Heroes of Might and Magic Community
visiting hero! Register | Today's Posts | Games | Search! | FAQ/Rules | AvatarList | MemberList | Profile


Age of Heroes Headlines:  
5 Oct 2016: Heroes VII development comes to an end.. - read more
6 Aug 2016: Troubled Heroes VII Expansion Release - read more
26 Apr 2016: Heroes VII XPack - Trial by Fire - Coming out in June! - read more
17 Apr 2016: Global Alternative Creatures MOD for H7 after 1.8 Patch! - read more
7 Mar 2016: Romero launches a Piano Sonata Album Kickstarter! - read more
19 Feb 2016: Heroes 5.5 RC6, Heroes VII patch 1.7 are out! - read more
13 Jan 2016: Horn of the Abyss 1.4 Available for Download! - read more
17 Dec 2015: Heroes 5.5 update, 1.6 out for H7 - read more
23 Nov 2015: H7 1.4 & 1.5 patches Released - read more
31 Oct 2015: First H7 patches are out, End of DoC development - read more
5 Oct 2016: Heroes VII development comes to an end.. - read more
[X] Remove Ads
LOGIN:     Username:     Password:         [ Register ]
HOMM1: info forum | HOMM2: info forum | HOMM3: info mods forum | HOMM4: info CTG forum | HOMM5: info mods forum | MMH6: wiki forum | MMH7: wiki forum
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 ... 14 15 16 17 18 ... 50 100 150 200 250 300 350 400 407 · «PREV / NEXT»
vhilhu
vhilhu


Famous Hero
We are NOT schysophren
posted October 07, 2006 04:36 PM

Hey wog-team

could it be possible to in the next ERM give names to vars? and include arrays(less important)? maybe too much asked, still, can you?

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Fnord
Fnord


Promising
Famous Hero
posted October 07, 2006 07:36 PM

Quote:
Hey wog-team

could it be possible to in the next ERM give names to vars? and include arrays(less important)? maybe too much asked, still, can you?


Both are possible now, although perhaps not exactly the way you're thinking.

Check out the "macro" function for naming variables.

And read up on "indexed variables", which is essentially a form of two dimensional array.


____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
vhilhu
vhilhu


Famous Hero
We are NOT schysophren
posted October 07, 2006 07:45 PM

thanks, i didnt find those things before in help file(i didnt know they had such names here).

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
miasmicgod
miasmicgod


Adventuring Hero
ours is the FURY!!
posted October 07, 2006 08:48 PM

does anyone know the name of the def file for the catapult?
____________
Let the light of damnation engulf your soul into the world of HELL, a HELL known as wog, we don't live the life, we play it

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
vhilhu
vhilhu


Famous Hero
We are NOT schysophren
posted October 07, 2006 09:03 PM

its SMCATA

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Dragonbreath
Dragonbreath


Famous Hero
Me like dragons!
posted October 21, 2006 03:12 AM
Edited by Dragonbreath at 17:38, 21 Oct 2006.

Sorry if this is off-topic but how do you customize the artifacts? I've looked in ERM for dummies but it hardly says anything about artifacts. I'd like to know how to make combination artfacts too, as well as the live-without-a town script.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
vhilhu
vhilhu


Famous Hero
We are NOT schysophren
posted October 21, 2006 06:06 PM

its a bit more complex than creatures.

use the !!UN:A receiver to change name/hint/cost/other misc stuff.

then, for the actual effect of the artifact use other receivers.
____________
Two little Gnoll boys sitting in the sun;
One got frizzled up and then there was one.
One little Gnoll boy left all alone;
He went and hung himself and then there were none.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Dragonbreath
Dragonbreath


Famous Hero
Me like dragons!
posted October 21, 2006 07:27 PM

So something like this...
!!UN:A126^Good merf to You!^;
...would change an artifact name? And what do you mean, 'other recivers'? I'm an ERM n00b.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
vhilhu
vhilhu


Famous Hero
We are NOT schysophren
posted October 21, 2006 07:30 PM

do you have ERM documentation?
____________
Two little Gnoll boys sitting in the sun;
One got frizzled up and then there was one.
One little Gnoll boy left all alone;
He went and hung himself and then there were none.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Dragonbreath
Dragonbreath


Famous Hero
Me like dragons!
posted October 21, 2006 07:40 PM

I think so. I have the ERM scripter, if that's what you mean. But reading it makes me dizzy. If you could just tell me if my above post is correct, I would be thankful. Could you also tell me how to remove combo artifact locks? Sorry I'm asking so much of you.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
vhilhu
vhilhu


Famous Hero
We are NOT schysophren
posted October 21, 2006 07:53 PM
Edited by vhilhu at 12:15, 22 Oct 2006.

it is NOT correct.

and i dont know what erm scripter is but you really need a html named ERM documentation.

setting hint for Orb of Inhibition to z666 would be:

!#UN:A126/10/666;

------------------------------

my post count just filled up. so ill keep editing this post.
and no, doing that would be:

!#VRz432:S^Orb of total evil^;
!#UN:A126/9/432;

------------------------

Quote:
If I can find variables, I'm good.

whats that supposed to mean? find variables? you make them!

anyway
!#VRz432:S^Orb of total evil^; - sets string z432 to Orb of total evil
!#UN:A126/9/432; - sets name of orb of inhibition(artifact number 126) to string z432(where you just saved the description). notice that it loses the z in front of it.

