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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 50 100 150 200 250 300 350 ... 386 387 388 389 390 ... 400 407 · «PREV / NEXT»
RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted December 26, 2020 01:29 PM

VictoryHarpy
yes I have the same problem but it is not so serious, you can also switch to a different HD mod option, make your WoG settings save it, and change to cubic again.
Apart from that, I found no other issues.

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VictoryHarpy
VictoryHarpy

Tavern Dweller
Strike&Return
posted December 26, 2020 03:26 PM
Edited by VictoryHarpy at 15:28, 26 Dec 2020.

Hey RerryR,

I'm still having the "map draw errors" with Orrin (have not tested with Valeska yet) with this newer version.
I wonder if this is caused by some Wog setting or what.

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted December 26, 2020 03:56 PM
Edited by RerryR at 16:00, 26 Dec 2020.

Do you have any custom maps, scenarios or modifications enabled?

If yes, disable these and test again if the error persists.

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VictoryHarpy
VictoryHarpy

Tavern Dweller
Strike&Return
posted December 26, 2020 04:33 PM
Edited by VictoryHarpy at 22:07, 26 Dec 2020.

I've been using the 8xm12a map template that came with it and activated the Difficulty Mod. I will try without these then.

Btw i don't know if it's relevant but some other guy from [url=http://heroescommunity.com/viewthread.php3?TID=46241&PID=1526777#focus]New Upgrades Mod[/url] has the same problem but i'm not using that mod though

Edit: Could it be that i'm using Era gaming build only? Maybe i should have installed the gog version and than the gaming build on top of that. That could explained the missing file as you have mentioned.

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pejry
pejry

Tavern Dweller
posted December 28, 2020 09:21 PM


Hello. I have a question about displaying own external files in the game. I'd like to display on my map *jpg file by clicking on the minimap area. Everything goes fine until first loaded save state. Then I get error message: ERM syntax Error / File: service / Line : 1190
Is there any way to fix it?

script:

!#VRz501:S^../data/map.jpg^;
!#IF:B1/501/0; ** prepare a dialogue

!?CM; ** trigger
!!CM:S?v800 I?v801; ** check which button / area was clicked

!?CM&v800=14/v801=1; ** condition
!!IF1; ** display previously prepared dialogue

!!CM:R0; ** disable standard reaction

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Tamal32
Tamal32

Tavern Dweller
posted January 04, 2021 09:26 AM

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jackslesly19
jackslesly19

Tavern Dweller
posted February 02, 2021 03:57 AM

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johnedward
johnedward

Tavern Dweller
posted February 08, 2021 06:11 PM

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fanofheroes
fanofheroes


Famous Hero
posted February 10, 2021 05:20 PM

Hello,

So I made an artifact from a script by Sal that allows an extra attack.  it works really well, except that for a crusader/wolf raider who can naturally get 2x attack, they don't get 3 attacks.  I guess I wanted to make something similar to the "Barbarian axe of ferocity" without taking up 4 slots.  I tried searching everywhere for the script of that axe to help me, but couldn't find it. Does anyone know where it is or what number adds an extra attack?  So far i've tested these numbers, and this is what I get:

:|32768;  2 attacks
:|65536;  2 attacks plus no retaliation


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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted February 10, 2021 06:59 PM
Edited by RerryR at 20:11, 10 Feb 2021.

fanofheroes said:
Hello,

So I made an artifact from a script by Sal that allows an extra attack.  it works really well, except that for a crusader/wolf raider who can naturally get 2x attack, they don't get 3 attacks.  I guess I wanted to make something similar to the "Barbarian axe of ferocity" without taking up 4 slots.  I tried searching everywhere for the script of that axe to help me, but couldn't find it. Does anyone know where it is or what number adds an extra attack?  So far i've tested these numbers, and this is what I get:

:|32768;  2 attacks
:|65536;  2 attacks plus no retaliation




taken from ACM to add extra strikes.
I found this code in universal functions script, maybe by hawaiing?. Works perfectly.



