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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 397 pages long: 1 50 100 ... 150 151 152 153 154 ... 200 250 300 350 397 · «PREV / NEXT»
kegolo
kegolo


Promising
Famous Hero
of infamy
posted July 07, 2012 09:27 PM
Edited by kegolo at 21:27, 07 Jul 2012.

To change creature in the siege tower:

!!VRy1:S$; //Town number $ (0-8)
!!VRy2:S$; //creature number $ (make sure has shooting frames)
!!FU9555:Py1/y2;

!?FU9555;
!!VRy1:S 32 * x1 + 6541192;
!!UN:Cy1/1/x2;

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 07, 2012 09:51 PM
Edited by Salamandre at 21:54, 07 Jul 2012.

F1 key in battle (ERA only):

!?FU77003;
!!SN:X?y1; get key code to y1
!!SN&y1=112:E7742949/0; for switch melee/ranged attack or attack&return/stay
!!SN&y1=112:X?y1/1;

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Bersy
Bersy


Honorable
Supreme Hero
posted July 08, 2012 09:59 AM

Control attack'n'return settings for each stack:
!!VRy1:S[stack number]*4+42149304;
!!UN:Cy1/4/1; attack, no return
or
!!UN:Cy1/4/0; attack and return

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted July 08, 2012 12:34 PM

Is this supposed to control the strike and return abilities? Because I tried this for Darkness Dragons (to  get rid of the attack and return thing):

!!VRy1:S155*4+42149304;
!!UN:Cy1/4/1; attack, no return

And it didn't work. Am I missing something? Was there more to this script?
____________
Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 08, 2012 01:26 PM

Stack number, not creature ID, example with drags and harpies.

!?BG0;
!!BG:N?v99; stack number
!!BMv99:T?y2; type
!!if&y2=155:; if darkness dragons, no return
!!VRy1:Sv99*4+42149304;
!!UN:Cy1/4/1;
!!en:;
!!if&y2=73:; if harpy hags, return
!!VRy1:Sv99*4+42149304;
!!UN:Cy1/4/0;
!!en:;

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted July 08, 2012 06:32 PM

So can this command make the Darkness Dragons get rid of their "Immune to all spells" skill?
____________
Not idly do the leaves of Lorien fall.

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Bersy
Bersy


Honorable
Supreme Hero
posted July 08, 2012 07:14 PM

Nope.

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kegolo
kegolo


Promising
Famous Hero
of infamy
posted July 09, 2012 03:14 AM

Hey is it possible to replace CPRsmall using UN:C? The first address that comes up is 6685056 but that does not alter the file. There are multiple mentions of the def later in memory, but every time I start a game they are different!

I'm sure this is coming from my ignorance of how the game works, but is it possible?

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Bersy
Bersy


Honorable
Supreme Hero
posted July 09, 2012 11:27 AM
Edited by Bersy at 12:37, 09 Jul 2012.

6685056 is exactly what you need.

Try in !?PI. After that the def is almost always not unloaded.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 09, 2012 02:32 PM

If it does not work during game, it makes no sense to change it in PI, just use new cprsmall, no?

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Bersy
Bersy


Honorable
Supreme Hero
posted July 09, 2012 02:43 PM

Of course no. If your script depends on map or option, why would you replace the default def? Only on map start if option is on.

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kegolo
kegolo


Promising
Famous Hero
of infamy
posted July 09, 2012 03:31 PM

Quote:
6685056 is exactly what you need.

Try in !?PI. After that the def is almost always not unloaded.


Nope doesn't work. I think because the game menu uses the portraits (when you right click the town when choosing) it might have something to do with it.

Not sure, but I've tried !#, !?PI and turn 1, all no go.

I don't have ERA 2.3 yet, but does the Redirect work with cprsmall?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 09, 2012 03:40 PM
Edited by Salamandre at 06:51, 10 Jul 2012.

Yes, but only in instructions or PI.

Off topic:

OxFea, do you know where I could find a download link for nein snow castle? The one who was posted on df2 forums 2 years ago.

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Asheron
Asheron


Famous Hero
Ancient
posted July 10, 2012 09:01 PM

I'm assuming this thread now incorporates discussion about ERA as well, and I would like to ask something to make it clear: since I'm working on a personal mod using ERM, am I learning to use outdated scripts? Since I am not really sure what exactly ERA is... My current understanding is that it expands upon WoG 3.58 and its scripts, is that so? So I will not make a mistake if I keep using "old" ERM methods? Once I know this, I can ask several things regarding scripts I want to know.
Thanks in advance
____________

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JimV
JimV


Responsible
Supreme Hero
posted July 10, 2012 09:59 PM

You can read about Era in Bersy's post, and get first-hand knowledge by downloading and trying some of his self-extracting mods.  Basically, it incorporates every good idea that Bersy and some others have come up with for improving and expanding the WoG addon, and if someone comes up with another good idea tomorrow, Bersy will probably incorporate that too.

