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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 ... 129 130 131 132 133 ... 150 200 250 300 350 400 407 · «PREV / NEXT»
ShizueKaryan
ShizueKaryan


Adventuring Hero
Outcast Fire Witch
posted January 28, 2012 05:40 PM

Please help, I have a problem with script39: heroes spec. boots.
I used that script in my map, and use other script to change heroes' special skill. I made Mutare's spec is upgrade Wyvern and Dragonflie to Gold Dragon (her old spec is Dragon), and add text "upgrade Wyvern and Dragonflie to Gold Dragon". But when right-clicking on hero's spec button, text still is "+5 att +5 def to Dragons". I delete some text in HSB script in time event, but right-clicking of al heroes is "+5 att, +5 def to Devils"!!!!
Now I want to show my text when I right-click in hero's spec button. Please help.
____________
My HoMM3 Maps
Sorry for my bad English.

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JimV
JimV


Responsible
Supreme Hero
posted January 28, 2012 05:57 PM
Edited by JimV at 18:01, 28 Jan 2012.

I believe the WoG Heroes Specialization Boost script is custom-coded for specific Hero numbers and assumes those Heroes have their standard Specialties.  For example, it "knows" that Sandor has the Sorcery Skill Specialty, so it uses his specific Hero number when giving him the "boost".  That is, if you use ERM to change a Hero's Specialty, the WoG script will still think that Hero has its original Specialty.  So I believe you would have to edit the WoG script so that it knows the modified Specialty of every Hero whose Specialty you have changed.

In addition to this problem, changing a Hero's Specialty with HE:X does NOT change the hint text or icon for that specialty.  See UN:G2 in ERM Help to change these things.

As an aside, this script is used in "The Dragon Slaughter" and in tests I found that some of the "boosts" actually decrease the effect of the Specialty at high Hero levels.  For example, the Sorcery Specialty is changed so that Sandor's Sorcery skill bonus is 30% instead of 15% at Expert level, but the way this is done causes the "5% increase to the Sorcery Skill bonus per level" of the Sorcery Specialization to no longer work.  So at level 100 in TDS (which is not difficult to reach in TDS), Sandor will have a 30% Sorcery bonus, instead of 15%*(1+.05*100)=90%, which he would have without the script.  Of course, Sandor will also have the 30% at level 1, instead of 15%*1.05=15.75%.

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ShizueKaryan
ShizueKaryan


Adventuring Hero
Outcast Fire Witch
posted January 29, 2012 05:04 AM
Edited by ShizueKaryan at 10:14, 31 Jan 2012.

Quote:
I believe the WoG Heroes Specialization Boost script is custom-coded for specific Hero numbers and assumes those Heroes have their standard Specialties.  For example, it "knows" that Sandor has the Sorcery Skill Specialty, so it uses his specific Hero number when giving him the "boost".  That is, if you use ERM to change a Hero's Specialty, the WoG script will still think that Hero has its original Specialty.  So I believe you would have to edit the WoG script



I tried. But when I add skill description to Rion (spec First Aid), all heroes with First Aid spec have this description . Is there a way to delete spec description in script HSB?
P.s: UN:G2 not work when I use script HSB.

EDIT: the problem was simply solved when I move up the script HSB up to script which I change heroes =)).



EDIT 2: my newest problem is about artifacts. I want to make an artifact which plus HP to all creatures in hero's army. I tried some scripts in thread "WoG modding/scripting" but they didn't work. How to make an artifact plus HP? Please guild. Thanks.

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My HoMM3 Maps
Sorry for my bad English.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 31, 2012 12:00 PM

For example, Vial of Dragon blood adds 100% more HP in battle (ID=127)

!?BA0&1000;
!!VRv301:S0;
!!BA:H0/?v298 H1/?v299;[get Heroes ID]
!!HEv298:A2/127/d/?v300;
!!HEv299&v299>-1:A2/127/d/?v301;[get if they have the vial]

!?BF&1000;
!!DO150/0/6/1&v300>0:P; [if vial left]
!!DO150/21/27/1&v301>0:P; [if vial right]

!?FU150;
!!BMx16:H?y1;[get health of stack]
!!VRy1:*2; [x2]
!!BMx16:Hy1;[set new HP]

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Era II mods and utilities

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ShizueKaryan
ShizueKaryan


Adventuring Hero
Outcast Fire Witch
posted January 31, 2012 12:32 PM
Edited by ShizueKaryan at 12:34, 31 Jan 2012.

Thank you, Salamandre. It works. But when I change to plus 10% (*1.1) instead of plus 100%, it crashes the game! I think it because Gnoll has 6HP in army, and script can not read 0.6HP.
____________
My HoMM3 Maps
Sorry for my bad English.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 31, 2012 12:45 PM
Edited by Salamandre at 13:01, 31 Jan 2012.

!!VRy1:*11:10; +10%

Will not work for gnolls because game will still read 6 HP. But you can set +1 if result =0.

