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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 ... 145 146 147 148 149 ... 150 200 250 300 350 400 407 · «PREV / NEXT»
Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted May 22, 2012 12:16 AM

In plain WOG there is an option where you can trade one elf and one centaur for a Sylvan Centaur. However, in my mod I changed the Sylvan Centaurs and so if someone uses this option, the result won't be the same. So I want to change the creatures involved. I want one creature (id 120) and one (id 24) to become a creature with id number 25. And I was wondering if that was possible.
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Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 22, 2012 12:57 AM

Manually.

1) Click on hero slots
2) Check if creature ID 120 and 24 are present by loop
3) Check quantity of ID 120 and ID 24 (y1, y2)
4) If y1>y2, store y2 monsters ID 25, if y2>y1, store y1
5) Subtract from creatures ID 120 and ID 24 the result.
6) Add ID 25 in the free created slot.

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted May 22, 2012 01:12 AM

I don't want to add this feature (and have both of them). I need to replace the old one because it doesn't make sense in my mod anymore. That's the only reason I asked to replace the creature numbers with new ones so that it will make sense (for anyone that wants to play the game with this function in it). If I have to programm the process from scratch then forget it, it ain't worth it. I don't really like it anyway.

If there is no way to actually change it (and make it a logical upgrade) then I'll just won't use it and disable the WOG option.
____________
Not idly do the leaves of Lorien fall.

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Kegolo
Kegolo


Promising
Famous Hero
of infamy
posted May 22, 2012 03:45 AM

If it's a WoG option can't you find the script it's in and just change the numbers there?

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OxFEA
OxFEA


Promising
Famous Hero
feanor on DF2.ru
posted May 22, 2012 06:32 AM

No, it's hardcoded.

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted May 24, 2012 12:26 AM
Edited by Hero_of_Light at 23:16, 27 May 2012.

I've noticed that Master of Puppets and HotA team has managed to add a new throwing animation for the archer creatures (Master of puppets team added some really nice spears for the Centaurs).

I tried to find the way to add them myself but Master of Puppet's script is a mess! Does anyone know how to add new bolt defs and associate them with the Centaurs just as MoP did?

P.S. I also would like to know how you managed to include the "first attack" function from H4. That's a script I would like to get my hands to as well

@Salamandre

A while ago you made some scripts for me that changed some artifact atributes. Among them were some that gave expert Estates or Expert Luck (and so on) when worn. I hope you remember. You told me to add this command in the end:

!?CM2;
!!UN:R3/-1; Redraw Hero Screen

So that the hero screen is put back to normal every time the artifact is equiped/unequiped. However, there's a bug about this, because every time you hit the split army button the hero screen is redrawn and the split army window never opens. That means you can't split armies in a hero anymore (even if he or she doesn't wear the artifact).

Is there a way to change the trigger and arrange it so that the hero screen is redrawn only if the artifact is equiped/unequiped? Or whether the click is on the artifact i don't know. Please help. It's a shame to have the artifacts lost on a technicality.
____________
Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 28, 2012 12:27 AM

Replace with:

!?CM2;
!!CM:I?y1;
!!FU&y1>67/y1<75:E;
!!UN:R3/-1; Redraw Hero Screen

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted May 28, 2012 01:13 AM

Seems to work ok. Thanks
____________
Not idly do the leaves of Lorien fall.

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kroksleiven
kroksleiven

Tavern Dweller
posted May 28, 2012 06:54 PM

Help with install

Okay, so this has probartly been posted somewhere else but i got to ask anyway cause it is like a jungel here...

So I got two problems with the install, basicly it is

1. I cannot use WOG options, I try clicking the yellow button WOG options, but nothing happens. Tried with diffrent map, converting them to WOG map but still not work.

2. When i Edit maps the suddenly dissapear from the map overview.

I got many of the WOG featuers, like the new screen, many new buildings etc... But without the options and like the featuers> demolish town, commander etc I think i lack alot. Please help!
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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted May 29, 2012 01:11 PM

I've been asking this around but I got no answer... Doesn't anyone know how to add a shooting bolt frame (like the elf's arrow, the magogs' fireball etc) and associate it with a creature?

I see HotA and MoP team managed to do so, but I got no response.

If anyone knows something about it please share.
____________
Not idly do the leaves of Lorien fall.

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Sav
Sav


Known Hero
posted May 29, 2012 02:17 PM

Bolt defs are associated with stacks at the beginnig of every battle. There're no tables of bolt defs names for creatures, there is only switch in code. So, there is no way to give bolts to creatures using erm (except patching code by UN:C). But it's not hard to find that code and change it by using hooks or by expanding switch table.

