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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 50 100 150 200 250 300 ... 330 331 332 333 334 ... 350 400 407 · «PREV / NEXT»
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted June 20, 2017 03:19 PM

In general is bad idea to change creatures flags for ALL game, while you only need for spells, which means in battle. You should script under BG/BR triggers, loop all stacks, check their undead flags and remove them. Only for human/AI battle. As RK said, if you remove undead flag for all game, other side effects could rise, like AI not being capable to use the spells it is coded for, then all the nasty mind spells which now will affect everyone.

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Glon
Glon

Tavern Dweller
posted June 26, 2017 05:51 PM

Is there a way to slow down WOG battle movement animations back to the classic setting? Not those adjustable with Combat Options dialog, e.g. attack. Just how fast the monsters are moving from one place to another. Couldn't find anyhing about it. I'm using TE version + hd mod, if that's of any importance.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted June 27, 2017 08:36 AM

I don't know about TE but in Era the speed is normal, unless when you use the mods increasing it.

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Glon
Glon

Tavern Dweller
posted June 28, 2017 07:52 PM
Edited by Glon at 19:53, 28 Jun 2017.

Thanks, Salamandre. I guess it's time to move to ERA - I tried WOG for the 1st time just recently, and only used 3.58f so far ;>. Got one more question though - would it be possible to put a specific hero condition into creature xp system? I'd like to grant additional bonuses to creature specialists.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted June 28, 2017 08:23 PM

yes you can.

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szaman
szaman


Known Hero
posted June 30, 2017 09:44 PM

I have a little request, could some one make me a script that will enable additional spells when casting a spell?

Example:
If a hero will cast a spell Disrupting Ray it will activate a additional spells (Weakness and slow).

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted June 30, 2017 11:46 PM

szaman said:

Example:
If a hero will cast a spell Disrupting Ray it will activate? a additional spells (Weakness and slow).


i think you need to be a little more precise here...

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szaman
szaman


Known Hero
posted July 01, 2017 12:03 AM
Edited by szaman at 00:08, 01 Jul 2017.

Quote:
i think you need to be a little more precise here...


1.A hero casts Disrupting Ray on a enemy creature.
2.When the spell hits its target, extra spells are casted on the target (slow and weakness).

Similiar, like in the Armor of the Damned effect.

A 3 in 1 spell

I hope that is precise now


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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 01, 2017 06:46 AM

Still isn't precise (sorry), the duration of spells isn't specified. Should be related to hero spell power, all battle, one turn?

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szaman
szaman


Known Hero
posted July 01, 2017 07:19 PM

Salamandre said:
Still isn't precise (sorry), the duration of spells isn't specified. Should be related to hero spell power, all battle, one turn?


Related to hero spell power One spell power = one turn.

Any more informations?

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted July 02, 2017 12:25 AM

szaman said:
I have a little request, could some one make me a script that will enable additional spells when casting a spell?

Example:
If a hero will cast a spell Disrupting Ray it will activate a additional spells (Weakness and slow).


Try this

ZVSE

!?BG0&1000;

!!BG:A?y1;
!!FU&y1<>1:E;

!!BG:Q?y1;
!!BA:Hy1/?y99;
!!HEy99&y99>=0:Fd/d/?y71/d;

!!BG:S?y4;
!!FU&y4<>47:E;

!!BG:E?y5;
!!BMy5:M45/y71/3; Cast weakness at expert lvl
!!BMy5:M54/y71/3; Cast slow at expert lvl


Should work :), but i haven't tested what AI will do with this. If you want animations use !!BMx:V reciever. Good luck.

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xericsin
xericsin


Famous Hero
posted July 02, 2017 04:39 AM

I guess expert level will be mass cast.
Maybe need to make it advanced level? BMx:Cx/x/2

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted July 02, 2017 10:48 AM

xericsin said:
I guess expert level will be mass cast.
Maybe need to make it advanced level? BMx:Cx/x/2


No its not a mass cast, only the effect is like it was cast as expert. It only applies to the unit which was hit with disrupting ray.

You could do a check for expert magic of the hero and than use the skill level to determine to power of the cast.

