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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 ... 105 106 107 108 109 ... 150 200 250 300 350 400 407 · «PREV / NEXT»
Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted October 12, 2011 03:47 PM

I asked again before, is ERA 1.9 still a beta version? Because i don't see that there is any official release or anything. As for the bin and off files there are some that i don't get what they do and so i can't decide which to keep and which not. If someone could post a full list of what those files do, please share.
____________
Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 12, 2011 05:00 PM

Bers is working on translating the manual in english, and is huge. The bin files which change some parameters as summon 100%, dismiss last slot are turned off by default, so don't worry. The others just fix bugs, and you will need them.

Once the manual is translated, I also suggest to remove that CD thing from package as it gives errors when running complete edition.
____________
Era II mods and utilities

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Robb
Robb


Adventuring Hero
posted October 13, 2011 03:27 PM

When I go to WOG options and choose erm stuff it says error on line 2?

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Robb
Robb


Adventuring Hero
posted October 13, 2011 11:59 PM

How to leave a creature and it triggers event like in wog campaign?

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Magissia
Magissia


Adventuring Hero
posted October 14, 2011 09:50 AM

Hello, i'm currently trying to force WoG settings on a map with erm to have it compatible with SoD but still force some parameters under WoG, i actually found thoses settings

!#UN:P5/0; *No wogifycation
!#UN:B0/1; *Mithril actif
!#UN:B1/1; *New coffre 1 actif
!#UN:B5/1; *New coffre 5 actif
!#UN:B7/1; *Commander's Power stone actif
!#UN:B8/1; *Commander's Power stone actif
!#UN:B9/1; *Commander's Power stone actif
!#UN:B10/1; *Commander's Power stone actif
!#UN:K1/1; *Special week of creature disabled
!#UN:M1; *Special month disbaled
!#UN:P1; *Lvl dwellings works as other dwellings
!#UN:P6/1 P3/0; *Commanders hirable actif
!#UN:P2/1; *Tower exp disabled
!#UN:P3/1; *Can't leave monster on map like H4
!#UN:P4/0; *Town demolition actif
!#UN:P9/0; *Sylvain Centaurs creation disabled
!#UN:P900/0; *Stack exp disabled
!#UN:P902/1; *Can leave items to ground actif
!#UN:P7/0; *External dwellings acumulation disabled
!#UN:P8/0; *External dwellings guard accumulation disabled

I'm missing commands to set if enchanced first aid, enchanced artefacts or things like that are active or not, and i didn't found anything about it in my erm help file

Thanks for your time
Magissia

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JimV
JimV


Responsible
Supreme Hero
posted October 14, 2011 04:38 PM

These are the WoG settings used in "Ice Arrow".  Most (but not all) can be turned on with a "1" setting and turned off with a "0" setting - see the comments for the exceptions.  In other words, this is a fairly complete set of all possible options, which can be edited to suit different maps (instead of providing a separate WoG settings data file with the map).

For the special case of converting a WoG map to a SoD map, most of these will not be needed.  As long as wogification is disabled (P5/0) and no special WoG objects (e.g., Death Chamber) have been placed on the map with the Map Editor, then none of the individual WoG scripts which are triggered by a special object need to be disabled.  But the AI "thinking radius" should be set to the SoD value, etc.

A couple options, e.g. P71, have been left to the player to set via the WoG Options menu.  Replace the ** at the beginning of these options with !# to set them with this script.

