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fanofheroes
Famous Hero
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posted May 24, 2019 11:37 PM |
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@Rerryr,
Thanks! I'm able to get it going.
I've come across a bit of a snag, I copied the codes in for preselecting the hero's secondary skills, but it still includes the original set skills. How can I set it up so that it just has the skills I've selected? this is what I have so far:
ZVSE
!?PI;
!!DO15611/0/27/1:P;
!!HE151:S14/1;
!!HE151:S25/1;
!!HE151:S7/1;
!!HE151:S21/1;
!!HE151:S15/1;
!!HE151:S17/1;
!!HE151:S0/1;
!!HE151:S2/1;
!!HE151:S24/1;
!!HE151:S26/1;
!!HE151:S22/1;
!!HE151:S23/1;
!!HE151:S6/1;
!!HE151:S9/1;
!!HE151:S8/1;
!!HE151:S16/1;
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RerryR
Promising
Supreme Hero
Researching Magic
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posted May 25, 2019 05:27 PM |
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fanofheroes said: @Rerryr,
Thanks! I'm able to get it going.
I've come across a bit of a snag, I copied the codes in for preselecting the hero's secondary skills, but it still includes the original set skills. How can I set it up so that it just has the skills I've selected? this is what I have so far:
ZVSE
!?PI;
!!DO15611/0/27/1:P;
!!HE151:S14/1;
!!HE151:S25/1;
!!HE151:S7/1;
!!HE151:S21/1;
!!HE151:S15/1;
!!HE151:S17/1;
!!HE151:S0/1;
!!HE151:S2/1;
!!HE151:S24/1;
!!HE151:S26/1;
!!HE151:S22/1;
!!HE151:S23/1;
!!HE151:S6/1;
!!HE151:S9/1;
!!HE151:S8/1;
!!HE151:S16/1;
To unlearn a skill at the map start (!?PI trigger) you have to write a 0 instead of a 1 at the end.
Like this
!!HE151:S25/0; Hero number 151 has no sorcery at the start. Work with ERM manual
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fanofheroes
Famous Hero
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posted May 26, 2019 06:38 AM |
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Great thank you! It makes total sense that I would have to disable the other skills that the hero normally starts with.
One other question please before I go to make artifacts, I am making a mod and I switched the dwellings for the azure and rust dragons. The acid breath from the rust dragons seemed to be more consistent compared to when I added the skill from the "Cast Non-Direct Damage Spell After Attack" (ASCII 99) which wouldn't occur for every attack (plus it opens an extra skill i can give them).
Anyways, I tried switching the dwellings, and when I did so it cut off the tops of the frozen cliffs gif. I tried using objects.txt to edit the 1's and 0's but that didn't work. is there another way I can increase the grey squares for the image so that it can fit the entire image?
[img][/img]
I'm slowly getting better at the HE receivers and making the Hero's unique, but I don't know how I can edit the text for the Hero's specialty
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted May 26, 2019 08:37 PM |
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fanofheroes said: I don't know how I can edit the text for the Hero's specialty
There are at least one dozen of mods changing heroes specialties + text description. Why don't you just browse their erm files before asking. One must be familiar with previous mods if he wants to start erm modding.
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fanofheroes
Famous Hero
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posted May 27, 2019 04:36 AM |
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Salamandre said:
fanofheroes said: I don't know how I can edit the text for the Hero's specialty
(.......)
it works!! I hope my learning curve improves so I don't have to ask so many questions! Thank you all for your patience!
I've read in earlier threads that you can't just add a hero's specialty bonus on top of each other like this:
!!HE92:X4/83/5/5/10;bonus to black dragon
!!HE92:X4/82/5/5/10;bonus to red dragons
..because it will only use the last row. However I've noticed when it comes to giving bonuses to creatures in this case, if you stack the upgraded version above the non-upgraded version, then the code bonus works for both.
My question is if there's a way to line them all up in the HE receiver or something, will I be able to add specialties? I'm trying to make a bonus to apply to all dragons that this hero has in their army. there's the +5Att and +5Def bonus, but no damage bonus, or movement bonus. Like a mix combining Xeron's and Kilgor's specialties.
