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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 ... 347 348 349 350 351 ... 400 407 · «PREV / NEXT»
Hawaiing
Hawaiing


Adventuring Hero
posted April 06, 2018 04:14 AM
Edited by Hawaiing at 04:15, 06 Apr 2018.

xJU9X8zq6Kodgf said:


1. How do I change Quick Savings "F5" key to "ctrl+s"?

2. Is it possible to change Neutrals split to use ctrl+Rclick?

Thanx.

[smileys]
1. How do I change "Quick Savings" keys to s and ctrl+s instead of s and F5?
!?FU77003;
!!UN:P999/?y1;
!!FU&y1=0:E;
!!SN:W^InChat^/?y1;
!!SN&y1=1:Q;
!!SN:X?y1;
!!FU&y1<>83:E; S-Key
!!SN:L^Era.dll^/?y1 Ay1/^GetGameState^/?y2 Ey2/0/?y10;
!!FU|y10<>y11/y10<>4205280:E;
!!SN:L^user32.dll^/?y11 Ay11/^GetKeyState^/?y12 Ey12/1/17;
!!VRy13:Sv1&65535; [2-bytes WORD]
!!FU&y13<32768:E; [check the higher bit  - NOT CTRL]
......


2. Is it possible to change Neutrals split to use ctrl+Rclick?

!?CM0;
!!CM:P?y2/?y3/?y4; get location of click
!!OBy2/y3/y4:T?y5 U?y6;
!!FU&y5<>54:E;
!!SN:L^user32.dll^/?y11 Ay11/^GetKeyState^/?y12 Ey12/1/17;
!!VRy13:Sv1&65535; [2-bytes WORD]
!!FU&y13<32768:E; [check the higher bit  - NOT CTRL]
......

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fred79
fred79


Disgraceful
Undefeatable Hero
posted April 07, 2018 01:05 PM

for people who are helping me with scripts, i hope you don't think you're being ignored or that your responses aren't being heeded. i have all the scripts from people who help me saved, so i can test them when it's time. i know i tend to ask a lot of questions for scripting here that i end up not working on/with immediately for different reasons, but i do what i can to collect knowledge online while i have internet access, so when i'm offline, i can still do the work.

of course, this method of doing things isn't going to help me if i run into a snag while offline...

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted April 07, 2018 04:47 PM
Edited by RerryR at 16:48, 07 Apr 2018.

fred79 said:
question: is it possible to severly buff the hypnotize spell for the entire game/every map, to make it effective every time you cast it, and last at least two turns with maximum stength? if so, would that be under un:c, or can it be done an easier way?


Did you try that hypnotize spell script as Salamandre suggested?


ZVSE
!#SS60:P1000000; *Set Hypnotize Spell Power to 1000000 at the beginning of the game


This is really all it takes, it just does not work if the creature is immune.
Unless you want to make some extra conditions, or revert the power, you can use that code. It will work for the whole game.

By the way, I'm still working on that CB script (slowly) but I think I found a good solution.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted April 08, 2018 03:07 AM

I'm going to be testing all the scripts tonight. I'll have to wait until monday if i run into any snags, tho.
____________

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fred79
fred79


Disgraceful
Undefeatable Hero
posted April 08, 2018 11:29 PM
Edited by fred79 at 23:30, 08 Apr 2018.

i figured out how to make the shooter script work, but it's showing entirely the wrong graphic(it shows a blacked-out evil eye laser, instead of what i have for the cyclops). is the error in my scripts?

ZVSE

!?PI;
!!MA:X84/d4; grunt soldiers can shoot
!!MA:X85/d4; foot soldiers can shoot
!!MA:X86/d1024; mind spell immunity for cyber dead
!!MA:X87/d1024; mind spell immunity for cyber zombies
!!MA:X86/d-1; removes 2-hex from cyber dead
!!MA:X87/d-1; removes 2-hex from cyber zombies
!!MA:X87/d-32768; removes double attack from cyber zombies
!!MA:X88/d-4; removes shoot ability from flamethrower
!!MA:X89/d-4; removes shoot ability from pyromaniac
!!MA:X92/d-1; removes 2-hex from brutes
!!MA:X93/d-1; removes 2-hex from bruisers
!!MA:X92/d4; brutes can shoot
!!MA:X92/d2048; brutes no obstacle penalty
!!MA:X92/d32; brutes can hit castle walls
!!MA:X93/d4; bruisers can shoot
!!MA:X93/d2048; bruisers no obstacle penalty
!!MA:X93/d32; bruisers can hit castle walls
!!MA:X94/d1; naga dozers are 2-hex
!!MA:X94/d-4; naga dozers can't shoot
!!MA:X95/d1; naga tanks are 2-hex
!!MA:X95/d-4; naga tanks can't shoot
!!MA:X96/d1024; mind spell immunity for juggernauts
!!MA:X97/d1024; mind spell immunity for dreadnaughts
!!MA:X156/d-2; removes fly from dreadnaught artillery
!!MA:X156/d4; dreadnaught artillery can shoot
!!MA:X156/d1024; mind spell immunity for dreadnaught artillery

