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PiggyChu620
Adventuring Hero
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posted March 31, 2020 12:52 PM |
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How can I find the monster type!?
I know that !!MO998 will get the current monster you're encountering, but I can't seems to find the way the get its type from the help manual.
What I'm trying to do is to calculate to "Total Fight Value" of the encountering monster.
So I need to get its type and then multiply its individual fight value from !!MA:F.
But if somebody have a better way to do it please let me know.
Thank you very much for your help!
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted March 31, 2020 02:00 PM |
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Hero_of_Light said: Is there a way to assign the Espionage special ability (like on Rogues) on another creature? Because that could work as well.
there is, but you have to use Amethyst2.4+
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RerryR
Promising
Supreme Hero
Researching Magic
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posted March 31, 2020 04:47 PM |
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Edited by RerryR at 18:40, 31 Mar 2020.
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PiggyChu620 said: How can I find the monster type!?
I know that !!MO998 will get the current monster you're encountering, but I can't seems to find the way the get its type from the help manual.
What I'm trying to do is to calculate to "Total Fight Value" of the encountering monster.
So I need to get its type and then multiply its individual fight value from !!MA:F.
But if somebody have a better way to do it please let me know.
Thank you very much for your help!
With Object (OB) receiver it should work:
U$; Set/check/get subtype of object (see Format OB)
Subtype of monster is the type.
@Hero of Light
which ERA version are you using?
Edit:
nvm, while it is relative easy to cast the vision spell with erm the problem is that you will always get the message: "Right Click Hero for Details bla bla" which means you would have to click several times at the start of each day to get rid of the message. very annoying.
sorry :/
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PiggyChu620
Adventuring Hero
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posted April 01, 2020 07:35 AM |
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I'm sorry to ask a stupid question, but how do I comment out the line I don't want the script to run!?
I thought it was **, but the line is still running!
I also tried [] and failed too!
Much appreciated!
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted April 01, 2020 09:03 AM |
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PiggyChu620 said: I'm sorry to ask a stupid question, but how do I comment out the line I don't want the script to run!?
I thought it was **, but the line is still running!
I also tried [] and failed too!
Much appreciated!
you can't comment a line but you can comment a command
everything not recognized as command acts as comment
I suggest put _ between two first chars of command so it looks like
!_!SN:W^disabled^/1234;
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Adhelhart
Tavern Dweller
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posted April 01, 2020 01:12 PM |
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Blank Artefact Pickup Message
So, I've just joined this community (although I've played heroes for a long time) and I'm not sure if this question is at the right place. I started to learn ERM a few days ago, and now I want to create custom artefacts. So I've edited the Blank Sword, and my scripts run fine. The problem is, I can't replace the text that is sent to the player when picking up the artefact. (I've set the description and name of it, but that doesn't change the pickup text). This has probably been aked on this thread before, but I could not find the answer. Any help/advice is appreciated!
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Hero_of_Light
Responsible
Supreme Hero
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posted April 03, 2020 01:51 PM |
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Can someone please share the UN: command that removes the Fire Shield from Hell Steeds? I think that there are a lot of Fire shields going on on WOG and this could be removed.
____________
Not idly do the leaves of Lorien fall.
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RerryR
Promising
Supreme Hero
Researching Magic
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posted April 03, 2020 02:13 PM |
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Adhelhart said: So, I've just joined this community (although I've played heroes for a long time) and I'm not sure if this question is at the right place. I started to learn ERM a few days ago, and now I want to create custom artefacts. So I've edited the Blank Sword, and my scripts run fine. The problem is, I can't replace the text that is sent to the player when picking up the artefact. (I've set the description and name of it, but that doesn't change the pickup text). This has probably been aked on this thread before, but I could not find the answer. Any help/advice is appreciated!
Hi Adhelhart,
maybe your question will be answered here:
http://heroescommunity.com/viewthread.php3?TID=32519
Good Luck!