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RerryR
Promising
Supreme Hero
Researching Magic
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posted June 01, 2019 11:36 AM |
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Edited by RerryR at 11:44, 01 Jun 2019.
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fanofheroes said:
Salamandre said:
fanofheroes said: I don't know how I can edit the text for the Hero's specialty
(.......)
it works!! I hope my learning curve improves so I don't have to ask so many questions! Thank you all for your patience! :)
I've read in earlier threads that you can't just add a hero's specialty bonus on top of each other like this:
!!HE92:X4/83/5/5/10;bonus to black dragon
!!HE92:X4/82/5/5/10;bonus to red dragons
..because it will only use the last row. However I've noticed when it comes to giving bonuses to creatures in this case, if you stack the upgraded version above the non-upgraded version, then the code bonus works for both.
My question is if there's a way to line them all up in the HE receiver or something, will I be able to add specialties? I'm trying to make a bonus to apply to all dragons that this hero has in their army. there's the +5Att and +5Def bonus, but no damage bonus, or movement bonus. Like a mix combining Xeron's and Kilgor's specialties.
If you want to apply a bonus to all dragons under a specific hero I wouldn't use the standard H3/WoG creatures specialists and rather do it with an !!BM receiver command.
Since I meanwhile have quite a good library with nearly all possible modifications I made you a little something ^^
ZVSE
**Buff all dragons under Sylvias Command**
!?BF&1000; [Runs every time a Fight starts]
!!BH0:N?y1; [Number of Attacker Hero] 3 Sylvia
!!DO15564/0/20/1&y1=3:P5/5/1/10; [If Hero is Sylvia Pass x1=Attack x2=defense x3=speed x4=max_damage]
!!BH1:N?y1; [Number of Defender Hero] 3 Sylvia
!!DO15564/21/41/1&y1=3:P5/5/1/10; [If Hero is Sylvia Pass x1=Attack x2=defense x3=speed x4=max_damage]
!?FU15564;
!!BMx16:F?i; Load Monster Flag in Var i
!!VRi:&2147483648; Check for Dragon nature Flag
!!FU&i=0:E; Exit if creature is no dragon
!!IF:M^Now we have a dragon %X16^; Debug Line Remove later
!!BMx16:Adx1; [Attack]
!!BMx16:Ddx2; [Defense]
!!BMx16:Sdx3; [Speed]
!!BMx16:U2/dx4; [Max Damage]
!?CM2&1000; Show Correct Info for Dragon Specialists
!!CM:F?v3 I?v4 S?v5; where we click and click subtype
!!FU&v4<>118:E; If not Specialty Icon Clicked Exit
!!if|v3=512/v3=0:; if right or left click
!!HE-1:N?y6; [Get current hero #]
*!HEy6:X?y11/?y12/?y13/?y14/?y15/?y16/?y17; [Check Hero Speciality]
!!if&y6=3:; if Sylvia Dragon
!!CM:R0; disable standard reaction
!!HEy6:B0/?z-1; Get Hero Name
!!VRz-2:S^{~Red}Dragon Specialist{~}
%Z-1 increases the Attack, Defense Speed and Damage any Dragon under her command.
^;
!!IF:Q1/21/83/4^%Z-2^; show description for Hero Speciality when right click
!!en:;
Of course you can still use other ways to archive this but maybe it helps you
Edit: Of course old hero speciality still apllies, you would have to remove this
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fanofheroes
Famous Hero
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posted June 01, 2019 06:17 PM |
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If you want to apply a bonus to all dragons under a specific hero I wouldn't use the standard H3/WoG creatures specialists and rather do it with an !!BM receiver command.