!!DO3561124/6/13/1:P84; removes goblin stack exp abilities
!!DO3561124/6/13/1:P85; removes hobgoblin stack exp abilites
!!DO3561124/6/13/1:P86; removes cyber dead stack exp abilities
!!DO3561124/6/13/1:P87; removes cyber zombies stack exp abilities
!!DO3561124/6/13/1:P88; removes flamthrower stack exp abilities
!!DO3561124/6/13/1:P89; removes pyro stack exp abilities
!!DO3561124/6/13/1:P90; removes ogre stack exp abilities
!!DO3561124/6/13/1:P91; removes ogre mage stack exp abilities
!!DO3561124/5/13/1:P92; removes roc stack abilities
!!DO3561124/5/13/1:P93; removes thunderbird stack abilities
!!DO3561124/6/13/1:P94; removes naga track stack exp abilities
!!DO3561124/6/13/1:P95; removes naga tank stack exp abilities
!!DO3561124/6/13/1:P96; removes behemoth stack exp abilities
!!DO3561124/6/13/1:P97; removes ancient behemoth stack exp abilities
!!DO3561124/6/13/1:P156; removes ghost behemoth stack exp abilities

!!EA94:B8/0/75/15/0/0/0/0/0/0/0/0/0/0/0; remove earthquake
!!EA95:B8/0/75/15/0/0/0/0/0/0/0/0/0/0/0; remove earthquake
!!EA96:B6/1/119/58/1/1/1/1/1/1/1/1/1/1/1; all spells immune
!!EA97:B6/1/119/58/1/1/1/1/1/1/1/1/1/1/1; all spells immune
!!EA156:B6/1/119/58/1/1/1/1/1/1/1/1/1/1/1; all spells immune

!?MR1;
!!MR:F?y1 M?y2 S?y3;
!!if|y3=17/y3=19:;
!!VRy4&y2=97:Sy1 *2;2x  damage
!!MR&y2=97:Fy4;     set damage
!!en:;

!?MR2;
!!MR:F?y1 M?y2 S?y3;
!!if|y3=17/y3=19:;
!!MR&y2=97:F0;     set damage
!!el:;
!!MR&y2=97:F100;   immunity
!!en:;

!!FU6000:P92/5/24 P93/5/24; mortar shoot

!?GM0;
!!FU6000:P92/5/24 P93/5/24; mortar shoot

;FU6000:P92/10/12;
!?FU6000;
!!MA:Nx1/x3;
!!MA:Xx1/?y1;
!!VRy1:|4;
!!MA:Xx1/y1;
!!VRx1:+7994814;
!!UN:Cx1/1/x2;

;FU6000:P93/10/24;
!?FU6000;
!!MA:Nx1/x3;
!!MA:Xx1/?y1;
!!VRy1:|4;
!!MA:Xx1/y1;
!!VRx1:+7994814;
!!UN:Cx1/1/x2;


NOTE: i tried ;FU6000:P92/5/24;  ,    ;FU6000:P93/5/24;    as well, and i still get the same blacked-out evil eye laser.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 08, 2018 11:44 PM
Edited by Salamandre at 23:49, 08 Apr 2018.

Your script is a mess. Why don't you just copy/paste it as it was given to you? Where is:

!?PI;
!!FU6000:P92/5/24 P93/5/24; mortar shoot

and why FU6000 comes after magic immunity in battle?

!?MR2;
!!MR:F?y1 M?y2 S?y3;
!!if|y3=17/y3=19:;
!!MR&y2=97:F0;     set damage
!!el:;
!!MR&y2=97:F100;   immunity
!!en:;
!!FU6000:P92/5/24 P93/5/24; mortar shoot <--- this has nothing to do here

Then change the second value (0-15) until you get your graphic, test each one.

!!FU6000:P92/0/24, then !!FU6000:P92/1/24 and so on.



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fred79
fred79


Disgraceful
Undefeatable Hero
posted April 08, 2018 11:50 PM
Edited by fred79 at 23:56, 08 Apr 2018.

Salamandre said:
Your script is a mess.


comments like these don't help, sal. i'm trying, ok?