!?BG0;                                  [Trigger to handle extra shoots and additional strikes]

!!SN:W^007.AttackA.Times^/0;            [reset flag](or reset it at BG1)]
!!SN:W^007.ShootA.Times^/0;             [reset flag](or reset it at BG1)]

!!BA:Q?y1;
!!FU&y1=1:E;                            [Exit in Quick Combat]

!!BG:A?y1 N?y2 E?y3;                    [Get action, number and destination position]
!!BMy2:T?y4;                            [Get Creature Type]

*Artifact Condition*
!!BMy2:I?y5;                            [Get Side and Type]
!!BA:Hy5/?y6;                           [Current Hero]
!!FU|y6<0/y4=147/y4=148/y4=149/y4=145:E;[Exit if no Hero or Warmachine]
!!HEy5:A2/6/?y93/?y94;                  [see if attacking hero has a certain artifact]

!!if&y94=1:;
!!VRy50:S0T3;                           [25% chance for extra Strike if artifact ID 6 is equipped]
!!SN&y50=3/y1=6:W^007.AttackA.Times^/d1;[add one strike if success]
!!SN&y50=3/y1=7:W^007.ShootA.Times^/d1; [add one strike if success]
!!en:;


********************HOOK_CODE******************************
!?FU(OnBeforeBattleUniversal);
!!SN:L^EraPluginserm_hooker.era^/?y1 Ay1/^SetHook^/?y2;
!!SN:Ey2/1/7381311/(Function_130);      [hook at after metee_attack>]
!!SN:Ey2/1/4456346/(Function_131);      [hook at after shoot>]
!?FU(OnAfterBattleUniversal);
!!SN:L^EraPluginserm_hooker.era^/?y1 Ay1/^UnsetHook^/?y2;
!!SN:Ey2/1/7381311;
!!SN:Ey2/1/4456346;


!?FU(Function_131);                     [extra_shoot]
!!SN:X?y1/1;                            
!!SN:W^007.ShootA.Times^/?y30;
!!SN:W^007.ShootA.Times^/0;
!!FU&y30<1:E;
!!VRy2:Sy1+4;                          
!!UN:Cy2/4/?y10;                        
!!VRy3:Sy1+16;                          
!!UN:Cy3/4/?y20;                      
!!VRy11:Sy10+52;                        
!!VRy12:Sy10+76;
!!VRy13:Sy10+656;
!!VRy14:Sy10+688;
!!VRy15:Sy10+704;
!!VRy16:Sy10+216;
!!VRy21:Sy20+52;
!!VRy22:Sy20+76;
!!UN:Cy11/4/?y31;                       [BM:T]16#]
!!UN:Cy12/4/?y32;                       [BM:N]
!!UN:Cy13/4/?y33;                       [BM:G62]
!!UN:Cy14/4/?y34;                       [BM:G70]
!!UN:Cy15/4/?y35;                       [BM:G74]
!!UN:Cy16/4/?y36;                       [BM:U3]
!!UN:Cy21/4/?y41;                       [BM:T]
!!UN:Cy22/4/?y42;                       [BM:N]
!!FU|y31<0/y32<1/y41<0/y42<1/y33>0/y34>0/y35>0/y36<1:E;
!!SN:E4453920/2/y10/y20;
!!VRy30:-1;
!!SN&y30>0:G16;


!?FU(Function_130);                     [extra_metee_attack]
!!SN:X?y1/1;                            
!!SN:W^007.AttackA.Times^/?y30;
!!SN:W^007.AttackA.Times^/0;
!!FU&y30<1:E;
!!UN:Cy1/4/?y10;                        
!!VRy2:Sy1+8;
!!UN:Cy2/4/?y3;                        
!!VRy4:Sy3+8;                          
!!UN:Cy4/4/?y5;                        
!!VRy6:Sy1+4;
!!UN:Cy6/4/?y20;                        
!!VRy11:Sy10+52;                        
!!VRy12:Sy10+76;
!!VRy13:Sy10+656;
!!VRy14:Sy10+688;
!!VRy15:Sy10+704;
!!VRy21:Sy20+52;
!!VRy22:Sy20+76;
!!UN:Cy11/4/?y31;                      
!!UN:Cy12/4/?y32;
!!UN:Cy13/4/?y33;
!!UN:Cy14/4/?y34;
!!UN:Cy15/4/?y35;
!!UN:Cy21/4/?y41;
!!UN:Cy22/4/?y42;
!!FU|y31<0/y32<1/y41<0/y42<1/y33>0/y34>0/y35>0:E;
!!SN:E4461360/2/y10/y20/y5;
!!VRy30:-1;
!!SN&y30>0:G18;

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fanofheroes
fanofheroes


Famous Hero
posted February 10, 2021 07:04 PM
Edited by fanofheroes at 19:23, 10 Feb 2021.




taken from ACM to add extra strikes.
I found this code in universal functions script, maybe by hawaiing?. Works perfectly.



.

Thank you!


