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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 ... 140 141 142 143 144 ... 150 200 250 300 350 400 407 · «PREV / NEXT»
Kegolo
Kegolo


Promising
Famous Hero
of infamy
posted March 19, 2012 01:15 AM

Quote:
I'll give you the ideas and if you can do this then thanks.

As I said I want to add 5 dwellings. Let's say that I use the def names:

ZHOLDWLNG1.def
ZHOLDWLNG2.def
ZHOLDWLNG3.def
ZHOLDWLNG4.def
ZHOLDWLNG5.def

And i want them to have the names:

Triton Pond
Mermaid Lagoon
Cavern of Melody
Silver Nests
Leviathan Lair

And I want them to have the creatures (both upgraded or not)

167 Tritons
126 Mermaids
128 Sirens
123 Halcyons
151 Leviathans

However, it occured to me that a dwelling has also to configure the passability, the pixels size of the def etc.

Maybe I'll just use the original WOG dwellings (Santa Gremlins, Gorynyches etc).


Ok so assuming you have dwellings.dll (or else this won't work) use this DwTable, place it in your data folder. Now to get them sync'd with the DEFs you need to edit zaobjts and zeobjts, do you know how to add objects? Check out http://heroescommunity.com/viewthread.php3?TID=36209 if you don't know or have forgotten. Let me know if that works

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted March 19, 2012 01:01 PM

I understood how this ERA pluggin and the txt works but I think there are problems with it. When you change a dwelling's creature number it works ok if the dwelling was put there normally.

However, if an edited dwelling was put there as a random dwelling (in the map editor) it doesn't work. So maps that have random dwellings (that are edited by this ddl) won't work with this.



I don't know if that was dealt with and i have an outdated ddl but if someone knows anything about it please share.  
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Kegolo
Kegolo


Promising
Famous Hero
of infamy
posted March 19, 2012 09:04 PM

I remember that was a problem for me at one point, and I tried one today  and it crashed but I just fixed the problem. For me I ran the script from script67.erm under !?PI which is what causes a crash using random dwellings. They are set after the post instructions and if you use a day 1 trigger the random ones, both level and set to conflux dwelling only, those both work all the time

Or was your problem something else...?

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted March 19, 2012 09:35 PM

I don't understand what you're saying. Can you explain yourself better? If you are reffering to the dwelling part of script 67, i removed it (because i thought that i could edit the dwellings through the txt).
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Kegolo
Kegolo


Promising
Famous Hero
of infamy
posted March 19, 2012 10:27 PM

Quote:
I don't understand what you're saying. Can you explain yourself better? If you are reffering to the dwelling part of script 67, i removed it (because i thought that i could edit the dwellings through the txt).


Maybe we are attempting different things. I think what you are doing is simpler. I am making a new team, so much like script 67 I need to change all dwellings of the conflux to my new ones which I made using the dll. But making them doesn't put them in the game instead of conflux ones. Most noticably is on maps where you start with your lower level dwellings near your town, so you still need the dwelling part of script 67 to replace all conflux dwellings with your new ones (new subtypes you created).

If you just wanted to make new dwellings to use in the map editor and on custom maps, no need for the script. If you want them to always replace the dwellings they are replacing (if you are doing this) then you need to script it. And what I was saying above was make sure it's on turn 1, not in PI

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted March 19, 2012 10:31 PM

Oh so the ddl only works on adding dwellings then. Because i thought i could change some original dwellings creatures as well. OK, i'll see what i can do.

However, maybe the author of this ddl could fix this bug because this way, to edit the creatures hired in a dwelling would be a lot easier.
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solitaire345
solitaire345


Promising
Famous Hero
posted March 19, 2012 11:07 PM

But that's what !!DW receiver is for...
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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted March 25, 2012 04:39 PM

I want to change a hero's starting troops and so i used these commands:

!!HE153:H0/127/4/6;  **starting creatures
!!HE153:H1/127/3/4;   **starting creatures
!!HE153:H2/127/2/3;   **starting creatures

However, they don't work if the hero is starting the game OR found in the tavern on day one. If he or she is recruited after the first week then the script works and the recruits change OK.

How can I make this work on day one also?
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solitaire345
solitaire345


Promising
Famous Hero
posted March 25, 2012 05:08 PM

In which trigger did you put this script? Also, did you try to use instructions?
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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted March 25, 2012 05:22 PM

I use it on script 67. It has a !?TM2 trigger in the start. I don't use any other trigger before these commands though. And what do you mean by "instructions"?
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 25, 2012 05:38 PM

Better script it on CM1, left click and tavern ID, I think. On time trigger can be clumsy, as even if it runs every day, you can surrender the specified hero and recruit him again. The time trigger runs only once before turn starts.
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Era II mods and utilities

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted March 25, 2012 05:41 PM

But what if i place the hero in the map? It doesn't work this way either.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 25, 2012 05:43 PM
Edited by Salamandre at 17:46, 25 Mar 2012.