!!HE-1:S16/?y72 **check for water magic
!!HE-1:S17/?y73 **check for earth magic

!!BMy5:M45/y71/y72; Cast weakness at level of water magic from hero
!!BMy5:M54/y71/y73; Cast slow at level of earth magic from hero


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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 02, 2017 10:59 AM

Also when he supposes expert will mean mass cast, he forgets the spell is being applied manually - in that script, not cast by hero.

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xericsin
xericsin


Famous Hero
posted July 05, 2017 10:51 AM
Edited by xericsin at 16:46, 05 Jul 2017.

I really thought the monster could mass cast.

And since disrupting ray is always single target, it would be strange that every other monster gets slowed as well.

If monster cant mass cast, then there is no problem at all.

And I am wondering how come there are only 3 parameters for BM:C.
The erm help says 5 parameters, though.

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picolox
picolox

Tavern Dweller
posted July 06, 2017 03:06 AM

Is there any way to actually ADD a dwelling for an existing creature that doesn't have one, so that it displays in the map editor? I want to replace the Diamond Golem, but I want the creature to have a dwelling. I think it's possible through the UN: command, but I'm not sure.

I asked this next question before, but I still need an answer.

I'm trying to find and change the sound effects for WoG captains, and I'm not having any luck. Does anyone know where I could find the sounds for the WoG captain creatures? Can the sounds be scripted, or are they hardcoded?

If anyone could help me with these two problems, I'd be grateful. Even if they could show me where these two specific problems have been tackled before, so I could learn by picking apart the code.

Thanks.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 06, 2017 04:47 PM
Edited by Salamandre at 17:04, 06 Jul 2017.

yes, you can change the creature (up to 4) a dwelling proposes with DW receiver. If you also change the graphics, then you get a new dwelling.

Example: all archers towers (17/57) propose one titan.


!?OB17/57&1000;
!!OB998:T?y1 U?y2;
!!FU|y1<>17/y2<>57:E;
!!DW998:M0/41/1;

For commanders, they share sounds of other creatures. So if you want to have custom sounds, you must script each battle action, with BG trigger, then identify the action and add a sound to it. For example, look at Stargate Atlantis codes, line 06139.

!?BG0;
!!BG:A?v4 N?v5; action shoot
!!BMv5:T?v6;
!!FU&v6<>44/v6<>45/v6<>35/v6<>89:E; (SGA)
!!FU&v4<>7:E; exit if not shooting
!!VRz10:S^^;
!!VRz9:S^^;
!!HE106:A2/7/?y-1/?y-2; assume SGA is HE106
!!VRz10&y-2>0:S^mp5-1.wav^;
!!HE106:A2/8/?y-1/?y-2;
!!VRz10&y-2>0:S^autogun.wav^;
!!HE106:A2/9/?y-1/?y-2;
!!VRz10&y-2>0:S^Electr.wav^;
!!HE106:A2/10/?y-1/?y-2;
!!VRz10&y-2>0:S^Zat.wav^;
!!SN&z10<>z9:Pz10;

The script searches for creature type, it looks if hero has a specific artefact (gun, zat or pistol) then plays a different sound, according what the creature has as weapon. The third line eliminates all creatures except 4 (in your case you will have to put commanders ID). You will have to modify this script to work as you want


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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted July 07, 2017 01:10 AM

I recently Upgraded to Windows 10 and I had the problem with the Black Battlefields with Morn's script. I think there was a solution for that? I was using Morn's old script.

I downloaded the new mod of Morn's Battlefields and it works but the problem is that in some ways the old script was better. For instance, when attacking a city on non native terrain, the old script would change the scenery (making it more realistic).

For example, let's say you attack a Stronghold in the Snow. The old script would change the terrain and actually make it a Stronghold in the snow. The new script does not do that.

Can this be fixed?

____________
Not idly do the leaves of Lorien fall.

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bloodsucker
bloodsucker


Legendary Hero
posted July 07, 2017 02:25 PM

Hero_of_Light said:
The old script would change the terrain and actually make it a Stronghold in the snow. The new script does not do that.
I'm not sure if that was changed in WoG/Era but in SoD siege battles are always in the town local terrain, so to me it looks right this way.
____________

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picolox
picolox

Tavern Dweller
posted July 07, 2017 05:45 PM

Thanks so much, Salamandre!

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