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Era II mods and utilities

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted February 01, 2012 11:47 AM

I have asked for this before but i didn't get any answer-i think

What is the Era command to get rid of the strike and return and immune to all spells abbilities from Darkness Dragons? I really need those commands to keep only the darkness side
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 01, 2012 07:40 PM

There is no such command. Probably UN:C can do it, but one must find them
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Era II mods and utilities

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted February 03, 2012 11:38 AM
Edited by Hero_of_Light at 11:39, 03 Feb 2012.

I would like to make some new artifacts out of the WOG blank ones for my upcoming mod update. I have some ideas but i might need some help.

My first idea is to make an artifact that transfer the Power and Knowledge skills into Attack and Defense skills. I took the prototype from Introduction to Modding thread:

ZVSE
!?OB5/162; Artifact 162 Sword
!!UN:Ov998/v999/v1000;
!!UN:Iv998/v999/v1000/5/163;
!!ARv998/v999/v1000:M^{Barbarian King's Scepter of Power}

Held with the right hand, this item transforms your Power skill into Attack and your Knowledge skill into Defense.^; Show text when equipped
!?AE1&v998=162; Equip Artifact 162
!!HE-1:F?y-1/y-2/y-3/y-4; Get all primary skills
!!HE-1:Fy-1+y-3/y-2+y-4/0/0; Rearrange all primary skills
!?AE0&v998=162; Unequip Artifact 162
!!HE-1:Fy-1/y-2/y-3/y-4; Decrease all primary skills
!#VRz429:S^{Barbarian King's Scepter of Power}

Held with the right hand, this item transforms your Power skill into Attack and your Knowledge skill into Defense.^;
!#HT5/163:T429; Show text when right-clicked

However it doesn't work. It has something to do with the line where i try to GET the Primary skills. Does anyone know how to fix it?
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 03, 2012 12:15 PM

# is set, ?# is get.

!?AE1&v998=162;
!!HE-1:F?v110/?v111/?v112/?v113; Get stats
!!VRv114:Cv110/v111/v112/v113;
!!VRv110:+v112; !!VRv111:+v113;
!!VRv112:-v112; !!VRv113:-v113;
!!HE-1:Fv110/v111/v112/v113;

!?AE0&v998=162;
!!HE-1:Fv114/v115/v116/v117;

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Era II mods and utilities

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted February 03, 2012 12:54 PM
Edited by Hero_of_Light at 17:05, 03 Feb 2012.

Thanks it worked!

I also made the artifact's counterpart: A wizard's hat that transforms attack and defense into Power and Knowledge. I will share both those scripts here:

*** Barbarian Scepter ***

!?OB5/162; Artifact 162 Sword
!!UN:Ov998/v999/v1000;
!!UN:Iv998/v999/v1000/5/162;
!!ARv998/v999/v1000:M^{Barbarian King's Scepter of Power}

Held with the right hand, this item transforms your Power skill into Attack and your Knowledge skill into Defense.^; Show text when equipped

!?AE1&v998=162;
!!HE-1:F?v110/?v111/?v112/?v113; Get stats
!!VRv114:Sv110;
!!VRv115:Sv111;
!!VRv116:Sv112;
!!VRv117:Sv113;
!!VRv110:+v112;
!!VRv111:+v113;
!!VRv112:-v112;
!!VRv113:-v113;
!!HE-1:Fv110/v111/v112/v113;

!?AE0&v998=162;
!!HE-1:Fv114/v115/v116/v117;

!#VRz429:S^{Barbarian King's Scepter of Power}

Held with the right hand, this item transforms your Power skill into Attack and your Knowledge skill into Defense.^;
!#HT5/162:T429; Show text when right-clicked

***Wizards Helm***

!?OB5/161; Artifact 161 Helm
!!UN:Ov998/v999/v1000;
!!UN:Iv998/v999/v1000/5/161;
!!ARv998/v999/v1000:M^{Wizard Queen's Helm of Wisdom}

Worn on the head, this item transforms your Attack skill into Power and your Defense skill into Knowledge.^; Show text when equipped

!?AE1&v998=161;
!!HE-1:F?v120/?v121/?v122/?v123; Get stats
!!VRv124:Sv120;
!!VRv125:Sv121;
!!VRv126:Sv122;
!!VRv127:Sv123;
!!VRv122:+v120;
!!VRv123:+v121;
!!VRv120:-v120;
!!VRv121:-v121;
!!HE-1:Fv120/v121/v122/v123;

!?AE0&v998=161;
!!HE-1:Fv124/v125/v126/v127;

!#VRz429:S^{Wizard Queen's Helm of Wisdom}

Worn on the head, this item transforms your Attack skill into Power and your Defense skill into Knowledge.^;
!#HT5/161:T429; Show text when right-clicked


I DO have another question though. What is the command to have an artifact slot locked? I saw in the ERM help that this command does that.