You need 4 triggers:

One in !?PI which checks if hero on map and changes creatures
One when left clicking on tavern
One when visiting external tavern.
A post visit trigger for prisons, if hero in
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Era II mods and utilities

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted March 25, 2012 05:50 PM

wow that's a lot of triggers. I'll see what i can do.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 25, 2012 06:01 PM

They are short commands:

!?PI;
!!DO25000/0/155/1:P;

!?FU25000;
!!HEx16:O?y1;
!!FU&y1<0:E;
!!HE[ID]:[set army]

!?CM1; tavern left click
!!CM:F?y1 I?y2;
!!IF&y1=0/y2=5:M^Tavern left clicked^;
[Your hero army script]

!?OB95&1000; external tavern
[hero script]

!$OB62&1000; prison post visit
!?OB998:T?y1;
!!FU&y1<>34:E; if not hero, exit
[army script]

Something like that...
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Era II mods and utilities

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted March 25, 2012 08:33 PM

I can't get it to work. The problem is that in don't really know how this x16 variable (that goes through all heroes) works. I can't get it associated with the desired heroes. Can you make it work for these heroes?

!!HE146:H0/12/1/2; **Catherine
!!HE146:H1/-1/0/0; **Catherine
!!HE146:H2/-1/0/0; **Catherine
!!HE150:H0/66/2/3; **Lord Haart
!!HE150:H1/61/2/3; **Lord Haart
!!HE150:H2/-1/0/0; **Lord Haart
!!HE149:H0/94/2/3; **Kilgor
!!HE149:H1/94/1/2; **Kilgor
!!HE149:H2/94/1/2; **Kilgor
!!HE155:H0/54/1/2; **Xenon
!!HE155:H1/-1/0/0; **Xenon
!!HE155:H2/-1/0/0; **Xenon
!!HE145:H0/108/2/3; **Adriene
!!HE145:H1/108/2/3; **Adriene
!!HE145:H2/-1/0/0; **Adriene
!!HE151:H0/82/1/1; **Mutare
!!HE151:H1/83/0/1; **Mutare
!!HE151:H2/-1/0/0; **Mutare
!!HE153:H0/127/4/6; **Emilia
!!HE153:H1/127/3/4; **Emilia
!!HE153:H2/127/2/3; **Emilia

Plus the tavern click is anoying there shouldn't be a message every time you click the tavern. Can you remove it?
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Kegolo
Kegolo


Promising
Famous Hero
of infamy
posted March 25, 2012 08:51 PM

Quote:
I can't get it to work. The problem is that in don't really know how this x16 variable (that goes through all heroes) works.


When you're doing a FOR loop with the !!DO command, the index of the loop is set to x16 so !!DO1234/1/3/1 will send FU1234 an x16 of 1 then 2 then 3 for each call it makes.

My question: I want to replace all conflux creatures on the map with ones with creature numbers > 196, but I don't think UN:I supports this? How can I change UN:I to support creatures with subtype >196, or get around the issue? This is for creatures on the map only.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 25, 2012 09:10 PM
Edited by Salamandre at 21:16, 25 Mar 2012.

Quote:

Plus the tavern click is anoying there shouldn't be a message every time you click the tavern. Can you remove it?


That line of script was to show you the ID's needed, not to keep it. 0 for left click, 5 for tavern. Use them as condition.

You need to learn DO command before proceeding to such scripts. It is very easy, try this (right click anywhere on map to trigger):

!?CM0;
!!DO2564/0/10/1:P;

!?FU2564;
!!IF:M^x16 is %X16^;


Then changed the bold values to anything and compare results.

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted March 26, 2012 04:56 PM

I found a way to apply it to the original script part that changed the heroes starting troops. It works ok now.

I want to ask something else. Suppose I want to add a script in a particular map (a script that will apply on that map only). I read somewhere that all i have to do is to add the script on a timed event. My question is that this script will apply after the original Wogification?

For instance: Say I want to change the strenght of a creature in a map. If I already changed its stats on a script (lets say I made it have 10 strenght in a script), what will happen if i change them in the map as well (let's say i want it 20)?

What I mean to ask is this. In the end, the creature in the map will have 10 strenght or 20?
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solitaire345
solitaire345


Promising
Famous Hero
posted March 26, 2012 06:27 PM

When starting a map everything goes in this order:

Map instructions are executed.
Player is asked if he wants to wogify the map.
 Script instructions are executed.
Map Triggers occur.
 Script Triggers occur.

So I guess if the stat in script is changed in PI trigger and same is done in map, then the creature will have 10 attack.

However you can change creature stats in script instructions (!#) and later adjust them in map's PI trigger. This way your creature will have 20 attack.
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