-----------------------

yes i mean something like that.

-----------------------
i made a typo in the post, repaired now.

when its hint/description, the middle number is 10
when its name, the middle number is 9

-----------------------

its really all(combo artifact too) written down in ERM documentation.

-----------------------

do you have any html describing erm?

if not, you can get it here:    http://www.fileplanet.com/dl.aspx?/strategyplanet/homm/wog/erm_tools.wog
and i dont know how to REMOVE locks. but you can remove some of the required artifacts to make it. then the lock will also disappear.

-----------------------

its under the button UN

-----------------------

there are masses of brown buttons on the upper side of the html. one of them has UN on it.

-----------------------

the emissary dwellings are hard-coded, you cant access their script very well.

and there is no such thing as "artifact stats". you gotta do it with other receivers.

-----------------------

yes it is possible, but you cant just CHANGE it, you gotta write the emissary dwelling script from beginning to end yourself.

-----------------------

i think changing blank artifacts is the same way as others, its just that their numbers are not included in the ERM documentation(at least mine, maybe ive got an old version). you can either wait until some real ERM pro shows up or test the numbers yourself(144-).

-----------------------

ooops sorry my bad, i HAD got an old ERM documentation(describing erm 2.5 instead of erm 2.81). all the blank artifact numbers are written down nicely in the new documentation. i suppose most of the help i gave was old too.
____________
Two little Gnoll boys sitting in the sun;
One got frizzled up and then there was one.
One little Gnoll boy left all alone;
He went and hung himself and then there were none.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Dragonbreath
Dragonbreath


Famous Hero
Me like dragons!
posted October 21, 2006 07:57 PM
Edited by Dragonbreath at 23:16, 21 Oct 2006.

That sucks. Perhaps Vlaad could tell us how to customize the blank artifacts, having made two himself.
-----------------------
Eeeek, that's scary. What's the emissary script, then? And how do I get rid of the emissaries-can't-attack script? I know bj's done it, so perhaps he could be of some help?

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted October 22, 2006 11:42 AM
Edited by Vlaad at 15:19, 22 Oct 2006.

Quote:
That sucks.:( Perhaps Vlaad could tell us how to customize the blank artifacts, having made two himself.

All the scripts you need are available in the custom maps or your data\s folder.

1) Here's a simple script for one of the blank artifacts:

ZVSE
!?OB5/162; [blank sword is trigger]
!!UN:Ov998/v999/v1000; [Delete sword]
!!UN:Iv998/v999/v1000/5/162; [Place sword]
!!ARv998/v999/v1000:M^Scimitar of Second Strike

Gives +7 bonus on attack and defense and can be combined with other swords.^; [set message]
!?AE1&v998=162;
!!HE-1:Fd7/d0/d0/d0; [set bonus if equipped]
!?AE0&v998=162;
!!HE-1:Fd-7/d-0/d-0/d-0; [remove bonus if unequipped]
!#VRz430:S^{Scimitar of Second Strike}

Gives +7 bonus on attack skill and can be combined with other swords.^; [set description to z430]
!#HT5/162:T430; [set z430 to the blank sword]
!#UN:A162/2/5; [optional - place sword in the shield slot]

For more complex scripts study "THUNK" or "Vanadia's Freedom" maps.

2) From the manual:

Combination artifact management:
 !!UN:A#/$/#1/#2{/#3/#4/#5/#6/#7/#8/#9/#10/#11/#12/#13/#14};
 Build/remove a Combo Art.
 # - Combo index (0...31)
 $ - set/check/get Combo Art Num (0...MaxArtNum)
 #1 - Part 1 of Combo art
 #2 - Part 2 of Combo art
 #3 - Part 3 of Combo art (optional)

So, a combo artifact can be as simple as this:

ZVSE
!#UN:A13/159/37/45; [two dragon rings make the dragon heart combo]

(It requires further setting, though.)

P.S. All the information you need is in the help files really. Study them (and the existing scripts, e.g. Artifact Boost script)... then post your ideas and problems here.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Dragonbreath
Dragonbreath


Famous Hero
Me like dragons!
posted October 22, 2006 02:26 PM

Huh? Just tell me the line of script needed to customize the artifacts. That's all I'm asking for. Your previous post just made me dizzy.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Fnord
Fnord


Promising
Famous Hero
posted October 23, 2006 07:27 AM
Edited by Fnord at 07:36, 23 Oct 2006.