ZVSE

** Note:  do full wogification, but no map objects will be replaced.

!#UN:J4/32768; 8x standard WoG AI Thinking Radius (=SoD)
!#UN:P0/1; Level 8 Dwellings: 0-special WoG behavior, 1-like other dwellings
!#UN:P1/0; [(Arrow) Tower Experience: 0-WoG, 1-SoD]
!#UN:P3/0; [Commanders are enabled]  *** see also P51 & P186
!#UN:P5/1; Wogify Map (o-only random and wogify_name; 1-all WoG maps; 2-all maps)
!#UN:P9/1; Sylvan Centaurs Enabled
!#UN:P11/0; [Palace of Dreams script is disabled]
!#UN:P12/0; [Living Skull skull script is disabled]
!#UN:P13/0; [Tavern Card Game script is disabled]
!#UN:P14/0; [Altar of Transformation script is disabled]
!#UN:P15/0; [Mysterious Creature Dwelling script is disabled]
!#UN:P16/1; [Battle Academy script is enabled]
!#UN:P17/1; [Potion Fountains script is enabled]
!#UN:P18/1; [Alms House script is enabled]
!#UN:P20/0; [Week of Monsters script is disabled]
!#UN:P21/0; [Freelancer's Guild script is disabled]
!#UN:P23/1; [Sorcery script is enabled]
!#UN:P26/0; [Artificer script is disabled]
!#UN:P27/1; [Spellbook script is enabled]
!#UN:P28/1; [School of Wizardry script is enabled]
!#UN:P29/0; [New Treasure Chest script is disabled]
!#UN:P30/1; [Adventure Cave script is enabled]
!#UN:P31/0; [New Treasure Chest 2 script is disabled]
!#UN:P32/1; [Summoning Stones script is enabled]
!#UN:P33/1; [Living Scroll script is enabled]
!#UN:P34/0; [Cards of Prophecy script inactive]
!#UN:P35/1; (Mysticism I Enhancement on)
!#UN:P36/1; [Mithril object enhancements active]
!#UN:P37/0; [Rebalanced Creatures: no]
!#UN:P38/0; Karmic Battles are disabled
;New abilities for Hero Specialization Boost:
;    - All heroes with monster specialities improve their unit stats (Vampire and Skeleton specialists not so high as the others)
;    - Most spell-casters can randomly cast their spells in a battle at no cost (Animate Dead,
;        Resurrection and some other cause problems, therefore those heroes use other auto-spells.
;        Thant and Jeddite get nothing from HSB at all.)
;    - All heroes with Intelligence specialization have commander with DeathStare ability
;    - All heroes with Navigation specialization have commander with flying ability
;    - All heroes with Ballista specialization have commander which can shoot
;    - All heroes with Archery specialization cast Precision spell on all allied units at the beginning of a battle (even if hero doesn't know this spell or has no spellbook)
;    - All heroes with First Aid specialization cast StoneSkin spell on all allied units except undeads at the beginning of a battle (even if hero doesn't know this spell or has no spellbook)
;    - All heroes with Fire Magic specialization cast Curse spell on all enemy units at the beginning of a battle (even if hero doesn't know this spell or has no spellbook)
;    - All heroes with Sorcery specialization cast Misfortune spell on all enemy units at the beginning of a battle (even if hero doesn't know this spell or has no spellbook)
;    - All heroes with Eagle Eye specialization let all own 1st and 2nd level units fly in a battle
;    - All heroes with Mysticism specialization add 12+4*Herolevel mana to hero's mana-pool in the beginning of battle. (Remarks: After battle amount of mana cannot be more than before battle).
;    - All heroes with Resistance specialization decrease 12+4*Herolevel mana from enemy hero's mana-pool in the beginning of battle.

!#UN:P39/0; [Hero Specialization Boost disabled]
!#UN:P40/0; [First Money by Alexis Koz disabled]
!#UN:P41/0; [Alexis Battle Extender disabled]
** Garrisons Script Version 1.1 Created by Timothy Pulver

** This script adds neutral garrisons to maps at appropriate choke points.
** Garrisons may be horizontal or vertical, standard or anti-magic.
** All garrisons are initially guarded by shooters, based on terrain type.
** Some terrain types have several possible troop combinations.

** Each garrison has rocks or tree stumps that provide some protection
** for the troops there (the initial neutral troops or later, a player's
** troops) plus mines are also placed at the end. An army with at least
** one native creature is unaffected by mines. Sand and Swamp garrisons
** also have a belt of hidden quicksand. An army with at least one native
** creature can see the quicksand. Lava garrisons will also conjure a
** belt of fire walls every other round while Dirt, Grass, Rough and
** Subterranean garrisons will put up force fields. Snow garrisons
** will have frost rings instead.

** After defeating the neutral creatures in a garrison, the hero will
** find some random treasure consisting of a small amount of gold and
** some resources with the possibility of an artifact too.