Since I meanwhile have quite a good library with nearly all possible modifications I made you a little something ^^
ZVSE
**Buff all dragons under Sylvias Command**
!?BF&1000; [Runs every time a Fight starts]
!!BH0:N?y1; [Number of Attacker Hero] 3 Sylvia
!!DO15564/0/20/1&y1=3:P5/5/1/10; [If Hero is Sylvia Pass x1=Attack x2=defense x3=speed x4=max_damage]
!!BH1:N?y1; [Number of Defender Hero] 3 Sylvia
!!DO15564/21/41/1&y1=3:P5/5/1/10; [If Hero is Sylvia Pass x1=Attack x2=defense x3=speed x4=max_damage]
!?FU15564;
!!BMx16:F?i; Load Monster Flag in Var i
!!VRi:&2147483648; Check for Dragon nature Flag
!!FU&i=0:E; Exit if creature is no dragon
!!IF:M^Now we have a dragon %X16^; Debug Line Remove later
!!BMx16:Adx1; [Attack]
!!BMx16:Ddx2; [Defense]
!!BMx16:Sdx3; [Speed]
!!BMx16:U2/dx4; [Max Damage]
!?CM2&1000; Show Correct Info for Dragon Specialists
!!CM:F?v3 I?v4 S?v5; where we click and click subtype
!!FU&v4<>118:E; If not Specialty Icon Clicked Exit
!!if|v3=512/v3=0:; if right or left click
!!HE-1:N?y6; [Get current hero #]
*!HEy6:X?y11/?y12/?y13/?y14/?y15/?y16/?y17; [Check Hero Speciality]
!!if&y6=3:; if Sylvia Dragon
!!CM:R0; disable standard reaction
!!HEy6:B0/?z-1; Get Hero Name
!!VRz-2:S^{~Red}Dragon Specialist{~}
%Z-1 increases the Attack, Defense Speed and Damage any Dragon under her command.
^;
!!IF:Q1/21/83/4^%Z-2^; show description for Hero Speciality when right click
!!en:;
Of course you can still use other ways to archive this but maybe it helps you
Edit: Of course old hero speciality still apllies, you would have to remove this
awesome thank you! :):) I'm sure all my ideas have already been coded and made haha.
Now with this code, can I add to it without it affecting the original? my OCD is gnawing at my brain, if I want to have the dragon statistics show on the adventure map as well, when you look at the hero's army, or combine that with a secondary skill 5% bonus, will that undo the original?
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RerryR
Promising
Supreme Hero
Researching Magic
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posted June 01, 2019 09:42 PM |
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fanofheroes said:
awesome thank you! I'm sure all my ideas have already been coded and made haha.
Now with this code, can I add to it without it affecting the original? my OCD is gnawing at my brain, if I want to have the dragon statistics show on the adventure map as well, when you look at the hero's army, or combine that with a secondary skill 5% bonus, will that undo the original?
No this will not affect original. The effect just adds on top.
Showing changed statistics on Adventure Map is more difficult and I would not recommend it now as a ERM starter. But it is certainly possible. To undo the original hero specialty just set him to something different, maybe something that is not used at all with HE:X command.
Changing the specialty icon at map select you have to work differently in .pac files.
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planetavril
Famous Hero
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posted June 01, 2019 09:57 PM |
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how to bring cities into the era II through mod?
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Bersy
Honorable
Supreme Hero
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posted June 01, 2019 10:08 PM |
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Bersy
Honorable
Supreme Hero
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posted June 01, 2019 11:22 PM |
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fanofheroes
Famous Hero
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posted June 02, 2019 03:17 AM |
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RerryR said:
fanofheroes said:
awesome thank you! :):) I'm sure all my ideas have already been coded and made haha.
Now with this code, can I add to it without it affecting the original? my OCD is gnawing at my brain, if I want to have the dragon statistics show on the adventure map as well, when you look at the hero's army, or combine that with a secondary skill 5% bonus, will that undo the original?
No this will not affect original. The effect just adds on top.
Showing changed statistics on Adventure Map is more difficult and I would not recommend it now as a ERM starter. But it is certainly possible. To undo the original hero specialty just set him to something different, maybe something that is not used at all with HE:X command.
Changing the specialty icon at map select you have to work differently in .pac files.
thank you so much! my erm knowledge is only a smidge, but when I learn something it makes the game more exciting! I have one more question about an artifact, I'm trying to develop. there seems to be an error just before starting battle once this artifact is equipped. this is what i have, and the following is the error it makes. I don't know what it means when it says "!!UN:U" error, since i don't have those characters in the text.
