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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 ... 135 136 137 138 139 ... 150 200 250 300 350 400 407 · «PREV / NEXT»
Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted February 24, 2012 06:26 PM
Edited by Hero_of_Light at 18:29, 24 Feb 2012.

Thanks Salamandre for helping me out

Since you work on it might i share what i plan to have the blank erm artifatcs to do so that you can work them out with BF triggers once and for all? I am only suggesting this so that i wouldn't have any problems in the future when i try to make it work and have to ask you again etc. Most of them are pretty easy. Here's what i'm thinking:

Crimson Shield of Retribution: All your troops start with expert Magic Mirror.
Art161: Converts Attack and Defense to Power and Knowledge
Art162: Converts Power and Knowledge to Attack and Defense
Art163: Makes all enemies creature afflicted with stone gaze for the first round
Art164: All your troops start with Expert Haste
Art165: When Equiped hero has Expert Luck
Art167: When Equiped hero has Expert Leadership
Art168: When Equiped hero has Expert Estates

And now here i want to ask you if that's possible to make. I think it was mentioned before but still:
Art169: If it is wielded by a Beastmaster or Witch (including Adrienne if it's possible) this artifact gives +6 to all (Att, Def, Power, Know).
Art170: When wielded hero can cast two spells each turn. (i saw you managed this for your map so if you could do this for when an artifact is wielded that would be great).
____________
Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 24, 2012 06:30 PM
Edited by Salamandre at 18:32, 24 Feb 2012.

Yes, all this is possible, but double cast for regular map is uber powerful. It could be done in custom and tested maps, but in ordinary game, is a game break. Are you sure you want it?

Are hidden skills available in your mod?

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted February 24, 2012 06:48 PM

Most of the artifacts i mention above are combination artifacts so it's ok. For instance the +6 to all Beastmasters and Witches will be the four Gnoll artifacts. For the cast twice each turn i plan to make it a combination artifact for all the books of Magic. So it won't be that easy to have.

As for the hidden skills i didn't know that there was an option for it is there? I mean i know that at the start of the Wogification you can choose an option "Heroes can have 10 skills". But do you mean that it won't work if you uncheck this option?
____________
Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 24, 2012 06:50 PM

Well, if it is not obligatory, how can I give skill through artefact if all 8 slots occupied? Hidden skills must be obligatory then.

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted February 24, 2012 06:58 PM

OK so what you're saying is that i have to add the "Heroes can have up to 10 skills" wogify option to the list of obligatory options for my mod to work right? That's no problem.

I think in newer versions of ERA that script was changed to unlimitless hidden skills or am i wrong?
____________
Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 24, 2012 06:59 PM

There is a .bin file, if enabled, allows 27 skills. By default it is disabled, in ERA I. (no secondary skills limit.bin.off)

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Bersy
Bersy


Honorable
Supreme Hero
posted February 25, 2012 11:49 AM

Jim, why would not you put the single link to all your erm scripts/help improvements in the forum signature? It's very hard to find links to your works.

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JimV
JimV


Responsible
Supreme Hero
posted February 25, 2012 04:19 PM

Bersy, it is flattering to think I have "works", thank you, but in truth I don't have a portfolio of great works like many here, just a collection of small tasks, which could have been performed better.  Most are supplemental to other people's projects and so are referenced in threads where those projects are discussed, since they would not be of general interest.  In case you are looking for one of these I will list them here.

ERM Help 3.58f:

http://www.box.com/s/nv038pb3shsgnsuuum5a

I came to WoG3.58f somewhat late, and just as I am getting good at it, it is about to become obsolete.  I have some more notes collected which I have considered adding to the 3.58f Help update, but I am not sure it is worth adding them at this point.

Phoenix Mod and Era 1.93 English Work:

http://www.box.com/s/ebc16p3lujk35zv6ur38

The useful parts of these have been added to the PM and Era packages by now, so I should delete them.

Stargate Atlantis Rising Flag Update:

http://www.box.com/shared/xnzkn8namd

I believe this was in response to your idea, to make the "right-click the target hex' battle messages in "Stargate Atlantis Rising I" optional.

