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Bersy
Honorable
Supreme Hero
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posted August 14, 2019 08:33 PM |
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guzdzo
Tavern Dweller
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posted August 14, 2019 10:38 PM |
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I start a New game and all Time no good
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laivric
Tavern Dweller
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posted August 15, 2019 10:06 AM |
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Hey guys, I am having a little trouble with something that I feel like should be simple, but just struggling with. I'm trying to change the towns creatures belong to and found a code to get them switched. Now I am trying to get them to "belong" to that town and upgrade to specific creatures. The ERM help page says that something like this should work (in this I am trying to get gnolls to belong to the Castle town:
!#MA98/0
!#MA99/0
!#MA:U98/99
But I keep getting told I have the wrong syntax. What should it look like? Thank you guys again, you all have helped a ton.
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Hero_of_Light
Responsible
Supreme Hero
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posted August 15, 2019 05:12 PM |
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!!MA:O98/0; [Castle]
!!MA:O99/0; [Castle]
!!MA:U98/99; [upg] <--- This is not really necessary as gnolls do upgrade to Marauders as a default
If you actually want them to replace Pikemen then add this
!!UN:T0/0/0/98; [Gnolls]
!!UN:T0/0/1/99; [Marauders]
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Not idly do the leaves of Lorien fall.
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fanofheroes
Famous Hero
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posted August 16, 2019 12:36 AM |
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Is it possible to change the Def of the commander for 1 particular hero at a time, without changing the default commander def?
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted August 16, 2019 12:45 AM |
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yes, check the mod Battle Heroes extra I wrote for Algor's mod Battle Heroes. It picks randomly every battle a new commander def.
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fanofheroes
Famous Hero
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posted August 16, 2019 04:01 AM |
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Salamandre said: yes, check the mod Battle Heroes extra I wrote for Algor's mod Battle Heroes. It picks randomly every battle a new commander def.
Ok so to change the random effect to permanent, I made the same thing apply to all battleground types (1-22?), and I kept in only one def, so it would stick to that. I'm not too sure how to apply it to a specific hero consistently though.
!?PI;
!!VRv3:S1R16;
!!SN:L^era.dll^/?y1 Ay1/^RedirectFile^/?y2 Ey2/1/^zm543.def^/^%V3.def^;
!?BF&1000;
!!BA:H0/?y-1 H1/?y-2; store attacker and defender ID in y vars
!!FU&y-1<>90/y-2<>90:E; exit if not hero is not in battle
!!IF&y-1=90:L^^;identifies hero as attacker
!!IF&y-2=90:L^^;identifies hero as defender
!!CO-1:v3; apply to current commander (for current hero) def
!!if&y1>0/y1<23:; all terrain types
!!VRy2:S76;
!!en:;
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted August 16, 2019 04:25 AM |
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No, that won't work, its voodoo :P
ZVSE
!?BA0&1000; start of battle
!!BA:H0/?y1 H1/?y2;
!!FU&y1<>90/y2<>90:E; quit if no Malekith
!!CO90:D?y1; check if commander is alive
!!FU&y1>0:E;
!!SN:L^era.dll^/?y1 Ay1/^RedirectFile^/?y2 Ey2/1/^ZM179NPC.def^/^CPSYEL.def^; change commander brute graphics to psychic elemental (example)
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fanofheroes
Famous Hero
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posted August 16, 2019 05:04 AM |
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Salamandre said: No, that won't work, its voodoo :P
ZVSE
!?BA0&1000; start of battle
!!BA:H0/?y1 H1/?y2;
!!FU&y1<>90/y2<>90:E; quit if no Malekith
!!CO90:D?y1; check if commander is alive
!!FU&y1>0:E;
!!SN:L^era.dll^/?y1 Ay1/^RedirectFile^/?y2 Ey2/1/^ZM179NPC.def^/^CPSYEL.def^; change commander brute graphics to psychic elemental (example)
Awesome thank you!