!#UN:P42/0; [Garrison Script is disabled]
!#UN:P43/0; [Obelisk Spells script is disabled] ***changed April 21, 2010
!#UN:P44/1; [Emerald Tower script is enabled]
!#UN:P46/0; [Berserker Fly script is inactive]

** If one army contains troops that hate each-other, this script creates a chance that
** each day a fight may break out:
!#UN:P47/0; [creature relationship script disabled]
** HENCHMEN  -  ERM script 49
** allows you to select one of your creatures to act as a Henchman, and fight with your army
** left click on player-color flag in upper right corner of hero screen to select a new henchman or check status
** right click on player-color flag in upper right corner of hero screen to view help page
!#UN:P49/0; [Henchmen is disabled]
** ENHANCED MONSTERS  -  ERM script 50
** Boosts stats of many weaker creatures
** Gives many creatures new abilities
** New abilities are highlighted in yellow in the hint text when right clicking on a creature.
** Adjusted stats are also noted in the hint text, "+" indicates that the stat was raised, "-" that it was lowered.
** Some neutral creatures are now aligned with town types.
**   Castle      -  War Zealot, Peasant, Halfling
**   Rampart     -  Sharpshooter, Sorceress
**   Tower       -  Arctic Sharpshooter, Enchanter, Santa Gremlin, Gold Golem, Diamond Golem
**   Inferno     -  Nightmare, Hell Steed
**   Necropolis  -  Mummy, Ghost
**   Dungeon     -  Lava Sharpshooter, Werewolf
**   Stronghold  -  Boar, Rogue, Nomad
**   Fortress    -  Troll, Gorynych
**   Conflux     -  Messengers
!#UN:P50/0; [Enhanced Monsters disabled]
** ENHANCED COMMANDERS  -  ERM script 51
*** commanders (except soul eater &astral spirit) are now living and can be resurrected (soul eater can still be raised with animate dead)
*** commanders are town based if bought, type depends on town not hero when you buy a new commander (dismiss old commander to buy a new one)
*** "Death Stare" ability replaced with 50% chance to cast Poison - attack or shoot
*** "Fire Shield" ability replaced with expert Magic Mirror
!#UN:P51/0;  [Enhanced Commanders is disabled] *** requires P3=1 for enabled
!#UN:P52/1; [Mirror of the Way Home script is enabled]
** Dungeon of the Dragonmaster script53.erm
** This strengthens all Dragon Utopias on a map. AI will visit normal DU but gets some extra bonuses.
!#UN:P53/0;  Dragon Master Utopias disabled
!#UN:P54/0; [War Machines I script 54 is disabled]
!#UN:P55/0; [Enhanced Warmachines II script 55 is disabled]
** This script changes all Earth Messengers into Metamorphs. Metamorphs stacks transform
** in battle on their first action into another type of creature:
!#UN:P56/0; [Metamorph script 56 is disabled]
!#UN:P57/0; [Neutral Units script 57 is disabled]
!#UN:P58/0; Spy script 58 disabled
!#UN:P59/0; Piercing Shot script 59 disabled
!#UN:P60/1; [Forgotten Shrine script 60 is enabled]
**This script enhances the spells "protection from...", so they provide protection
**against non-damage spells also. The protection depends on the skill of the hero :
!#UN:P61/0; [Enhanced Protection From Elements script 61 is disabled]
** This battle script lets a player split each stack up to once per combat by
** ctrl-clicking the currently active stack. Stacks are split as evenly as
** possible and all spells affecting a stack will affect both parts of the
** split stack too. Splitting a stack uses the original stack's action.
!#UN:P62/0; Split-Stack script 62 is disabled
** Passable Terrain script 63
** This script makes most mountains, hills, forests, trees, logs, and flowers
** passable to heroes, but at a high movement cost. Pathfinding skill reduces
** the cost (a higher skill results in a better cost reduction).

** When moving through trees, there's a 30% chance of being ambushed. Luck skill
** will reduce this chance and a hero with Scouting skill may spot the ambush
** ahead of time and can choose to avoid it.

