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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 50 100 150 ... 154 155 156 157 158 ... 200 250 300 350 400 407 · «PREV / NEXT»
Poopalus
Poopalus

Tavern Dweller
posted July 28, 2012 05:25 AM
Edited by Poopalus at 21:18, 28 Jul 2012.




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JimV
JimV


Responsible
Supreme Hero
posted July 28, 2012 01:58 PM

This is not the Era 2 thread.  I think yesterday the Era 2 thread was the first of the sticky threads, but today it is this thread, the ERM Help thread.  The order of the threads seems to be based on the time of the last comment.  So I think you should copy the text of your post here, delete it, and re-post it on the Era thread - where all the Era experts will see it, and where other Era novices who may have the same problem will see the replies.

The two most common problems mentioned on the Era thread are, I think:

1) Trying to install over WoG instead of plain Heroes III (Complete or Shadow of Death).

2) Not installing with Administrator privileges.

I will add another possibility:  in order to play an Era mod, you must first install Era 2 (see the Era 2 thread).  The Era Mod packages install mods, not Era itself.

If it is not one of these, you will have to describe what you are doing in more detail over at the Era 2 thread, so Bersy can tell you what you are doing wrong.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 28, 2012 02:02 PM

The most common problem is: "I don't read before asking".

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Poopalus
Poopalus

Tavern Dweller
posted July 28, 2012 09:20 PM

Yea, as soon as i got on today i noticed it was ERM... sorry bout that!
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Poopalus
Poopalus

Tavern Dweller
posted July 28, 2012 09:22 PM

Yea, as soon as i got on today i noticed it was ERM... sorry bout that!
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Poopalus
Poopalus

Tavern Dweller
posted July 28, 2012 09:22 PM

Yea, as soon as i got on today i noticed it was ERM... sorry bout that!
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kegolo
kegolo


Promising
Famous Hero
of infamy
posted July 30, 2012 01:14 AM

ShizueKaryan had this problem a while ago, I will explain the problem as I just had it (and got around it).

When changing the creatures summoned with summon air, earth, fire or water elemental, the code oxfea posted only works for non-wog creatures. This is because the game looks for the small 4 letter name of the creature for sound and def file.

To get around this, make a copy of the creature def you are wanting to change to, such as ShizyeKaryan wanted Supreme Archangels, #150. Name this def file bad$ where $ is any letter (or number, this is going to replace the blank file bad1). Alternatively you can leave it as bad1. If you want to summon many creatures like this, beyond 4, use

!!UN:C6769539/1/$; where $ is any letter. Note, to add more than 4 you'll have to actually know what you're scripting or creatures will start replacing each other. But it's possible to do

If you want to just replace the 4 summoned elementals with 4 wog (or beyond 196) creatures, you can just rename the defs to bad1, bad2, bad3 and bad4. NOTE: it is NOT bad1.def, just bad1. Remove the file extension or it will crash!

Now use h3deftool to check what creature's sound the wog creature uses, extract those, and rename the front 4 letters to your bad$ convention. Now just add:
!!UN:C5906498/1/122;
!!UN:C5896345/4/122;

which sets the summoned creature to bad1, or whatever you renamed it.
Done.

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted July 31, 2012 03:23 PM
Edited by LizardWarrior at 15:24, 31 Jul 2012.

I started making a map(for the Romanian Town) and I'm not an Erm expert,I would be grateful if someone will help me with a couple of scripts.

-how can I make a quest hut to have repeatable quests?for example:the quest hut will give the player X creatures if the player pays Y resources.Also can there be recurring time?For example the quest hut is repeatable every week.

-how can I make an enemy hero immobile?I need to have a hero that always stays in the town's garrison.

-how can I make a creature to cost mithril?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 31, 2012 03:28 PM

1) Give exact coordinates and details
2) In editor, set radius to stand still
3) Which creatures and exact mithril/gold price.