Quote:
Why don't you just copy/paste it as it was given to you?


igrik said:

!?PI;
!!FU6000:P92/5/24 P93/5/24; mortar shoot

!?GM0;
!!FU6000:P92/5/24 P93/5/24; mortar shoot

; FU6000:P[number_creature]/[missile type (0...15)]/[number_shoots];
!?FU6000;
!!MA:Nx1/x3;
!!MA:Xx1/?y1;
!!VRy1:|4;
!!MA:Xx1/y1;
!!VRx1:+7994814;
!!UN:Cx1/1/x2;



this is how it was given to me. what i did was make it work, where before it was crashing. again, these kinds of comments are what pisses me off about your help, sal.



as for the pi instruction, it already comes at the beginning of the entire script, so i didn't think it was needed again. especially being, that the way i had just added it before, crashed the game before the battle.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 09, 2018 12:00 AM

Don't change following your inspiration when asking for scripts, just paste them as they are. Also the second value defines the shoot, if I read correctly what Igrik posted:

;FU6000:P[number_creature]/[missile type (0...15)]/[number_shoots];

so play with second value, not first or third until you get the correct shoot type

mess = disorder. The commands you put are in disorder, thus will be triggered at wrong moment.
____________
Era II mods and utilities

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fred79
fred79


Disgraceful
Undefeatable Hero
posted April 09, 2018 12:02 AM

ok, i'll update the script and see what's what. the shooter script specifies as follows, which is what i tried, and didn't work:

#3rojectile Type
0 - Archer (exception: for being number 196 - dragolich);
1 - a monk;
2 - Elf;
3 - master gremlin;
4 - magician;
5 - titanium;
6 - Gog;
7 - personal;
8 - jellyfish;
9 - orc;
10 - Cyclops;
11 - lizard;
12 - Ice elemental;
13 - halflings;
14 - Catapult;
15 - ballista.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted April 09, 2018 12:04 AM

Salamandre said:
Don't change following your inspiration when asking for scripts, just paste them as they are. Also the second value defines the shoot, if I read correctly what Igrik posted:

;FU6000:P[number_creature]/[missile type (0...15)]/[number_shoots];

so play with second value, not first or third until you get the correct shoot type

mess = disorder. The commands you put are in disorder, thus will be triggered at wrong moment.


i know that, i did that in the script. i specified that i knew that already, when i showed that i tried two different numbers in the second value.

if the commands are out of order, that's all you have to say, man. by simply saying what you mean, it doesn't come across as an insult.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 09, 2018 12:04 AM

From that list, 5 is titan shoot.
____________
Era II mods and utilities

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fred79
fred79


Disgraceful
Undefeatable Hero
posted April 09, 2018 12:06 AM
Edited by fred79 at 00:08, 09 Apr 2018.

Salamandre said:
From that list, 5 is titan shoot.


i'm aware of that. i already posted the above info, and the script i got was the script i got. you DID see that i had "10" set as the value, right?


*lightbulb*

i see what you mean. igrik had the value set to 5. i had thought that part was non-negotiable. NOW do you see why i tamper with the scripts people give me?

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fred79
fred79


Disgraceful
Undefeatable Hero
posted April 09, 2018 12:18 AM

nope, not making a difference. no matter what i set the projectile to, it's all the same thing: that blacked-out evil eye laser. if the script was working how it should, i would be seeing a different graphic each time i changed the number value.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 09, 2018 12:30 AM

I tested and changing second values gave me different shoot type. I tested on cyclops kings:

!?PI;
!!FU6000:P94/5/24 P95/5/24; mortar shoot

!?GM0;
!!FU6000:P94/5/24 P95/5/24; mortar shoot

; FU6000:P[number_creature]/[missile type (0...15)]/[number_shoots];
!?FU6000;
!!MA:Nx1/x3;
!!MA:Xx1/?y1;
!!VRy1:|4;
!!MA:Xx1/y1;
!!VRx1:+7994814;
!!UN:Cx1/1/x2;

5 - they had titan shoot, 10 - they had their shoot

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fred79
fred79


Disgraceful
Undefeatable Hero
posted April 09, 2018 12:33 AM

where in my forge script did you place that? i tried moving the script differently multiple times, and it just crashed the game. did you try it with the full script i posted?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 09, 2018 12:44 AM

Why move it? Place it at the end.