!!HE-1:Y

But i don't know how to use it. I want to lock the spell book when the Scepter of Power is worn (because you could always stack up on spell points the day before and use it on the battlefield). Do you know how to lock it?
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solitaire345
solitaire345


Promising
Famous Hero
posted February 03, 2012 06:05 PM
Edited by solitaire345 at 19:09, 03 Feb 2012.

Quote:

I DO have another question though. What is the command to have an artifact slot locked? I saw in the ERM help that this command does that.

!!HE-1:Y

But i don't know how to use it. I want to lock the spell book when the Scepter of Power is worn (because you could always stack up on spell points the day before and use it on the battlefield). Do you know how to lock it?



HE-1:Y2/[slot number]/[time in days for how long the lock is there]/[1 to add, 0 to remove]

For time I guess setting it to 999 days would work fine for you.




Note: if somehow player manages to fail to answer sphinx's question and get a locked slot curse, the lock may be moved to a different slot.. Also the game may behave strange in some situations (for example AI might still use spells during an AI-AI battle.), because I don't think that spellbook slot was ever supposed to be locked.


If I understand you correctly, this could be a simpler solution.

!?CM4; mouse click in battle screen
!!CM:I?v1; get area ID
!!if&v1=2008; if clicked on spellbook
 !!IF:M^You cannot cast any spell, because the barbarian's sceptre has drained all your magical powers^;
 !!CM:R0; disable standard reaction
!!en;

However the AI will still be able to cast spells.
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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted February 03, 2012 07:03 PM

It doesn't work for the spell book. If the hero already has a spell book then the game crashes. Maybe if there was a command that unequips the spell book... However this might erase the spells within so i don't know.
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Not idly do the leaves of Lorien fall.

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solitaire345
solitaire345


Promising
Famous Hero
posted February 03, 2012 07:16 PM
Edited by solitaire345 at 19:17, 03 Feb 2012.

I posted a possible solution in an edit of my previous post (your post wasn't there at that time). However AI will still be able to cast spells.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 03, 2012 07:22 PM
Edited by Salamandre at 19:22, 03 Feb 2012.

If it about "drain", why lock book instead of removing mana pool. Set mana to zero when artefact is equipped/reset to zero every time hero screen is opened.
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solitaire345
solitaire345


Promising
Famous Hero
posted February 03, 2012 07:37 PM

But this way many checks at places where spell points can be added are needed: visiting Magic Well, Mysticism, mana-restoring artifacts, ending turn in towns with mage guild and probably many more I don't remember at the moment.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 03, 2012 07:39 PM
Edited by Salamandre at 19:43, 03 Feb 2012.

No, if it about battle, set mana to zero each start, if artefact on, does not matter what you visited.

Another problem I see in the script is that once artefact unequipped, it will restore previous stats, no matter how many levels you gathered between. Should store those levels and add them, a bit complicate.
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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted February 03, 2012 07:43 PM
Edited by Hero_of_Light at 19:51, 03 Feb 2012.

@Solitaire

That would be a good solution but i would like this to apply for the AI player as well, because i want to introduce this artifact in a campaign (and the opponent will wield it so...)

I did find a solution though. By adding this when the artifact is equiped:

!!HE-1:A3/0/1/1;

And this when it is unequiped:

!!HE-1:A1/0/17;

The spell book vanishes and reappears. I tested it and the spells weren't erased. So when the artifact is unequiped you will still have your spells. And (i guess) the AI won't be casting spells as well since the spell book will be missing (i don't know however if it will apply to the AI player as well).

This only has two bugs. First of all if the hero doesn't have a spell book to begin with then he will obtain one for free (no big deal ofcourse but still). Secondly, when the artifact is equiped the spell book is gone but the hero can always buy a new one. That's definetly a bug.

@Salamandre

You're right. This way the Hero can cast adventure spells normally but won't be able to cast them in battle. Do you know how to do this?
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 03, 2012 07:47 PM

!?BA0&1000;
!!BA:H0/?y-98 H1/?y-99;
!!HEy-98:A2/162/d/?y1;
!!HEy-99&y-99>-1:A2/162/d/?y2;
!!HEy-98&y1>0:I0;
!!HEy-99&y2>0:I0;

You can also combine with with an explicit message when hero is trying to cast a spell (BG)
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solitaire345
solitaire345


Promising
Famous Hero
posted February 03, 2012 07:49 PM
Edited by solitaire345 at 19:52, 03 Feb 2012.

Yes, this solution should work good for any type of player.

I think for that one solution can be done in HL trigger: get type of +1 skill

!!HL:S?v1/-2/-2;
if hero has scepter or helm
  add to stored values of att/def,
  recalculate skills


Also w variables should be used, because if two heroes equip the same artifact, the skills of previous hero will be overwritten.

EDIT: fixed script for hero levelling
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