!?AE1&v998=167;
!!HE-1:Fd4/d4/d4/d4;
!?AE0&v998=167;
!!HE-1:Fd-4/d-4/d-4/d-4;
[Start of battle trigger]
!?BA0;
!!IF:V71/0; [Initialize Flag 71 to False]
!!BA:H0/?y-98 H1/?y-99;
!!HEy-98:A2/167/?y1/?v44;
!!HEy-99&y-99>-1:A2/167/?y1/?v45;
!!IF|v44>0/v45>0:V71/1;
!?BR&v997>=0/71;
!!DO54/0/20/1&v44=1:P;
!!DO54/21/40/1&v45=1:P;
!!IF:V71/0; [Set Flag 71 to False so bonus only given once per battle]
!?FU54;
!!BMx16:M27/99/3;
!!BMx16:M46/99/3;
!!BMx16:M29/99/3;
!#VRz306:S^Armor of Protection^;
!#VRz307:S^{Armor of Protection}^;
!#UN:A167/9/306 A167/10/307;
!?OB5;
!!OB998:U?y1; [get subtype]
!!FU&y1<>167:E; [exit if not necklace #167]
!!IF:Q1/8/167/1^A merchant tells you that a powerful wizard put together this armor out of different dragon scales. The result is a magical armored link that gives added protection.^;
!!OB998:M-1/1/0; [disable next message]
[Set new description for Armor of Protection]
!#VRz306:S^Armor of Protection^;
!#VRz307:S^{Armor of Protection}
When worn, this magical armor increases all primary skills by +4 and casts mass Shield, Stone Skin and Fire Shield for your troops in battle.^;
!#UN:A167/9/306; [Set new description]
!#UN:A167/10/307;
[img][/img]
also this doesn't add the retaliations bonus in a shield artifact:
update... i fixed my shield artifact issue... the solution was changing the order of the lines in the erm. lucky guess on my part.
update (armor).... fixed this too. apparently the line i have that says:
!!DO54/0/20/1&v44=1:P;
!!DO54/21/40/1&v45=1:P;
i switched the DO54 ---> DO44. incase any other rookies like me have the same errors that i got, this is how i fixed it. lol
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted June 02, 2019 01:50 PM |
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Bersy said: Currently there is no mod, allowing to increase number of cities to any value. There is covenant town mod, replacing Cornflux, a few fantasy story-mods by Valery and not released port of Hota's town a Cornflux replacement.
don't forget dragon peaks mod by Jim Vogan. It adds "neutral cities"
they cannot be started with, they cannot be build up, but you can buy the dragons and see city interior. I actually added 2 neutral cities to my mod and fixed some bugs, but Idea belongs to Jim Vogan.
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planetavril
Famous Hero
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posted June 02, 2019 06:23 PM |
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majaczek said:
Bersy said: Currently there is no mod, allowing to increase number of cities to any value. There is covenant town mod, replacing Cornflux, a few fantasy story-mods by Valery and not released port of Hota's town a Cornflux replacement.
don't forget dragon peaks mod by Jim Vogan. It adds "neutral cities"
they cannot be started with, they cannot be build up, but you can buy the dragons and see city interior. I actually added 2 neutral cities to my mod and fixed some bugs, but Idea belongs to Jim Vogan.
which neutral cities you have added,are they the same as dragon peaks?
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted June 02, 2019 07:23 PM |
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Edited by majaczek at 19:26, 02 Jun 2019.
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they work very similair to dragon peaks, but I fixed some inconsistences (i.e. in original DP AI could buy elves and pegasi, here they buy new creatures randomly).
First city is same graphics and monsters as JimVogan's Dragon Peaks, but it work a bit different under the hood. second is divine library, which uses new magic creatures from my mod and have magic tower, with galaxy graphics as background. once I make it work with newest ERA (my mod have problem with era2.8.2) I may show you something, or you may try yourself.
Sadly I have forget some of my dependencies (I should prepare proper credits file), so anybody who see borrowed resources from himself/herself should speak a word on Knightmare Kingdoms thread.
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fanofheroes
Famous Hero
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posted June 09, 2019 02:31 AM |
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igrik said: ** 2) Can tactics be turned off?