The Dragon Slaughter v2.07:

http://www.box.com/shared/bj1eh6b50e

I keep finding small things to improve in versions 2.07J and 2.07Dr.  My goal is to make the game crash-proof.

XFiles, JV WoG 3.58f Script revisions, Fnord+scripts:

http://www.box.com/s/1n069e3vc5vixc8l1zk5

XFiles is a plugin for Era which gives a scripter access to external files for parameter storage, graphics, sound, and video - my first stab at Windows system programming, so not very good.

I found and corrected bugs in the WoG 3.58f scripts which I use, but there are several WoG scripts which I don't use, so I can't claim to have debugged them all.  If people have found bugs which can be reproduced easily in a saved game, I am willing to try to fix them.

I removed macro references and negative functions numbers from the extra Fnord scripts which Salamandre has presented on another thread, but have not developed them further.

My latest maps, "New Magic", "The Swords of Night and Day", and "Friends and Foes" are at ByteBandits Maps (The Yahoo Groups WoG Archive).  I think I am getting a little better at map-making, but I have a long way to go.  Like anything else, it takes a lot of practice to become good at it.

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Bersy
Bersy


Honorable
Supreme Hero
posted February 25, 2012 05:11 PM

Thank you for explanation and links

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 26, 2012 12:58 PM
Edited by Salamandre at 12:58, 26 Feb 2012.

Quote:

Art161: Converts Attack and Defense to Power and Knowledge
Art162: Converts Power and Knowledge to Attack and Defense



You have to use a right hand yielded artefact for both. Because if helm and sword, only the last script will be read, if both equipped.
____________
Era II mods and utilities

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Kegolo
Kegolo


Promising
Famous Hero
of infamy
posted February 29, 2012 08:59 PM

How do I control the dialogue box that comes up when an owned dwelling is right clicked? Is there a way with ERM?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 29, 2012 09:16 PM

CM0
[check ID]
(My custom message]
OB:M$1/$2/$3;
____________
Era II mods and utilities

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Kegolo
Kegolo


Promising
Famous Hero
of infamy
posted February 29, 2012 09:46 PM

Quote:
CM0
[check ID]
(My custom message]
OB:M$1/$2/$3;


I see. Is there a way to check the state of a creature dwelling? I basically need to replace the normal right click (for example 0 dwarves remaining of however many) with the same thing, as it doesn't work for Master of Puppet's dwelling.dll as far as I know.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 29, 2012 09:51 PM

Check Fnord enhanced dwellings script, it does this.
____________
Era II mods and utilities

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Kegolo
Kegolo


Promising
Famous Hero
of infamy
posted February 29, 2012 09:54 PM

Quote:



What is CB? I think I am using the most current version of ERM help but I don't have it in there...

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 29, 2012 10:00 PM

Sorry, deleted example because it was about creature banks, you want dwelling. But the principle is same. Check enhanced dwellings script.
____________
Era II mods and utilities

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Kegolo
Kegolo


Promising
Famous Hero
of infamy
posted February 29, 2012 10:28 PM

Quote:
Sorry, deleted example because it was about creature banks, you want dwelling. But the principle is same. Check enhanced dwellings script.


I'm looking in script 87 is this what you are talking about???

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 29, 2012 10:30 PM


____________
Era II mods and utilities

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Kegolo
Kegolo


Promising
Famous Hero
of infamy
posted February 29, 2012 10:34 PM
Edited by Kegolo at 22:46, 29 Feb 2012.

Quote:



NVM, the actual problem was contained in that very script actually. script24 needs to be appended when adding new dwellings using MoP's dll, looks like that was the best advice you could have given much thanks. Working like a charm now

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solitaire345
solitaire345


Promising
Famous Hero
posted March 03, 2012 11:29 AM

Updated ERM help

Sorry for delay, didn't have enough time to get down to editing this since I said 'tomorrow' a month ago

Added description of FU88888 (from MoP) and other new ERA functions, list of fort screen item IDs, moved few data tables from receiver pages to format lists, added a short introduction to ERA API in the API page.

If you have comments or suggestions, please write


____________

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