M0;  side=v444
!!IF:V201/0;

;artefacts giving skills
;165, gives expert luck
!?AE1&v998=165;
!!HE-1:S9/?y1;
!!IF:W-1;
!!VRw5:Sy1;
!!HE-1:S9/3;

!?AE0&v998=165; shield unequip
!!IF:W-1;
!!HE-1:S9/w5;

;166, gives expert Logistics
!?AE1&v998=166;
!!HE-1:S0/?y1;
!!IF:W-1;
!!VRw9:Sy1;
!!HE-1:S0/3;
!!HE-1:S2/?y2;
!!IF:W-1;
!!VRw8:Sy2;
!!HE-1:S2/3;

!?AE0&v998=166; unequip
!!IF:W-1;
!!HE-1:S0/w9;
!!IF:W-1;
!!HE-1:S2/w8;


;167, gives  expert leadership
!?AE1&v998=167;
!!HE-1:S6/?y1;
!!IF:W-1;
!!VRw6:Sy1;
!!HE-1:S6/3;

!?AE0&v998=167;
!!IF:W-1;
!!HE-1:S6/w6;

;168, gives  expert estates
!?AE1&v998=168;
!!HE-1:S13/?y1;
!!IF:W-1;
!!VRw7:Sy1;
!!HE-1:S13/3;

!?AE0&v998=168;
!!IF:W-1;
!!HE-1:S13/w7;

;169, gives to beastmasters and witches +6 to all primary skills
;class 14-15
!?AE1&v998=169;
!!HE-1:B2/?y1;
!!HE-1|y1=14/y1=15:Fd10/d10/d10/d10;

!?AE0&v998=169;
!!HE-1:B2/?y1;
!!HE-1|y1=14/y1=15:Fd-10/d-10/d-10/d-10;

!?CM2;
!!CM:I?y1;
!!FU&y1>67/y1<75:E;
!!UN:R3/-1; Redraw Hero Screen
____________
Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 14, 2012 05:44 PM

This part, I removed spell points restore:

!?BG1&1000;
!!BU:C?y1; *check if battle ended this turn
!!FU&y1=0:E;
;art 162
!!IF:Wv9711; read hero w vars
!!HEv9711&w3=99:Fv114/v115/v116/v117; reset stats as before battle
**HEv9711&w3=99:Iv8018;
!!VRw3:S0;
!!IF&v9712>-1:Wv9712;
!!HEv9712&v9712>-1/w3=99:Fv114/v115/v116/v117; reset stats as before battle
**HEv9712&v9712>-1/w3=99:Iv8018;
!!VRw3:S0;  *DONE

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted July 14, 2012 07:09 PM

Seems to work OK... Thanks
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Asheron
Asheron


Famous Hero
Ancient
posted July 14, 2012 09:15 PM

The new script for shooters by Salamandre works. They let out a rather weird sound when they fire (something like a laser going off?) and they even throw an axe, although out of sync (the throwing animation goes first, and when it's finished, axe flies out of monster). Although a test, it's operational, now I hope the day will come when I will hold all this scripts in my head (like Salamandre does) and be able to edit them at my whim
The gremlin resurrecting gargoyles however, does not work. Is there any specific way to do this? Do I need to stand on dead stack first or...? In my test, gargoyles die, gremlins target their "corpse" and they just walk over it.
Anyway, it's not that important, it will make this faction different to play, with so many machines.

There is one more script I would like to ask for, is it possible to make ammo cart increase ammo by 50% (or some flat number like +5), and not make it give unlimited amount like it now does? It kills one important aspect of game for me, as I never have to care about shots fired (contrary to HoMM4).
____________

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kegolo
kegolo


Promising
Famous Hero
of infamy
posted July 14, 2012 10:04 PM
Edited by kegolo at 22:06, 14 Jul 2012.