** When moving through mountains, there's a 25% chance of being caught in an
** avalanche or rockslide that will kill some of your army. Pathfinding skill
** will reduce this chance as will Luck skill to a lesser degree, although
** there's always at minimum chance of 10%. However, a hero with Scouting skill
** has a chance of avoiding the deadly slide by seeing it in time.
!#UN:P63/0; [Passable Terrain script is disabled]
** TOBYN'S SCRIPTS (script64.erm):
**  (Universal Timer), Tobyn Library Functions, Advanced Witch Huts, Transfer Owner,
**  Estates Enhanced, First Aid Enhanced, Warfare, Conflux/Rampart Monster Change
** ERM WoG Option Numbers: 64(?), 188-194
!#UN:P65/0; Monolith Costs script 65 disabled
!#UN:P66/1; [Commander Skills Witch Huts script 66 enabled]
!#UN:P67/0; [Neutral Town disabled] (Turns Conflux into a town of neutral creatures)
!#UN:P68/1; [New Battlefields script 68 is enabled]
!#UN:P69/0; [Custom Alliances script 69 is disabled]
!#UN:P70/1; [Death Chamber script 70 is enabled]
**UN:P71/1; [Enhanced artifacts script 71 is ... up to player](see also 219
!#UN:P72/0; [Random Hero script 72 is disabled]
**UN:P73/1; [Enhanced War Machines III script 73 is ... up to player]
!#UN:P74/0; [Summon Elemental script 74 is disabled]
!#UN:P76/1; [Commander Revival @ Sanctuary script 76 is enabled]
!#UN:P101/2; [check wogify options num: 0=choose rules each game but default to selected]
[                                         1=choose rules each game (no defaults)          ]
[                                         2=use rules selected in wogify options          ]
[                                         3=use random, 4=random from selected, 5=disable]
!#UN:P111/0 P112/0 P113/0 P114/0 P115/0 P116/0 P/117/0 P118/1 P119/0 P120/0;
!#UN:P121/0 P122/0 P123/0 P124/1 P125/0 P126/0 P127/0 P128/0 P129/0 P139/0 P239/0;
** Rules: (Number in parenthesis is ERM code)
**   1. Fliers can't fly but instead aren't retaliated against. (111)
**   2. Monster speed is inverted. (112)
**   3. Monsters are half price on 7th day of week. (113)
**   4. Heroes create magic plains each day. (114)
**   5. All monsters attack twice. (115)
**   6. Monster stacks in hero armies grow by 4% each day, to 10000 max. (116)
**   7. Most dwellings also have boars. (117)
**   8. Heroes start at 5th level (+5000 experience). (118)
**   9. Heroes pick up double artifacts. (119)
**  10. Perpetual darkness. (120)
**  11. Heroes have double movement. (121)
**  12. Mines change resources once/week. (122)
**  13. +1 places can be revisited each month. (123)
**  14. Heroes get 9th-10th skills. (124)
**  15. A hero's upgraded 7th level monsters automatically become 8th level. (125)
**  16. Heroes gain an artifact each level. (126)
**  17. Rogues attack heroes at random. (127)
**  18. All creatures have a breath weapon. (128)
**  19. Shooters can't shoot but instead have +50% hit points. (129)
**  20. All towns have a grail (only used if no confluxes on map) (130)
**  21. All towns have Warlord's Banners in front of them. (239)
!#UN:P102/0; [Artifact Boost is disabled]
!#UN:P103/1; [Eagle Eye II enabled]
!#UN:P104/1; [Arcane Tower script is enabled]
!#UN:P107/0; [Fishing Well script is disabled]
!#UN:P108/1; [Junk Merchant script is enabled]
!#UN:P109/1; [Market of Time script is enabled]
!#UN:P110/1; [Magic Mushrooms script is enabled]
!#UN:P132/0; [Upgrading Treasure Chests option is disabled]
!#UN:P133/1; [Upgraded Dwellings option is enabled]
!#UN:P137/0; [Level 8 Creature Dwellings option is disabled]
!#UN:P138/0; [New Creature Banks option is disabled]
!#UN:P139/0; [Replacing Creatures option is disabled]
!#UN:P140/0; [New Creature Dwellings option is disabled]
!#UN:P141/1; [Sphinx option is enabled]
!#UN:P142/0; [Special Terrain option is disabled]
!#UN:P143/0; [New Artifacts are disabled]
!#UN:P165/1; [Replace Dragon Fly Hive option is enabled]
Mithril Enhancements Script:
It also replaces 1 in 15 resource stacks with stacks with the same amount of mithril (Half amount if
it's wood, ore or gold), and 1 in 15 campfires contain mithril.
!#UN:P170/0; Resource  Replacement with Mithril disabled

If you want to change the frequency, change the number 15 below to how often you want mithril to
appear. If you set it to 4, one in four stacks will be replaced, and so on(if set to 1 or lower,
or 50 or higher, it will default to 15):
!#VRv70:S15;

It also sets up Windmills and Mystical Gardens so that one in ten contain Mithril:
!#UN:P171/1; enabled