Quote:
That sucks. Perhaps Vlaad could tell us how to customize the blank artifacts, having made two himself.
-----------------------
Eeeek, that's scary. What's the emissary script, then? And how do I get rid of the emissaries-can't-attack script? I know bj's done it, so perhaps he could be of some help?


Emissaries are hard-coded so there's no "emissaries-can't-attack-script"--it's part of the exe code. Another reason they can't attack is because there's no attack animation for them. This means the only way for them to make an attack would be with a magic spell (or similar ERM-scripted effect).


____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Fnord
Fnord


Promising
Famous Hero
posted October 23, 2006 07:34 AM
Edited by Fnord at 07:37, 23 Oct 2006.

Quote:
Huh? Just tell me the line of script needed to customize the artifacts. That's all I'm asking for. Your previous post just made me dizzy.


Personally I thought Vlaad's reply was very informative and Whilhu's information was good too, but I understand how it could be confusing to someone new to scripting.

Anyway, there's no single line to customize an artifact. Usually you'll need several lines.

But more importantly, there's no single way to do it either. It all depends on what you want the artifact to do and how you want to customize it.

There are two triggers for artifacts, one for when a hero puts on an artifact and one for when a hero takes it off. So these triggers can be used as a place to change stats or something similar (but you'll need the HE receiver lines to do the actual stat changes).

There's a command for setting a new artifact name but first you have to define a string variable to hold the new name. The same with a new description.

Everything else is pretty well open-ended and you basically write a script for it like any other script (which means there's an infinite way of doing things). The only difference is that at some point you'll need to check if a hero has the artifact equipped, but the specifics of that will also depend on what you want the artifact to do and when you want the artifact to do it (e.g., at the start of battle for the attacker, at the end of battle for either player, at the start of a day, etc.)


____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
wog_edn
wog_edn

Promising

The Nothingness
posted October 23, 2006 03:43 PM
Edited by wog_edn at 15:44, 23 Oct 2006.

Can someone please help me with a script? I need a script doing this:
Werewolf statistics:
Attack: 23
Defence: 23
Health: 300
Damage: 60
Speed: 15
Special: (Only this abilities if possible) no reletation, endless reletations, death stare and 40% chance to cast curse on target.
Cost: 10000

Dace has speciality Werewolfes.

Also one question; is it possible to change which creatures to get in the different levels in a town with ERM?
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Fnord
Fnord


Promising
Famous Hero
posted October 23, 2006 10:54 PM

Quote:
Can someone please help me with a script? I need a script doing this:
Werewolf statistics:
Attack: 23
Defence: 23
Health: 300
Damage: 60
Speed: 15
Special: (Only this abilities if possible) no reletation, endless reletations, death stare and 40% chance to cast curse on target.
Cost: 10000

Dace has speciality Werewolfes.

Also one question; is it possible to change which creatures to get in the different levels in a town with ERM?


It's not possible to give creatures Death Stare with a script. Endless Retaliations and Curse are possible but easier with stack experience. I suggest editing the Stack Experience file (crexpbon.txt) -- you can find it along with instructions in the "Data\Text Resources Copy" folder. It's possible to do with ERM but a lot easier by editing the text file.

And yes, it's possible to change which creatures to get in a town but it applies to all towns of the same type (e.g., all Towers)--you can't change it for a single town only.

Here's some code to set the basic stats plus gives no retaliation and sets Dace's specialty.

ZVSE
!?PI;
!!MA:A194/23 D194/23 P194/300 M194/60 E194/60 S194/15 C194/6/10000;  [Set Werewolf's basic stats]
!!MA:X194/?y-1; [Read Werewolf specialty flags into y-1]
!!VRy-1:|65536; [Add "no retaliation" flag if it doesn't exist]
!!MA:X194/y-1; [Write new Werewolf specialty flags]
!!HE82:X1/194; [Give Dace Werewolf specialty]


____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
wog_edn
wog_edn

Promising

The Nothingness
posted October 24, 2006 02:41 PM

Awsome! Thanks
I will pick out some creatures I would like and hope for help...
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
wog_edn
wog_edn

Promising

The Nothingness
posted October 24, 2006 03:06 PM

Ok, here is my wish... I know it is a little bit overpowered, but it will only be used against a team of computers or against REALLY overpowered enemies, town this should be in is conflux:

Level 1: Master Gremlin
UPG: Santa Gremlin

Level 2: Boar
UPG: Wolf Raider

Level 3: Sharp Shooter
UPG: Lava Sharpshooter

Level 4: Horned Demon
UPG: Werewolf

Level 5: Zealot
UPG: War Zealot

Level 6: Hell Steed
UPG: Nightmare

Level 7: Red Dragon
UPG: Rust dragon

Should I put a level 8 creature too?
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jump To: « Prev Thread . . . Next Thread » This Popular Thread is 407 pages long: 1 ... 14 15 16 17 18 ... 50 100 150 200 250 300 350 400 407 · «PREV / NEXT»
Post New Poll    Post New Topic    Post New Reply

Page compiled in 0.4743 seconds