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kegolo
kegolo


Promising
Famous Hero
of infamy
posted May 29, 2012 05:56 PM

Just use Amethyst. Done.

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted May 29, 2012 06:58 PM

I don't know how to use it and in any case I thought this pluggin was made for adding new creatures. How can it be used to assign NEW shooting bolt defs to existing creatures?
____________
Not idly do the leaves of Lorien fall.

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gruziak97
gruziak97

Tavern Dweller
posted June 02, 2012 08:22 AM

Hi!
I've got a quastion: how can I add and remove a creature ability "hates another creature"? I want to make mod and I want to change some creatures. I know how add it with creatures experience but I want to that it will be changed also with this option off. Please help me.

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JimV
JimV


Responsible
Supreme Hero
posted June 02, 2012 02:37 PM

I probably don't understand what you want, but the EA:B ERM command contains a flag to enable or disable an ability.  From ERM Help:

B#1/$2/$3
...$15;  Set/get an experience line.
 #1 - bonus line index (0...19) (you cannot "get" it)
 $2 - Flags. For now:
    0 - ability is disabled
    1 - ability is enabled
    ...

So if a creature x has an ability at line y, you could use the command:

!!EAx:By/0/d/d/d/d/d/d/d/d/d/d/d/d/d;

to disable it and

!!EAx:By/1/d/d/d/d/d/d/d/d/d/d/d/d/d;

to re-enable it.

Of course you need a trigger which will occur at the point where you want to enable or disable an ability, under which you place these commands.  I don't know what that point is, so I can only guess, e.g., if visiting an object located at coordinates a/b/c is supposed to disable the ability, then:

ZVSE

!?OBa/b/c;
!!EAx:By/0/d/d/d/d/d/d/d/d/d/d/d/d/d;

Probably this has little to do with the problem you have, but is my best guess.  (Giving a specific example of a problem always helps me to understand.)

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gruziak97
gruziak97

Tavern Dweller
posted June 02, 2012 04:15 PM

I want to add and remove normal abilities like hateing archangels by archdevils no added by creatures experience.

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JimV
JimV


Responsible
Supreme Hero
posted June 02, 2012 05:02 PM
Edited by JimV at 17:07, 02 Jun 2012.

I have read all of ERM Help several times and have never seen an ERM command to do exactly that (the MA and EA receivers let you change many creature properties, but some are "hard-coded").  People who can hack Heroes code could do it that way (by changing the executable code, after figuring out where and how to do so). In ERM you can change the creature type during battle with BM:T.  This is used, for example, in the War Machines WoG script to make a Catapult shoot fireballs like a Magog.  However, if you end the battle (as the victor) without changing the stack's creature type back to the original, your Hero will have the changed creature in his army instead of the original type, so you would need to code some logistical stuff to account for this and some other side-effects.

Another possible approach using ERM would be to use the !?MF1 trigger and MF receiver to halve the damage which Arch Angels do against Devils (and/or vice-versa), effectively removing the Hatred bonus.  With conditional flags you could enable or disable this ERM code.

My approach is to read ERM Help and then think of things I can do with those tools, rather than thinking of something I want to do and then looking in ERM Help for it.  However, maybe somebody else here knows an easier method.

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OxFEA
OxFEA


Promising
Famous Hero
feanor on DF2.ru
posted June 02, 2012 06:14 PM
Edited by OxFEA at 18:16, 02 Jun 2012.

!?PI;
!!UN:C7761531/1/255; devils => -1 (54=>255)
!!UN:C7761537/1/255; adevils
!!UN:C7761609/1/255; angels
!!UN:C7761615/1/255; aangels
!?GM0;
!!UN:C7761531/1/255; devils
!!UN:C7761537/1/255; adevils
!!UN:C7761609/1/255; angels
!!UN:C7761615/1/255; aangels

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gruziak97
gruziak97

Tavern Dweller
posted June 02, 2012 07:50 PM

@OxFEA
If I well understand it's script witch remove this ability from angels and devils, right? But how can I use it to change another creatures? Witch numbers should I change? And can I add this ability with this script? I'm not good in ERM so I ask.

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OxFEA
OxFEA


Promising
Famous Hero
feanor on DF2.ru
posted June 02, 2012 08:33 PM

Quote:
@OxFEA
If I well understand it's script witch remove this ability from angels and devils, right?

Angels, archangels, devils, archdevils

Quote:
But how can I use it to change another creatures? Witch numbers should I change?

No way with this script.


Quote:
And can I add this ability with this script?

Better use experience.

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