First off the missile number (in Salamandre's script it is 11) is what determines the missile. Second, the reason  for the animation is the second to last column in cranim.txt. This is when the shooter freezes and the missile fires, so editing that fixes that. Look in h3deftool under the misc tab at the bottom to go to the creature you want in the scroll down menu, then you can find the 4 letter abbreviation for your creature so you can find the sound. It will be (for minotaurs) minSHOT.wav which you can change to whatever.

Whew!

Now, just for you:


It works ok? If it isn't on your end, the script isn't enabled. I even changed the code so it actually works 100%, if you had done it correctly the game would have broken when the resurrection was attempted, as your creatures do not have the 'alive' flag. This has been fixed.

!#VRv226:S-5; !#VRv227:S-5;
[This makes Gremlins able to fix Gargoyles/Golems]
!?BG0&v226=-5/v227=-5;
!!VRv3:S-2; !!VRv5:S-2; [initialize to false]
!!BU:E20/?v1;           [stack #s]
!!BU:E30/?v2;
!!BMv1&v1<>-1:G4/?v3/?v4;      [if has disguise, is henchman]
!!BMv2&v2<>-1:G4/?v5/?v6;
!!VRv226&v3>0:Sv1;             [set if a henchman > 0 to stack #]
!!VRv227&v5>0:Sv2;

!?CM4;
!!VRv8:S-1; !!VRv11:S-1; [reset variables]
!!CM:S?v891 D?v3; [Get type of click and position of click]
!!FU|v3<0/v3>186:E; [break if not in grid]
!!BG:N?v894; [current creature stack]
!!BMv894:N?v896; [current number of sword elites]
!!BMv894:T?v893; [creature type to 893]
!!FU|v893<>28/v891<>12:E; [exit if not a sword elite]
!!BMv894:I?v901; [get side of creature]
!!BMv894:P?v905; [get position of sword elites]
!!BU:Dv3/?v2; [stack # at clicked position]
!!FU|v2<0/v2>41:E; [break if not a stack]
!!FU&v2<21/v894>20:E; [wrong side]
!!FU&v2>20/v894<21:E; [wrong side]

!!BMv2:P?y2 T?y4 N?v906 O?v902; [position type number and army slot num]

!!CM|y4=30/y4=32:R0; [disable standard reaction]
!!FU&y4<>30/y4<>32:E; [break if not a ghost/wraith/aa]

!!IF&v226=v2/v894<21:M^The Gremlins have not yet developed the technology to repair {Henchmen}.^;
!!IF&v227=v2/v894>20:M^The Gremlins have not yet developed the technology to repair {Henchmen}.^;
!!FU|v226=v2/v227=v2:E;

!!IF&v896<3/y4=30:M^Upon entering the wreckage, it seems you have too few Gremlins to repair the Gargoyles^;
!!IF&v896<3/y4=32:M^Upon entering the wreckage, it seems you have too few Gremlins to repair the Golems^;
!!FU&v896<3:E; [if too few break after displaying message]

!!BMv2:B?v904; [number of ghosts/wraiths at the start]
!!VRv898&y4=30:Sv904 * 2; [number of sword elites needed for full ghost fix]
!!VRv898&y4=32:Sv904 * 3; [number of sword elites needed for full wraith fix]
!!VRv899:Sv896 - v898; [number left after fixing vehicle]
!!IF&v899<0/y4=30:M^Too few Gremlins to fix the %V904 Gargoyles.^;
!!IF&v899<0/y4=32:M^Too few Gremlins to fix the %V904 Golems.^;
!!FU&v899<0:E; [break if too few]
!!IF&y4=30:Q1/21/30/2^It will take %V898 Gremlins to fix %V904 Gargoyle(s). Proceed?^;
!!IF&y4=32:Q1/21/32/2^It will take %V898 Gremlins to fix %V904 Golem(s). Proceed?^;
!!FU&-1:E;

!!BHv901:N?y5; [current hero number]
!!HEy5:F?y6/?y7/?y8/?y9; [hero primary skills]
!!HEy5:B0/?z1; [hero name]
!!IF&y8<7:Q1/33/0/1^%Z1 needs at least 7 {Spell Power} to persuade Gremlins^;
!!FU&y8<7:E;