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Hawaiing
Adventuring Hero
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posted April 04, 2020 05:39 PM |
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Hero_of_Light said: Can someone please share the UN: command that removes the Fire Shield from Hell Steeds? I think that there are a lot of Fire shields going on on WOG and this could be removed.
!!UN:C7727293/4/9999;remove 195# fire shield
!!UN:C7735078/4/9999;remove 195# fire shield
!!UN:C7719484/4/9999;remove 195# fire wall
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Hero_of_Light
Responsible
Supreme Hero
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posted April 05, 2020 01:25 AM |
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Thanks a lot!
**EDIT**
Can someone help me with this part of the script? This script is part of the third slots mod, and adds to the population of the third slot creature (169) on Castle's Barracks every week (+3 every week).
How can I add some checks in this script so that:
If Citadel is built, creatures are increased by +4 per week
If Castle is built, creatures are increased by +6 per week
If Grail is built, creatures are increased by +9 per week
!?FU25666;
!!UN:U98/0/x16/1;
!!CA1:T?y-1 B3/40;
!!OW:C?y1;
!!CA1:O?y2;
!!FU&y1<>y2:E;
!!FU&y-1<>0|-1:E; //checks for town type and dwelling status
!!CA1&y-1=0/1:D3/2/169/d3; //set our creatures' number accordingly
Can someone help me?
____________
Not idly do the leaves of Lorien fall.
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted April 09, 2020 06:24 PM |
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Hero_of_Light said: Thanks a lot!
**EDIT**
Can someone help me with this part of the script? This script is part of the third slots mod, and adds to the population of the third slot creature (169) on Castle's Barracks every week (+3 every week).
How can I add some checks in this script so that:
If Citadel is built, creatures are increased by +4 per week
If Castle is built, creatures are increased by +6 per week
If Grail is built, creatures are increased by +9 per week
!?FU25666;
!!UN:U98/0/x16/1;
!!CA1:T?y-1 B3/40;
!!OW:C?y1;
!!CA1:O?y2;
!!FU&y1<>y2:E;
!!FU&y-1<>0|-1:E; //checks for town type and dwelling status
!!CA1&y-1=0/1:D3/2/169/d3; //set our creatures' number accordingly
Can someone help me?
CA:D don't work :P
use alternative creature upgrades script from bersy :P
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Hero_of_Light
Responsible
Supreme Hero
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posted April 09, 2020 07:00 PM |
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I posted on his thread but got no answer. How would a script like that work?
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Not idly do the leaves of Lorien fall.
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted April 09, 2020 08:11 PM |
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Hero_of_Light said: I posted on his thread but got no answer. How would a script like that work?
change the !!CA:D line
with
!!FU(dex_CA_D):P
line
first param is town number (gatherable vie !!CA:U? )
next 4 params are same as CA:D params
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Hero_of_Light
Responsible
Supreme Hero
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posted April 12, 2020 09:20 PM |
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I've asked for this before, but I will give it another try.
Is there a way to add another alignment to the game? For instance, instead of Castle, Rampart, Towers etc, to have a new alignment with a new creature background when right click.
If that's not possible, is there a way to change the creature background on creature panel for the 4 god creatures (160 to 163)? By this I mean to have a new pcx file for background for these creatures.
____________
Not idly do the leaves of Lorien fall.
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xericsin
Famous Hero
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posted April 23, 2020 10:51 PM |
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Problem with writing to ini
!?CM;
!!SN:L^era.dll^/?y1 Ay1/^WriteStrToIni^/?y2;
!!VRz2:S^XEricSinMods.ini^; !!VRz3:S^AI Parameters^;
!!SN:W^Learning_Rate^/?e1; !!SN:Ey2/1/^Learning_Rate^/^0.0001^/z3/z2;
!!SN:L^era.dll^/?y1 Ay1/^ReadStrFromIni^/?y2;
!!VRz2:S^XEricSinMods.ini^; !!VRz3:S^AI Parameters^;
!!SN:Ey2/1/^Learning_Rate^/z3/z2/?z1; !!VRe1:Vz1;
!!IF:M^Learning_Rate=%Z1 e1=%E1^;
The code above shows correct result Learning_Rate=0.0001
However, the ini file is not changed to 0.0001 when I click open it!!!