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kegolo
kegolo


Promising
Famous Hero
of infamy
posted July 31, 2012 03:28 PM
Edited by angelito at 15:34, 31 Jul 2012.

Quote:
-how can I make a quest hut to have repeatable quests?for example:the quest hut will give the player X creatures if the player pays Y resources.Also can there be recurring time?For example the quest hut is repeatable every week.


I would think just reset the 'has been visited' flag

Quote:
-how can I make an enemy hero immobile?I need to have a hero that always stays in the town's garrison.


!!HE:G maybe

Quote:
-how can I make a creature to cost mithril?


Not sure... but I'd look at the mithril scripts and copy

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted July 31, 2012 03:31 PM
Edited by LizardWarrior at 15:32, 31 Jul 2012.

1.A quest hut at 86;126 that gives you 100 peasants for 5000 gold,works once per week.

3.Lord of Thunders,5 mithril

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 31, 2012 04:03 PM

The first quest, for red player, not tested:

ZVSE

!#TM98:S1/999/7/1;
!?TM98;
!!PO86/126/0:N0;

!#OB86/126/0:S;
!?OB86/126/0&1000;
!!PO998:N?v1;
!!if&v1=1:;
!!IF:M^You have already visited us this week, come back next one^;
!!en:;
!!if&v1=0:;
!!IF:Q1/6/5000/21/139/2^Greetings, would you spend 5000 gold for   100 peasants?^;
!!IF&-1:M^Then later maybe^;
!!FU&-1:E;
!!OW:R-1/6/?y1;
!!IF&y1<5000:M^Peasants are greedy, will not follow you without gold!^;
!!FU&y1<5000:E;
!!OW:R-1/6/d-5000;
!!HE-1:C2/139/100/1;
!!PO998:N1;
!!en:;


Mithril, I don't know, already tried in the past, not working.

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted July 31, 2012 04:05 PM

Thanks.

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JimV
JimV


Responsible
Supreme Hero
posted August 01, 2012 07:16 PM

Quote:
ShizueKaryan had this problem a while ago, I will explain the problem as I just had it (and got around it).

When changing the creatures summoned with summon air, earth, fire or water elemental, the code oxfea posted only works for non-wog creatures.


I couldn't resist the chance to use the following pun, so I had to post this, sorry.

Or you could do it the old-fashioned way - you could ERM it*.

(script which changes Summon Water Elemental to Summon Supreme Arch Angel)
ZVSE

* uses v801-v802, FU3750

!?BA0&1000;
!!BA:H0/?v1 H1/?v2; left Hero, right Hero
!!HEv1:Fd/d/?y4/d S16/?y5; get power, water skill--left side
!!VRy5:+1; 1,2,3-->2,3,4
!!VRy5&y5<2:S2;
!!VRv801:Sy4*y5+10:20; # of Water Elementals = (P * 2,3,4)--divide by 20 for SAA (wouldn't want to be unbalanced)
!!VRv801&v801<1:S1;
!!FU&v2=-2:E;
!!HEv2:Fd/d/?y4/d S16/?y5; get power, water skill--right side
!!VRy5:+1; 1,2,3-->2,3,4
!!VRy5&y5<2:S2;
!!VRv802:Sy4*y5+10:20; # of Water Elementals = (P * 2,3,4)--divide by 20 for SAA
!!VRv802&v802<1:S1;

!?BG0&1000;
!!BG:A?y1 S?y2 Q?y3; action, spell #, side
!!FU|y1<>1/y2<>68:E; exit if not Hero casting Summon Water
!!VRv2:S0;
!!DO3750/19/155/17&y3=0:P-1/2; left side
!!DO3750/31/167/17&y3=1:P1/2;  right side
!!FU&v2=0:E;
!!BG:A0;
!!HE-10&y3=0:Id-25/1; spell cost 25--left side
!!HE-20&y3=1:Id-25/1; right side
!!BU&y3=0:S150/v801/v2/y3/-1/1; summon SAA
!!BU&y3=1:S150/v802/v2/y3/-1/1; summon SAA
!!BHy3:M1; disable further spell-casting by Hero this turn