If you want to change the frequency, change the number 10 below to how often you want mithril to
appear(if set to 1 or lower, or 50 or higher, it will default to 10):
!#VRv71:S10;
!#UN:P173/0; [Extended Creature Upgrades s25 is disabled]
!#UN:P174/0; [Universal Upgrading s25 is disabled]

[To view all secondary skills (text list), Left-Click on the Experience icon]
!#UN:P182/1; [Enable Display Hidden Skills cript]
!#UN:P186/0;      [Choose Commanders is disabled]
!#UN:P188/0; [Rampart Faerie Dragon disabled]
!#MA:C134/6/5000; [cost 5000 Gold]
!#MA:C134/5/3; [cost 3 Gems]
!#MA:E134/45; [Damage High]
!#MA:M134/25; [Damage Low]
!#MA:P134/300; [Hit Points]

!#UN:P189/1; [Reduce Conflux Firebird/Phoenix Growth enabled]
!#UN:P190/0;   First Aid Enhanced II is disabled
!#UN:P191/0;   Estates Enhanced II is disabled
!#UN:P192/0;   Transfer Owner is disabled
!#UN:P193/0;   Warfare is disabled
!#UN:P194/1;   Advanced Witch Huts II are enabled
*** I think disabling P195 prevents changing map objects but enables all scripts?
!#UN:P195/0; [Replace Objects is disabled]
!#UN:P196/1; [Power Stones option is enabled]
!#UN:P198/0; [Rebalanced Hero Abilities disabled]
**rebalances starting troops and makes sure that heroes starting on the map start with creatures no slower than speed 4:
!#UN:P199/1; [Rebalanced Starting Armies enabled]
** Script 48 options:
***  Artillery  I ***
**      Ballista does (1-50 + hero level) damage to an enemy stack prior to a battle (attacker or defender). Will not wipe out a stack. Gives Experience.
**      Ammo Cart adds 100% damage (more shots).
**      Artillery increases the effect of the ballista.
**      Basic: adds 100% damage, Advanced: adds 200% damage, Expert: adds 300% damage
***  Eagle Eye  ***
**      Grants the ability to counter a beneficial spell cast by the enemy.
**      Drains 8 spell points from caster (7 with water magic skill).
**      Basic: 10%, Advanced: 20%, Expert: 30%
**      Bird of Perception, Stoic Watchman, & Emblem of Cognizance increase the chance.
**      New combination artifact - (above three) adds 30% to chance to counter enemy hero's spells
***  Estates I ***
**      For each level of estates:
**      The hero will generate an additional 5 gold per hero level every day.
**      The hero will generate 1-3 units of a resource every week, doubled for wood or ore.
**      The resource types will be randomly set when the skill is learned.
***  First Aid I ***
**      First Aid Tent resurrects (1-50 + hero level) HP's of dead troops for the winner of a battle (attacker or defender).
**      Ammo Cart adds 100% HP's (medical supplies).
**      First Aid increases the effect of the first aid tent.
**      Basic: adds 100% HP's, Advanced: adds 200% HP's, Expert: adds 300% HP's
***  Learning  ***
**      Hero gains experience every day.
**      Basic: +100, Advanced: +200, Expert: +300
***  Luck  ***
**      Luck gives each stack in a hero's army a chance to get +2 Attack, +2 Defence and Fortune for a battle.
**      Basic: 10% - up to 1 stack, Advanced: 20% - up to 2 stacks, Expert: 30% - up to 3 stacks
***  Mysticism  ***
**      Mysticism makes it more difficult for an enemy to cast spells, effectively reducing the enemy's spell points for the battle.
**      Basic: 80% of normal, Advanced: 70% of normal, Expert: 60% of normal
***  Navigation  ***
**      Navigation increases attack and defence during naval battles.
**      Basic: +1, Advanced: +2, Expert: +3
***  Pathfinding  ***
**      Pathfinding raises the minimum daily starting movement on land (after any movement bonuses are taken into account)
**      Basic: 1700 (6), Advanced: 1760 (7), Expert: 1830 (8)
***  Resistance  ***
**      Resistance endows a hero's troops with magic resistance. Increased chances.
**      Basic: 10%, Advanced: 20%, Expert: 30%
**      New combination artifact - Boots of Polarity, Garniture of Inteference, Surcoat of Counterpoise
**      Doubles effect of artifacts (+30% to artifact bonus)
***  Scholar  ***
**      Each week a hero will attempt to research a new spell.
**      Basic: 40% up to 2nd, Advanced: 50% up to 3rd, Expert 60% up to 4th.
***  Scouting  ***
**      Scouting gives a hero a small chance for a random event for each step taken.
**      Basic: 1%, Advanced: 1.5%, Expert: 2%
***  Sorcery  ***
**      Sorcery increases the damage of hero's spells. Increased percentages.
**      Basic: +10%, Advanced: +20%, Expert: +30%
***  Armorer  ***
**      Armorer reduces the damage a hero's troops receive. Increased percentages.
**      Basic: -10%, Advanced: -15%, Expert: -20%
!#UN:P201/0;        [Artillery I is disabled]
!#UN:P202/0;        [Eagle Eye Spell Counter is disabled]
!#UN:P203/1;        [Estates I is enabled]
!#UN:P204/0;        [First Aid I is disabled]
!#UN:P205/1;        [Learning is enabled]
!#UN:P206/1;        [Luck is enabled]
!#UN:P207/1;        [Mysticism is enabled]
!#UN:P208/1;        [Navigation is enabled]
!#UN:P209/1;        [Pathfinding is enabled]
!#UN:P210/1;        [Resistance is enabled]
!#UN:P211/1;        [Scholar is enabled]
!#UN:P212/1;        [Scouting is enabled]
!#UN:P213/1;        [Sorcery is enabled]
!#UN:P214/1;        [Armorer is enabled]
!#UN:P216/0; [Resistance I disabled]
**UN:P219/1; [Enhanced Commander Artifacts script 71 is ... up to player](see also 71)
!#UN:P229/3; [AI Stack Experience Difficulty: v2]
!#DO22000/0/4/1:P200/100/25; [Normal] (v1=1, v2=3)
**UN:P233/0; [Quick Combat Option is up to Player to set in WoG Settings Menu]
!#UN:P234/1; [Warlord's Banner is enabled]
!#UN:P242/0; [some Level 3's replaced with Ghosts disabled]
!#UN:P245/0; [Level 7+ Troops Only Gain 50% Experience is disabled]
!#UN:P248/0; ["Display WoGification Messages" is disabled]
!#UN:P900/1; [Stack Experience is enabled]
!#UN:P901/0; [Stack Experience system is equal shares]