Someone help please!
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Hero_of_Light
Responsible
Supreme Hero
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posted May 05, 2020 06:49 PM |
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Can one of the blank artifacts (say 165) be made to grand +500 Experience per day? Is such a bonus possible?
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Not idly do the leaves of Lorien fall.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted May 05, 2020 07:29 PM |
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!?TM2&1000;
!!DO12345/0/155/1:P165;
!?FU12345;
!!HEx16:A2/x1/?y1/?y2;
!!FU&y2<1:E;
!!HEx16:O?y1;
!!FU&y1<0:E;
!!HEx16:Ed500;
____________
Era II mods and utilities
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Hero_of_Light
Responsible
Supreme Hero
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posted May 05, 2020 10:33 PM |
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Seems to work OK! Thanks
**EDIT**
Spoke too soon, actualy this is the right command:
!?TM2&$once$=1/$day$>=1;
!!DO12345/0/155/1:P165;
!?FU12345;
!!HEx16:A2/x1/?y1/?y2;
!!FU&y2<1:E;
!!HEx16:O?y1;
!!FU&y1<0:E;
!!HEx16:Ed500;
Because with the trigger you provided the bonus would apply twice if there are two players (I tested it on a multiplayer map) and I guess thrice on a 3 player map etc. Thanks anyway!
**SECOND EDIT**
Is there a way to manipulate Skeleton Transformer transformations via ERM commands?
I want to add some changes to make it work better.
For instance Hell Hydras do not transform to Bone Dragons as regular Hydras do so they should be made so.
And I think that Bone and Ghost Dragons should not be transformed at all since they are already undead.
I would also like to trasform creature 170 to 187 on the skeleton transformer if that's possible.
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Not idly do the leaves of Lorien fall.
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fanofheroes
Famous Hero
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posted May 11, 2020 06:40 PM |
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Hello everyone,
I am trying to add new creatures to my mod and I am stuck with adding the stack experience for them. There's the standard 'attack, defense, min, max, health and speed', plus 8 additional slots to add things. I assumed the "B" variable must start with B0 and go to B5 because I know how to add abilities from B6-B13. I'm obviously wrong. Also, I don't know how to get the stack experience to recognize a level 1 vs level 7 unit.. wouldn't want those level 7s to advance as fast as a level 1 lol.
I've been trying to look at other mods to get an idea, but they have variables embedded inside variables and its a bit confusing for me. If someone can recommend another mod i can look like that has a simpler set up, or even help with what I'm working with, I that would be awesome. I was making something more plain like this:
ZVSE
;creatures abilities
!?PI;
!!EA766:B0/0/////////////;
!!EA766:B1/0/////////////;
!!EA766:B2/0/////////////;
!!EA766:B3/0/////////////;
!!EA766:B4/0/////////////;
!!EA766:B5/0/////////////;
!!EA766:B0/1/65/43/0/1/2/3/4/5/6/7/8/9/10; attack
!!EA766:B1/1/68/43/0/1/2/3/4/5/6/7/8/9/10; defense
!!EA766:B2/1/77/43/0/1/2/3/4/5/6/7/8/9/10; max dmg
!!EA766:B3/1/109/43/0/1/2/3/4/5/6/7/8/9/10; min dmg
!!EA766:B4/1/72/37/0/5/10/15/20/25/30/35/40/45/50; health
!!EA766:B5/1/83/43/0/0/0/0/1/1/2/2/2/2/3; speed
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VMaiko
Known Hero
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posted May 11, 2020 08:05 PM |
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fanofheroes If you are using typhon It's not necessary to use ERM to add stack experience to your new creatures, you just have to write them in crexpbon.txt, abilities references can be found here.
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