!!BMv894&1:Nv899; [sword elites new number]
!!VRz123:S^The Gremlins have variable efficiency, but they report at least^;
!!BU:Mz123;
!!BG:A0;

!!HEy5:S17/?y10;          [earth magic]
!!HEy5:A2/0/?y11/?y12;    [spell book number to y11]
!!HEy5&y11=0:A1/0/17;     [if no spellbook, add one]
!!HEy5&y10<>3:S17/3;

!!HEy5:Fy6/y7/1000/y9;

!!BMv2:F?i;   add living flag
!!VRi:|16;
!!BMv2:Fi;

!!BHv901:C38/y2/3/0;

!!BMv2:F?i;  remove alive flag
!!VRi:Sd-16;
!!BMv2:Fi;

!!BMv2:Nv904;
!!BG:A12;
!!BU:R;
!!HEy5:Fy6/y7/y8/y9;
!!HEy5:S17/y10;
!!HEy5&y11=0:A3/0/1/1; [delete spellbook if didn't have one]
!!FU:E;

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elimicmat
elimicmat


Hired Hero
posted July 15, 2012 05:21 PM

Hopefully this is the right thread:

I'm looking for the first "Mysterious creature dwelling" script. The one where the money could differ quite a lot and you, with any luck, might get like 3 archangels and still only pay like 4000....

In later version it was rewritten pretty much to make it more balanced. But I kind of like the old "random" MCD. But I cant remember when the script got revised..

I suppose once I have the old one, I just have to replace the script right???

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kegolo
kegolo


Promising
Famous Hero
of infamy
posted July 18, 2012 04:54 AM

I wanna script what creatures appear in a crypt, it doesn't seem to be in the extra objects in the ERM help... is there a way?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 18, 2012 08:05 AM
Edited by Salamandre at 08:13, 18 Jul 2012.

From TEW 4, loop creature banks, I removed commands reseting crypts, just guards for example:

!?PI;
!!UN:U84/-1/?y-1;  crypts number
!!VRv1:S-1;
!!DO106/1/y-1/1:P84; run through
!?FU106; crypt
!!UN:Ux1/-1/-1/1; [Creature Bank coordinates in v1/v2/v3]
;$=type
;#=number
!!CBv1/v2/v3:G0/$/# G1/$/# G2/$/# G3/$/# G4/$/#; [Set guards]
!!CBv1/v2/v3:R6/xxx; [Add resource bonus]

ERM help, CB receiver:
The CB receiver also works with Dragon Utopia, Crypt, Derelict Ship, and Shipwreck.

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted July 19, 2012 12:54 AM
Edited by Hero_Of_Light at 00:56, 19 Jul 2012.

@Salamandre

The Barbarian's scepter and the magic wand (script in my previous post that converts att, def skills etc) are full of bugs. They have proven to be more than a handful, I mean I'm this close to delete them altogether.

I've been playing a multiplayer game and noticed suddenly that the enemy's hero turned 99 attack and 44 defense! Without any of the artifacts in the map. He was wielding the Crimson Shield of Retribution (which is part of the script) but the sudden transformation was not triggered by the artifact.

I noticed this happen on single player maps too. In one day a hero has normal stats and then the next he or she gets exactly the same 99 attack and 44 defense. I don't know why.

i don't know, would it help if I uploaded the save games? HERE they are. You will notice that in one of the saves the blue hero has normal stats and in the Autosave they are rendered to 99 and 44.

Maybe this is about the part where the script checks for maximum attack and defense I don't know.

Can you help me?
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Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 19, 2012 07:06 PM
Edited by Salamandre at 19:33, 19 Jul 2012.

Surely can be fixed, but not this way, I don't have your scripts, plugins and objects. Make a package of your mod when ready and send me link, it is easier to add test dialogs after each AI fight and see which variables not working. Most likely v114-v117 get changed by some other WoG script. Please keep this save and send me again when mod ready, so I have exact dat settings.

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