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Robb
Robb


Adventuring Hero
posted October 14, 2011 05:12 PM

Remeber in the WOG campaign the crusaders spoke to you but did not engage?
How to script that. Note, I am not a pro, I am a noob.

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Robb
Robb


Adventuring Hero
posted October 14, 2011 05:24 PM

Another thing is how to get a hero without a town in  erm like in wog campaign?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 14, 2011 06:28 PM
Edited by Salamandre at 18:30, 14 Oct 2011.

Instead of spamming the thread with vague requests, you should open ERM help and read it once. Then show what you did, and get help here. There is no thread about "gimme script" yet.

@JimV

!#UN:P206/1;        [Luck is enabled]

Is bugged in creature banks. I had to remove it when playing that map, it causes crashes.
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Bersy
Bersy


Honorable
Supreme Hero
posted October 14, 2011 07:21 PM

The same problem we met in Phoenix. Luck used to crash the game.

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JimV
JimV


Responsible
Supreme Hero
posted October 14, 2011 08:55 PM
Edited by JimV at 20:57, 14 Oct 2011.

@Salamandre & @Bersy, thanks for the comments.  Re Luck:

Every time (so far) that I have had a crash due to a WoG script I have found the source and fixed it.  Here is a list of my fixes (plus some "enhancements"):

-----------------------------------
Changes to WoG Scripts:

These scripts are optional enhancements to the WoG scripts in Data/s.  Save a copy of the original scripts, then try some or all of these - your choice.

Note:  these are enhanced versions of the original "allinon1" WoG scripts, not the updates which were never officially released (and have some new bugs).

Script00 (wogification):

Fixed 'Treasure Chest' bug that can cause an ERM error during wogification on some maps.

Added code to pre-set most random choices for special Treasure Chests and Fishing Wells. (So that reloading will not change result.)

Script01 (Map Rules)

Changed Hidden Skills so that if a player rejects a skill, it will not be re-offered unless some other skill is rejected.
(The last rejected skill is not re-offered.)  (I once was offered Scouting as a hidden skill three times in a row, and was offered the same skill twice in a row at least once in every map.)