*I can't see where in that is the artifact number so I can swap it with mine. what do I need to change from this? It's producing an error just before battle.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 10, 2021 07:50 PM

Where he wrote "your condition". So check which side is the battlestacks then check if hero has the artefact

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted February 10, 2021 07:51 PM
Edited by RerryR at 20:15, 10 Feb 2021.

You need to add your condition under !?BG0 and increase the number of strikes in the variable "123_extra_attacks".
Try a bit, if it does not work take a look in the ACM implementation.
If it still not working post your full code here.

Edit:
I figured it would cost us both more time if I would just post a working code and it is more helpful for others as well. I also added the shooting part.
Now you just need to change your artifact ID.

This is a really powerful code, much better than the common "double strike" flag, because it allows changing the number of attacks to any number or condition.
Like give Roland a 50% chance for an extra strike with his swordmen, or give one more shot to a Marksmen (three in total) if your hero has specialized in Archery. (just some ideas)

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fanofheroes
fanofheroes


Famous Hero
posted February 10, 2021 10:48 PM

RerryR said:

Now you just need to change your artifact ID.




Forgive me, I must really be struggling on this wednesday, even with the Sublime editor making things colour coded, my usefulness is not well today lol.  from what i gather the artifact ID is 6 in the script above, mine is 406. So I just switched those numbers and I get this change only on this specific line:


!!HEy5:A2/406/?y93/?y94;                  [see if attacking hero has a certain artifact]


I can't see anywhere there's ID 6.  What am I missing?



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Adhelhart
Adhelhart

Tavern Dweller
posted March 14, 2021 02:31 AM

ERM Hero Spell Casting in Combat

Hello everyone. I am a programmer, who loves heroes III but is fairly new to ERM. I have the following problem (something similar has been asked probably here before, but I failed to find any answers to it).

I want to create an artifact that casts expert Cure at the beginning of each round during combat.

I have two approaches.

1 Let the hero cast it.
...
!?BR&v997>=0;
!!BA:H0/?y1; (Save left hero ID to y1)
!!if&y1>=0:;
!!HEy1:A2/166/?y2/?y3; (check if artifact is equipped)
!!if&y3=1:;
!!HEy1:I?y4; (Save hero spellpoints to y4)
!!BH0:C37/0/3/0; (Cast expert Cure on the "left" army)
!!HEy1:Iy4; (Restore hero spellpoints)
!!BH0:M0; (Re-enable spell-casting for the hero.)
!!en:;
!!en:;

[Here: repeat the same for the "right" army]
...

This approach works fine, but, as mentioned in the ERM help, the re-enabling of the cast ability of the hero is not immediate, it only happens when the next unit is activated. I find this to be a big problem gameplay-wise, so I tried to do some workarounds, but so far nothing helped.

2 Use a "virtual" monster stack to cast it
This approach comes from the "living scroll" script: I create a virtual stack and make it cast the expert cure.

...
!?BR&v997>=0;
!!BA:H0/?y1; (Save left hero ID to y1)
!!if&y1>=0:;
!!HEy1:A2/166/?y2/?y3; (check if artifact is equipped)
!!if&y3=1:;
!!FU(Necklace_of_Remedy_find_target_stack_pos)0; [Reads target stack pos into v9502]
!!VRy11:Sv9502;
!!IF:M^Found target to spell: %Y11.^;
!!if&y11>=0:; [if we got a valid position]
 !!VRy8:S41; [Set stack number to 0: y8]
 !!BMy8:T?y9 N?y10; [Store stack's type (y9) and number (y10)]
 !!BMy8:T122 N1; [Set stack #20 to "Not Used (1)" and number of 1]
 !!UN:G1/122/0/80; [Change name to "Necklace of Remedy"]
 !!BMy8:C37/y11/3/99/0; [Cast Cure with fixed spellpower of 99 to position y11]
 !!BMy8:Ty9 Ny10; [Restore stack y8's type and number after spell is cast]
!!en:;
!!en:;
!!en:;
...
[repeat for the "right" army the same]
// <= PROBLEM1: it sometimes casts on the opposite army
// <= PROBLEM2: the movement shadows of the active stack dissapear.

Here, the function Necklace_of_Remedy_find_target_stack_pos sets v9502 to be the position of a unit that is on the same side as its parameter (which in this case is set to 0). For some reaseon, the above code sometimes casts cure on the opposite army. This is strange, because if I change the spell to be cast with "basic" skill level, it is always cast on the correct stack.