I had a slight panic attack because when I tested it, on the battlefield there was a massive row of dragon skull obstacles in a straight line. Then i remembered I had that mod enabled lol
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Bersy
Honorable
Supreme Hero
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posted August 16, 2019 11:18 AM |
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!!SN:L^era.dll^/?y1 Ay1/^RedirectFile^/?y2 Ey2/1/^ZM179NPC.def^/^CPSYEL.def^; change commander brute graphics to psychic elemental (example)
For Era 2.8.7+ I would use:
!!SN:R^ZM179NPC.def^/^CPSYEL.def^;
[+] Added new ERM command SN:R^old resource name^/^new resource name^, redirecting lod/pac/mp3 resources to other names.
The command is a thin wrapper over RedirectFile exported function. Pass empty name as new resource name to remove
redirection. All applied redirections are local, stored in saved game and reverted on map exit.
'*.mp3' redirection works on all mp3 files at once.
Example:
!#SN:R^crgrif.def^/^croc.def^; let Royal Griffins look like Rocs (portraits are not changed)
Game unloads not used resources, thus many resources can be dynamically redirected during playing.
If resource is used in Hero Screen, perform redirection before Hero Screen is shown (and resource is cached).
Custom interface skins may also be implemented, allowing user to switch themes right in the game (saved game
loading may be necessary for visual update).
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Heroes 3 Era and everything for it. Releases folder for releases.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted August 16, 2019 12:14 PM |
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Nice additions and much needed documentation.
So, fansofheroes, to unload the change, just use empty name
!!SN:R^ZM179NPC.def^/^^;
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fanofheroes
Famous Hero
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posted August 18, 2019 04:34 AM |
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Salamandre said: Nice additions and much needed documentation.
So, fansofheroes, to unload the change, just use empty name
!!SN:R^ZM179NPC.def^/^^;
I'm not 100% sure, but I don't think I'm using era greater than 2.8.7+
I'm using the HD mod. Maybe in it's updates it incorporates newer era versions, but I honestly don't know. All I know how to do is to make new defs lol. you all have been my life line for this tech stuff :)
Sal, the line you gave me works well, and I don't get any errors. Bersey, the condensed line gives me errors so I'm thinking its because I dont have era 2.8.7+
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Bersy
Honorable
Supreme Hero
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posted August 18, 2019 10:30 AM |
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted August 18, 2019 12:51 PM |
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For english version, CREDITS
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RerryR
Promising
Supreme Hero
Researching Magic
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posted August 18, 2019 06:48 PM |
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Can someone tell me where the starting skills and spells for the heroes are stored? Are they hardcoded? I can't find them, I only found specialty descriptions.
Reason is in random map hero selection, when using AC mod, they are displayed wrong. Not to big of a problem, but if possible to change them in reasonable amount of time/work I would do it.
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fanofheroes
Famous Hero
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posted August 19, 2019 05:25 PM |
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Salamandre said: For english version, CREDITS
and there it is, 2.7.7 lol
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted August 21, 2019 02:36 PM |
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how to call such function:
Quote:
extern "C" __declspec(dllexport) void ChangeCreatureTable(int target, char* buf)
in ERM code? (I know I need to use SN:L and dll name is Amethyst_something.dll but thats all)
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Bersy
Honorable
Supreme Hero
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posted August 21, 2019 04:51 PM |
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted August 21, 2019 05:09 PM |
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Bersy said: !!SN:L^amethyst.dll^?y1 Ay1/^ChangeCreatureTable^/?y2 Ey2/1/Target/Buf;
Really thanks! if someone asks me again I point here :P
PS: could you look at issue with battery.dll/battery2.dll ? I described the problem in main era thread on the forum :)
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fanofheroes
Famous Hero
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posted August 23, 2019 06:09 PM |
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Salamandre said: Nice additions and much needed documentation.
So, fansofheroes, to unload the change, just use empty name
!!SN:R^ZM179NPC.def^/^^;
Sal, I noticed that when I use the commander def switch erm, the heroes of the same class I have set to the default have the normal defs until I used my customized hero's commander def. then afterwards for every battle, the non-default hero commanders have the same commander def as the customized hero. will this line (or something similar cause when i tested it, it didn't work) help keep the target hero with their new commander def unaffected, and the default heroes normal?
(for Malekith)
!!SN90:L^era.dll^/?y1 Ay1/^RedirectFile^/?y2 Ey2/1/^ZM179NPC.def^/^CPSYEL.def^; change commander
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