Script07 (Fishing Wells):

Wells can can give four types of results.  Once a result of each type has been obtained from each well, the well is "fished-out".  This prevents the unlimited supply of artifacts and treasure which can make a map designed to be difficult become easy.

The four types are:  a random treasure (artifact, scroll, or gold); a random event (old boot, cheese sandwich, rainbow fish, etc.); a battle with a small number of random monsters; a tunneling to some other well.  The AI is not allowed to tunnel - sorry, AI's.

In combination with the revised script00, most of the random numbers are generated and stored in position variables during wogification, so that saving and reloading will not change the result.

Script13 (Tavern Card Game):

Fixed a bug that occurred when a Tavern is located underground.

Script16 (Battle Academy):

Got ERM error "!!UN:Av382/1/?v383; - wrong artifact number".
Added -10 conditional to next 3 commands to try to prevent reoccurance.  Also found and corrected typo - DO319 should be DO3619.

Script29 and Script 31 (New Treasure Chests):

In combination with the revised script00, most of the random numbers are generated and stored in position variables during wogification, so that saving and reloading will not change the result.

Also, I didn't like to take a week to read the Book of ____ to get Expert ____, and changed this so the Book gets read overnight.  

Script32 (Summoning Stones):

Changed
!!UN:P33/?y-1; [Check if Summoning Stones is enabled in WoGify Options: y-1]
To
!!UN:P32/?y-1; [Check if Summoning Stones is enabled in WoGify Options: y-1]

So that the WoG Settings Menu will enable or disable this script correctly.

Script40:

The original function of this script is unchanged, but extra functions have been added:  Monster Resources, Buckler of Beezelbub, an enhancement to the Armor of the Damned, and Dress Code.

Monster Resources:  after destroying a bunch of Gold Golems, why would you leave that gold on the battlefield, instead of picking it up?  This script gives you some resources for each creature you destroy which is made of those resources, e.g., crystal from Crystal Dragons, wood from Dendroids, ore from Golems, etc.  It is enabled or disabled by P107, which is the "Fishing Wells" flag.  So maps which are set to be wogified without Fishing Wells will not have this feature.

The "Buckler of Beelzebub" is a new combo artifact (#15), formed of the Sword of Hellfire (11), the Shield of the Damned (17), the Hellstorm Helmet (23), and  the Breastplate of Brimstone (29), and represented by shield #163

In addition to the attributes of its components, "Held with the left hand, the Buckler of Beelzebub gives the wearer a devil's power to teleport and avoid retaliation, and increases all attributes by 2."

Enhancement to Combo Artifact "Armor of the Damned":

Opponents' troops have Slow, Curse, Weakness, and Mistfortune cast on them for 50 turns, and the wearer's primary attributes are increased by 1 for every five hero levels.

Dress Code:  right-click on the active hero in the Hero Screen right-side list to:
        1) Save the currently-equipped artifacts as the "Day" set.
        2) Save the currently-equipped artifacts as the "Night" set.
        3) Equip the Day artifact set.
        4) Equip the Night artifact set.
Note:  Left-clicking a Hero in the Hero list from within another Hero's screen to display that Hero's information does NOT change the active Hero.
WARNING:  new combo artifacts such as the Barbarian Lord's Axe of Ferocity cannot be removed properly by ERM commands, so they must be disassembled into components before saving or removing them.  The script checks for the presence of the BLAoF (158) and the Buckler of Beezelbub (163) and will not process them to avoid this error.

Script44 (Emerald Tower):

This script is supposed to reset each Tower for weekly visits, but was not doing so correctly, so that each tower could only be used once.  Fixed.

Script48 (Enhanced Secondary Skills)

Some of the enhanced skills are supposed to operate during the first turn of a battle, but can cause a crash during Tactics pre-rounds.

Changed
** start of battle turn one trigger
!?BR&v7191=1/v997<1;
To
** start of battle turn one trigger
!?BR&v7191=1/v997=0; [revised JHV, <1-->=0][-1 causes crash w/tactics]
---------------------------------------------

The last one fixes the Luck/Creature Bank problem (I just retested with and without the change in a test map to confirm this).

My revised scripts can be downloaded at the XFiles site, http://www.box.net/shared/1n069e3vc5vixc8l1zk5

(Of course most people probably have their own fixes - I am sure the Phoenix Mod does.)