Also, the movement shadows and the blue silhouette around the active unit disappears.

My questions are:
1) Is there any way to solve my problem with approach 1?
2) How to make approach 2 work (as they have made it work with the living scroll script)?

Note: I wrote "at the beginning of each turn", but it is also perfectly fine if I manage to make it cast at each turn whenever the first unit in the heros army becomes active (similarly to the angelic alliance cast at the beginning of the battle).

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xericsin
xericsin


Famous Hero
posted March 14, 2021 11:34 AM
Edited by xericsin at 12:13, 14 Mar 2021.

Adhelhart said:

My questions are:
1) Is there any way to solve my problem with approach 1?
2) How to make approach 2 work (as they have made it work with the living scroll script)?



I have tried this before. Here is how I see the problem and how I work around.

For 1) I don't know how to solve it without knowing how the original code was designed, so I adopted the BM:C approach.

For 2) If the BM:C is done in the enemy's turn, then the mass cure will be cast on the enemy side.(single target cure is OK.) So, I suggest you find the first acting stack from the correct side, and make it cast BM(ally stack):C(mass cure on any grid), then the movement shadow and unit outline problem are avoided. And this would be more similar to the way Angelic Alliance casts Pray.

Alternatively, if you are dealing with single target spell only. Then you can just add a line BM(current acting stack):C(a dummy spell such as summon boat) after the cure is cast in order to refresh the stack shadow and outline. (Crash might happen though)

That's my experience. Hope it helps.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted March 30, 2021 11:38 AM
Edited by fred79 at 11:42, 30 Mar 2021.

ok, so i fixed my initial map crashing issue by removing the passable terrain script(both erm and ert), as well as removing references to it in the first two erm scripts.

but, i had a new problem pop up out of the blue(not immediate; had nothing to do with the other script being removed): it was a creature week(pikemen), but they were all placed on the map with 0 creature stacks available to fight, or run from. initially, i chose not to let them join me or fight them, and then let them run. there was no issue(i hadn't yet discovered they were blank stacks) with this. then, i didn't let them join, but instead chose to fight them. i received this error then:



same thing happened again on reload. so, i tried letting them run again, and i got this crash(during the AI's turn):




now, i just remembered that the creature stack in question that caused the map to crash, was somehow spawned OVER the entrance to an enterable object. so you have an unnumbered stack placed over the entrance of an enterable object, and the two screenshots display the error messages for those.

i already went though the erm scripts(both the initial wog script and all my own), and came up zilch.

so, aside from restarting this map again for the 3499987477th time so another issue will pop up after i'm 2+ months in AGAIN, how do i fix this? running(still) era 1.8. (i won't be using era 3 until i have replacement scripts for what works already).


thanks to whoever helps with this.

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted March 31, 2021 09:07 AM

@fred impossible to tell what the error might be and I think nobody will install old ERA again to check.
I thought all scripts are working in the new ERA 3? Or was there a problem left? And now don't tell me it is because of these two UN:C hacks that crashed the game, there are plenty of ways to work around them.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted March 31, 2021 11:46 AM

i wasn't asking anyone to install an older version of anything. i was under the impression that coders/scripters here had knowledge based on experience; not on trying to recreate any issue themselves. i must be incorrect in how these problems are solved. i work with everything except coding(only basic scripts).

as for the un:c codes(which have nothing to do with this issue) aren't they specific to the era version? meaning, i would need new un:c codes to even run era 3 with the creature setup i have now?

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted March 31, 2021 01:47 PM

fred79]i wasn't asking anyone to install an older version of anything. i was under the impression that coders/scripters here had knowledge based on experience; not on trying to recreate any issue themselves. i must be incorrect in how these problems are solved./quote said:


Just by posting the picture of the error it is very difficult to find such errors. If you are lucky someone knows what is happening but I doubt it.

fred79 said:

as for the un:c codes(which have nothing to do with this issue) aren't they specific to the era version? meaning, i would need new un:c codes to even run era 3 with the creature setup i have now?


Iam not an expert in these UN:C things, from what I can say they usually do not change. I myself never had such a case. In your old setup, do you use Typhon or Amethyst to add creatures? because then things might be different.
If these two little changes hacks are the only thing that prevents you from switching to the new ERA then I would just finds ways to work around it.
a) there are also other ways to archive the same result without UN:C
b) ask in the Russian forum for help. If you are very specific what you need, chances are somebody can help you
c) Just use Typhon editor you make new creatures, there everything is customizable

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