!?PI; and in GM0
!!UN:C4597829/1/235; off tactics
!!UN:C4597829/1/117; if you need again on tactics
** 3)This too, I don't know if possible.Secondary skills to cast spells on creatures.
!?FU3150;
!!BG:Q?y1;
!!BA:Hy1/?y2;
!!FU&y2<0:E;
!!HEy2:S22/?y3;
!!FU&y3<1:E;
!!VRy4&y3=1:S1; !!VRy4&y3>1:S2;
!!VRy5&y3<3:S7; !!VRy5&y3=3:S10;
!!UN:C6919200/4/?y10;
!!SN:E5915616/2/y10/43/3/y1/1/2;
!!SN&v1<>0:E5898560/2/y10/43/-1/3/-1/y4/y5;
!?PI; and in GM0
!!SN:L^EraPluginserm_hooker.era^/?y1;
!!FU&y1=0:E;
!!SN:Ay1/^SetHook^/?y2;
!!SN:Ey2/1/4608191/3150;
I like this idea (#3). I've been trying to tweak it a bit but haven't had much luck. Can someone help me code a way to modify it to make a specific hero (x) who has a specialty (y) cast spells (z) before battle?
Say Roland, is given armor specialty (5% bonus), and casts expert counterstrike for 20 rounds
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RerryR
Promising
Supreme Hero
Researching Magic
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posted June 09, 2019 09:35 AM |
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Edited by RerryR at 09:38, 09 Jun 2019.
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From ERM help
For tactics
!!HE receiver
R4/$ Set/check/get a hero's Tactic control
$ = -1 - Enable
$ = 0 - Disable
!!HE receiver
To make hero master of a secondary skill
X0/$1/0/0/0/0/0 or X0/$1
[Apply a spell at the beginning of battle]
!!BM
#1 = number of spell (See Format SP)
#2 = duration in turns
#3 = level of skill (0-no, 1-basic, 2-advanced, 3-expert)
!?BF&1000;
!!VRy1:S58; [58 Counterstrike]
!!VRy2:S20; [Duration]
!!VRy3:S0; [Level]
!!DO35503/0/41/1:Py1/y2/y3;
!?FU35503;
!!BMx16:Mx1/x2/x3; Apply Bonus Spell to all monsters
you do the rest :P
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Hero_of_Light
Responsible
Supreme Hero
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posted June 09, 2019 09:48 AM |
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Is there a way to disable the irritating Inferno Grail effect and replace it with something useful like a permanent boost to all Devils and Archdevils?
____________
Not idly do the leaves of Lorien fall.
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fanofheroes
Famous Hero
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posted June 09, 2019 10:52 PM |
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RerryR said: From ERM help
For tactics
!!HE receiver
R4/$ Set/check/get a hero's Tactic control
$ = -1 - Enable
$ = 0 - Disable
!!HE receiver
To make hero master of a secondary skill
X0/$1/0/0/0/0/0 or X0/$1
[Apply a spell at the beginning of battle]
!!BM
#1 = number of spell (See Format SP)
#2 = duration in turns
#3 = level of skill (0-no, 1-basic, 2-advanced, 3-expert)
!?BF&1000;
!!VRy1:S58; [58 Counterstrike]
!!VRy2:S20; [Duration]
!!VRy3:S0; [Level]
!!DO35503/0/41/1:Py1/y2/y3;
!?FU35503;
!!BMx16:Mx1/x2/x3; Apply Bonus Spell to all monsters
you do the rest :P
Thank you for making it much easier for me. I tried to fill in the rest and it works great. My only problem is that it applies this bonus in every battle no matter which hero is used.
I tried an 'if' statement like: 'if roland, do___' but i keep getting syntax errors. this is what I have so far. I hope theres a simple fix, where I can add a line or 2 to make the spell casting exclusive (to roland) in this case
!!HE152:R4/-1;enable roland
!?BF&1000;
!!VRy1:S58; [Counterstrike]
!!VRy2:S20; [Duration]
!!VRy3:S3; [Level]
!!DO35508/0/41/1:Py1/y2/y3;
!?FU35508;
!!BMx16:Mx1/x2/x3; Apply Bonus Spell to all monsters
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RerryR
Promising
Supreme Hero
Researching Magic
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posted June 09, 2019 11:25 PM |
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'if roland, do___' is exactly the right way to do it, keep trying until you succeed. ERM Manual must become your best friend, believe me, I read it more than the bible
Gn8
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