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Magissia
Magissia


Adventuring Hero
posted October 14, 2011 11:30 PM
Edited by Magissia at 23:36, 14 Oct 2011.

@JimV Thanks !!!!!!!!!!!

-----------

Didn't managed to make work this line

!#UN:P6/1 P3/0; *Commanders hirable <<- EDIT : It works, i did something retarded that made it not work

When i touch P6 or P3 settings, commanders are disabled...

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JimV
JimV


Responsible
Supreme Hero
posted October 15, 2011 01:07 AM

Quote:

!#UN:P6/1 P3/0; *Commanders hirable

When i touch P6 or P3 settings, commanders are disabled...


P3 is one of the exceptions to the usual rule. P3/0 enables and P3/1 disables - usually 0 disables and 1 enables.  P6 should have no effect unless commanders are enabled.

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Magissia
Magissia


Adventuring Hero
posted October 15, 2011 11:26 AM

As my edit says, it was not working because i did something retarded, for an other setting i wrote P3/1 instaed of P2/1.

Thanks you very much JimV !

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Robb
Robb


Adventuring Hero
posted October 15, 2011 08:42 PM

Salamandre, I had to move files around in order for F6 and F7 to work, and I found no index.htm.
Answer?

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Vector
Vector


Hired Hero
posted October 18, 2011 11:45 PM

Quote:
Salamandre, I had to move files around in order for F6 and F7 to work, and I found no index.htm.
Answer?


I had the same problem.

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Robb
Robb


Adventuring Hero
posted October 19, 2011 12:15 AM

Should I download ERM somewhere else and put the help folder needed?
____________

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mister_kalu
mister_kalu


Known Hero
posted October 20, 2011 04:22 AM

hello.. to do more easy to mod my game.. i want to know if now there are a fast way to delete the natural abilities for the creatures? there are so many, for that, i don't want to post all the monsters that i need to delete his abilities for example

-royal griffin, dendroid soldiers, elementals, archdevil.. and others :/

thanks you

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JimV
JimV


Responsible
Supreme Hero
posted October 20, 2011 06:42 AM
Edited by JimV at 06:43, 20 Oct 2011.

Quote:
... I want to know a fast way to delete the natural abilities for [all] creatures?


ERM commands:

There is an ERM UN:P command to disable creature experience, so that there will be no experience-based additional abilities.

To remove spell-casting abilities from Arch Angels, Master Genies, etc., set their MA:B value to zero.

To remove bit-flagged abilities, such as fly, double attack, attack all around, no retaliation, immunity to mind spells, and immunity to fire (if desired), adjust the creature's MA:X value.

To prevent Royal Griffins from having infinite retaliations, you could set BM:R to zero under a general !?BR trigger (each round), or change the stack creature type (BM:T) under a !?BF trigger at the start of a battle.  Note the latter method will change the base creature attribute values (to those of the new creature type) but not the base+bonus values which are actually used in combat.  So if this bothers you, you will need to define the base properties of the changed creature type to be equal to those of the original creature.

To prevent Dendroids from binding the foes which they strike, you could change their creature type to a different creature which does not have this ability under !?BF, as discussed above.  

To keep a Magog from shooting fireballs, you could change the creature type, etc..

It is possible to add special abilities to creatures with UN:C pokes, so perhaps 0xFea or Bersy knows a simpler way to remove special abilities with UN:C.  Otherwise it can be done with the ERM commands mentioned above.

A complete, updated version of the WoG 3.58f ERM Help HTML file can be downloaded (as mentioned several times previously on this thread) at
http://www.box.net/shared/nv038pb3shsgnsuuum5a - this contains tutorials, examples - everything you need to learn ERM.  (Reading all of it - 100% - plus practice, is how I learned.)

Solitaire345 has revised a newer, more general version of ERM Help, which contains WoG 3.59 commands as well as 3.58f commands.  See his last post here for the latest update link.  His file contains updates only, to be applied to the ERM Help which comes with the Era download, which is available at another thread.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 20, 2011 08:13 PM

We can change the items using same dialog, but how do we trigger another dialog from previous and close?

ERM says:
You may show one dialog "from another" and the sequence may be unlimited but you may have only ONE dialog of the same type on the screen at the same moment. This means that you cannot call a dialog X from dialog X.

But I can call dialog Y from dialog X, but X will not close. When in dialog Y, dialog X is shown under and I cannot call it anymore.
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Era II mods and utilities

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