Learning WoG 3.58f ERM first is a not a waste of time, because 1) WoG 3.58f ERM (that is, ERM 2.81) is a subset of the WoG 3.59 ERM (that is, ERM 3.0) which is used in Era, so that by learning WoG 3.58f ERM you will have learned about 95% of WoG 3.59 ERM; and 2) if you create a good new WoG 3.58f map, people will still play it (although some may play it under Era - currently most of the Era 2 mods in Bersy's Era 2 Mods thread are WoG 3.58f maps converted to Era mods).

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Bersy
Bersy


Honorable
Supreme Hero
posted July 10, 2012 10:14 PM

Traditional 3.58f maps work in Era if they do not contain specific UN:C codes. What concerns manuals, keeping them up to date is such a routine I just mention changes in *.txt.

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Asheron
Asheron


Famous Hero
Ancient
posted July 12, 2012 07:22 PM

Ah I see, well very well then. ERM can be bit overwhelming for someone who has zero coding capabilities (me).
Now then, on to my questions. Please forgive me if something like this is already answered or contained in ERM help, but I find it easier to ask and not read +150 pages of this thread. ERM help can also be quite confusing and hard to understand, at least to me

- is it possible to change coordinates of buildings inside castle view using ERM/ERA without editing .exe?

- how to edit creature's abilities (not stats) via ERM? Make it alive, mechanical, flier etc. These is explanation in ERM help, but I'm not sure what it means... And it doesn't contain all abilities there as well. Also, a way to unmake their abilities would be welcome as well (since I may use undead slot for alive creature for example)

- there is a thread on this forum called "Guide to create unique abilities for your creatures." that explains everything in detail but it's for creature stack experience enabled. I suppose it's wont work if I turn off that option (since I don't like it) and set abilities for "basic" rank?

- speaking of mechanical, is there a way to make creature cast cure/resurrection that works on mechanical only?

- in thread "Shooting with no shooters script"  there is a code but again, I'm not sure about it. Am I suppose to only change $ to creature ID and that's it? Or I need to change x1,x2 and x3 he mentions in later posts?

Thanks for your patience, if I have more questions (I sure do, just can't remember them now) I will post again
____________

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 12, 2012 07:54 PM
Edited by Salamandre at 19:57, 12 Jul 2012.

I believe ERM is something we must learn by steps. It is always impossible to generally answer to people with zero coding abilities (as you describe yourself) when what they ask is advanced scripts. Why don't they start with simple events, then simple conditions and then go farther, I don't get it. For example, try to figure what are x1-x16 vars before going into their use. There are many obvious examples in the majority of universal scripts from Data/s.

1) It is possible to change buildings position, there was somewhere a thread by OxFea about it.

2) Abilities as alive and fly can be changed via flags. There are TONS of maps and mods out who do that, would be a good idea to check in.

3) If you don't have abilities option enabled, obviously will not work.

4) Creature casting resurrection on mechanical require very advanced scripting. Myself I don't know how to do it, and what you need is someone making the script for you.

5) Shooting with no shooters is easy to do, just follow instructions. However, when I tested it, there were some conflicts if you play with shoot flags during the game (remove/give back). At some point, I could not give the shooting flag back and game crashed. Maybe my fault, but I don't know atm someone else who coded it.

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kegolo
kegolo


Promising
Famous Hero
of infamy
posted July 12, 2012 08:13 PM
Edited by kegolo at 20:14, 12 Jul 2012.

1)
!?FU1337;

!!VRy1:S8; //city
!!VRy2:Sx16; //building ID
!!VRy6:S0; //frames num in new def
!!VRy3:S$$$; //new x (change)
!!VRy4:S$$$; //new y (change)

!!VRy5:Sy1 *44 +y2 *6 +6859276;

!!UN:Cy5/2/y6;
!!VRy5:+2;
!!UN:Cy5/2/y3;
!!VRy5:+2;
!!UN:Cy5/2/y4;

2) Check ERM Help under MA:X and EA:B

4) What is mechanical? Doesn't sound too hard, not sure I've ever seen a creature called that. Is that just a wrong translation?

5) All you actually need for the shooting part is:
!?FU500;       //make archer for new shooters

!!VRx2:+7994814;
!!UN&x1=0:Cx2/1/x3;

!?FU501;

!!FU500:P0/'creature number'/'missile number';

You can mess with flags separately with MA:X

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master_learn
master_learn


Legendary Hero
walking to the library
posted July 12, 2012 08:22 PM
Edited by master_learn at 08:40, 13 Jul 2012.

About indexing-not ERM based question:
What would skillful scripters here say about making an index of this thread in a different thread?I think it would help those who seek through this thread!
I can do it if scripters agree its good idea.

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