ZVSE

!?PI;
!!MA:X84/d4; grunt soldiers can shoot
!!MA:X85/d4; foot soldiers can shoot
!!MA:X86/d1024; mind spell immunity for cyber dead
!!MA:X87/d1024; mind spell immunity for cyber zombies
!!MA:X86/d-1; removes 2-hex from cyber dead
!!MA:X87/d-1; removes 2-hex from cyber zombies
!!MA:X87/d-32768; removes double attack from cyber zombies
!!MA:X88/d-4; removes shoot ability from flamethrower
!!MA:X89/d-4; removes shoot ability from pyromaniac
!!MA:X92/d-1; removes 2-hex from brutes
!!MA:X93/d-1; removes 2-hex from bruisers
!!MA:X92/d4; brutes can shoot
!!MA:X92/d2048; brutes no obstacle penalty
!!MA:X92/d32; brutes can hit castle walls
!!MA:X93/d4; bruisers can shoot
!!MA:X93/d2048; bruisers no obstacle penalty
!!MA:X93/d32; bruisers can hit castle walls
!!MA:X94/d1; naga dozers are 2-hex
!!MA:X94/d-4; naga dozers can't shoot
!!MA:X95/d1; naga tanks are 2-hex
!!MA:X95/d-4; naga tanks can't shoot
!!MA:X96/d1024; mind spell immunity for juggernauts
!!MA:X97/d1024; mind spell immunity for dreadnaughts
!!MA:X156/d-2; removes fly from dreadnaught artillery
!!MA:X156/d4; dreadnaught artillery can shoot
!!MA:X156/d1024; mind spell immunity for dreadnaught artillery

!!DO3561124/6/13/1:P84; removes goblin stack exp abilities
!!DO3561124/6/13/1:P85; removes hobgoblin stack exp abilites
!!DO3561124/6/13/1:P86; removes cyber dead stack exp abilities
!!DO3561124/6/13/1:P87; removes cyber zombies stack exp abilities
!!DO3561124/6/13/1:P88; removes flamthrower stack exp abilities
!!DO3561124/6/13/1:P89; removes pyro stack exp abilities
!!DO3561124/6/13/1:P90; removes ogre stack exp abilities
!!DO3561124/6/13/1:P91; removes ogre mage stack exp abilities
!!DO3561124/5/13/1:P92; removes roc stack abilities
!!DO3561124/5/13/1:P93; removes thunderbird stack abilities
!!DO3561124/6/13/1:P94; removes naga track stack exp abilities
!!DO3561124/6/13/1:P95; removes naga tank stack exp abilities
!!DO3561124/6/13/1:P96; removes behemoth stack exp abilities
!!DO3561124/6/13/1:P97; removes ancient behemoth stack exp abilities
!!DO3561124/6/13/1:P156; removes ghost behemoth stack exp abilities

!!EA94:B8/0/75/15/0/0/0/0/0/0/0/0/0/0/0; remove earthquake
!!EA95:B8/0/75/15/0/0/0/0/0/0/0/0/0/0/0; remove earthquake
!!EA96:B6/1/119/58/1/1/1/1/1/1/1/1/1/1/1; all spells immune
!!EA97:B6/1/119/58/1/1/1/1/1/1/1/1/1/1/1; all spells immune
!!EA156:B6/1/119/58/1/1/1/1/1/1/1/1/1/1/1; all spells immune

!?MR1;
!!MR:F?y1 M?y2 S?y3;
!!if|y3=17/y3=19:;
!!VRy4&y2=97:Sy1 *2;2x  damage
!!MR&y2=97:Fy4;     set damage
!!en:;

!?MR2;
!!MR:F?y1 M?y2 S?y3;
!!if|y3=17/y3=19:;
!!MR&y2=97:F0;     set damage
!!el:;
!!MR&y2=97:F100;   immunity
!!en:;


!?PI;
!!FU6000:P94/5/24 P95/5/24; mortar shoot

!?GM0;
!!FU6000:P94/5/24 P95/5/24; mortar shoot

; FU6000:P[number_creature]/[missile type (0...15)]/[number_shoots];
!?FU6000;
!!MA:Nx1/x3;
!!MA:Xx1/?y1;
!!VRy1:|4;
!!MA:Xx1/y1;
!!VRx1:+7994814;
!!UN:Cx1/1/x2;

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fred79
fred79


Disgraceful
Undefeatable Hero
posted April 09, 2018 12:58 AM

that's what i did when i initially tested the script, and it crashes the game upon entering battle.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 09, 2018 01:03 AM

Did you try it first with cyclops values (94/95)? If that works, as it works here, then the problem is within the creature you gave shoot to.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted April 09, 2018 01:05 AM

i can't test it with the cyclops, because i have naga tanks in that spot. they don't have shot animation.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted April 09, 2018 01:11 AM

tried it with the grunt soldiers, using their respective shot, and it still crashes.

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