!?FU3750; x1=offset to rear hex, x2=output hex v=#, x16=front hex to check
!!BU:Ex16/?y1; check for live stack at x16
!!FU&y1>-1:E;
!!VRy2:Sx16+x1; rear hex
!!BU:Ey2/?y1; check for live stack at x16+x1
!!FU&y1>-1:E;
!!VRvx2:Sx16;
!!VRx16:S255; end loop

* (footnote, not part of script) based on a once-famous TV commercial, "We make our money the old-fashioned way.  We earn it."

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kegolo
kegolo


Promising
Famous Hero
of infamy
posted August 01, 2012 07:22 PM

Yes obviously, but why do something in 40 lines that you can do in 10? Basically I was lazy so found the "easier" way of doing it.

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JimV
JimV


Responsible
Supreme Hero
posted August 02, 2012 06:14 AM

Because once it is done (taking about three hours from start until the finish of testing), to do it for a different creature only requires editing the creature number (150), the balance divisor (20), and the rounding term (10) - no manipulation of DEF or sound files - and the result doesn't radically change the balance of the game, as getting the same number of SAA's as Water Elementals would (but if people want that, they can change the calculation for the number of creatures summoned).  Plus this is a thread about ERM, so maybe some people reading it would like to see some ERM examples to get an idea of what can be done with ERM.

But mainly because doing ERM scripts and testing them is interesting for me, and I didn't have any other ERM projects to work on this morning.  As is still often the case, I learned something new, which was that using HE:F? during a battle causes Heroes 3 to refresh the Adventure Map Hero summary and Resource Bar, on top of the battlefield buttons, even though the properties have not been changed - unless you use HE:F?$/?$/?$/?$/1, but in that case you get the base Hero properties without artifact bonuses.  So Hero HE:F? properties should be obtained under BA0, before the battlefield screen appears.  I have seen this screen glitch in some WoG scripts, and now may be able to fix them.

I did hesitate to post the result, and probably wouldn't have if the ERM/earn pun had not occurred to me (which probably few people will get).  It was not intended as an insult.  We all have our own favorite ways of doing things.  Mine is usually to use ERM, especially when the method is so obvious and easy (for ERM users).

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kegolo
kegolo


Promising
Famous Hero
of infamy
posted August 02, 2012 06:21 AM

Forgive me I did not take any offense, I would have coded it myself as well had I not found that solution instead. We are kindred spirits in ERM coding, and thanks for the glitch info. Good to know

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Bersy
Bersy


Honorable
Supreme Hero
posted August 02, 2012 11:14 AM

No redraw in Era: Mods\WoG\EraPlugins\AfterWoG\no erm he f redraw.bin
Same thing can be found for WoG I suppose.

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solitaire345
solitaire345


Promising
Famous Hero
posted August 08, 2012 06:28 PM
Edited by solitaire345 at 19:04, 08 Aug 2012.

Is it possible to have image in !!DL dialog not visible until certain event and then make it visible?
That's how i try to do it:
!?DL&v998=1/v999>0/v999<8/v1000=12; Click on creature icon
!!VRy3:S38+v999;                    Calculate outline ID
!!DL1:Ay3/11/^TpMrkSe2.pcx^/1;      Show outline

And it crashes on DL:A

Also, it looks like DL:N does not reload dialog template with each call (noticed it when I moved some pictures in my dialog and then reloaded). Is this intended?
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 08, 2012 07:32 PM
Edited by Salamandre at 19:59, 08 Aug 2012.

Supposing you already did all the required tests:

a) the image can be displayed in DL
b) variables are correct

I suggest two things: process the change in a function and remove ^^ from string name. Hard to say from outside, DL is not a lot tested. But the only thing I could not change was scrollable text, pcx and defs ok.

If still not working, then the most safe solution would be to create a def, place two frames, your pcx and one transparent then you go.

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