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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 ... 167 168 169 170 171 ... 200 250 300 350 400 407 · «PREV / NEXT»
Siegfried
Siegfried


Famous Hero
posted November 22, 2012 08:15 AM

1. I did not find any documentation about that text file format. I just found some references to a program named ObjTxtEditor.exe, but it is not downloadable from anywhere.

2. Nevertheless changing the subtypes in all the 3 files seemed to work. These special terrain patches where added with erm (UN:I...):

It's just a small test map set up to test the new features.

The altered text files may be downloaded from there too:
http://www.rorkvell.de/H3/ZAOBJTS.TXT
http://www.rorkvell.de/H3/ZEOBJTS.TXT
http://www.rorkvell.de/H3/ZOBJCTS.TXT

The plan is to let a hero with a matchink skill combo add such a patch after a won battle. The question is just, which skills? For Necromancers, this is easier, Necromancy is one of the skills. And a Death Knight should add cursed ground. But which second SS should be necessary for it? Necromancers should add Cursed Ground or Evil Fog, depending on second SS. Again, which ones? Others? Any ideas welcome.

BTW. the size of the patch will depend on Hero skill levels.

These text files will interfere with the standard erm scripts to some degree. Instead of placing this long vertical patch some other patch will be placed. I think that should be acceptable.

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JimV
JimV


Responsible
Supreme Hero
posted November 22, 2012 02:48 PM

ObjTxtEditor.exe comes with Era II (under Tools).  It is also somewhere on the Russian WoG archive. A screenshot is shown on this page:  http://heroescommunity.com/viewthread.php3?TID=30812&pagenumber=3 - I note a user named Siegfried made a comment on that page.  OBjTxtEditor fills in all the fields for a DEF item according to the user input shown in the screenshot, so a little experimentation will show where the user inputs go.

I am reluctant to go into such modding details here because it is off-topic in this thread and I am not a modding expert.

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Siegfried
Siegfried


Famous Hero
posted November 22, 2012 07:22 PM

Well, it's not that important for now. I just wanted to place different patches with erm. Exactly that seems to work now. Needs some further testing though.

Thanks
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Kivo
Kivo


Famous Hero
posted November 22, 2012 07:49 PM

I didnt want to make a new thread so I will just right it here.

How do you add a new colour which is not accepted when trying to add a creature using DefTool? It is really frustrating as one of slightly different shades of black on the outline of the creature I made, is not showing in game. Please help as I really need help and I cant figure it out! Thanks.

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JimV
JimV


Responsible
Supreme Hero
posted November 22, 2012 08:09 PM

Color palette issues which sound similar have been discussed on modding threads, as I recall. Usually the problem is with the color indexing done by H3DefTool.  I find it is best to save the picture files (frames) as indexed files, using the standard Heroes colors for the first several palette colors (e.g., the first color must be the "transparent" color, 00FFFF). I believe that way H3DefTool will not make any changes and what you see in GIMP or PhotoShop is what you will get - provided you only use 224 colors in G/PS to leave room for the 32 player colors.  Of course, it may not be possible to get the full range of colors that you start with in RGB (dithering as part of the RGB->Indexed conversion may help).

You would probably get better advice on one of the many modding threads (see the "Links" sticky thread) because that is where the expert modders hang out.  This thread is for ERM advice.

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EMPShockwave
EMPShockwave


Hired Hero
posted November 24, 2012 05:39 AM

Block BUG

Do any one know this BUG? I met it in a map made a long time ago. In that map you gain Block ability but each time it works, your defense will down for about 3 till the battle end. However, I don't see this BUG happen in other map such as TEW. So how on earth this BUG happens?

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Siegfried
Siegfried


Famous Hero
posted November 24, 2012 10:08 AM

Maybe it's not a bug but a feature?

I don't know this bug, but if it happens only in 1 map, it is probably a scripted feature of that map.
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EMPShockwave
EMPShockwave


Hired Hero
posted November 24, 2012 10:26 AM

It's absolutely BUG, the author mentioned. And not only this map has this BUG, I see others reporting it elsewhere.

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JimV
JimV


Responsible
Supreme Hero
posted November 24, 2012 01:47 PM
Edited by JimV at 13:57, 24 Nov 2012.

The bug was reported also in the "Stargate Atlantis Rising I" thread. It occurs due to some error in the computer code for WoG 3.58f (not in ERM). It can be patched by a script which removes the EA:B Block ability and replaces it with a scripted Block (with the same percentage chance of occurance). I will attach the patch script used in SAR I below, but it is a custom script which uses some Claimed ERM entities (which are not otherwise used in SAR I but might be in any other WoG map) and is applied only to Hero number 106. So I include it as an example of what can be done only (it also fixes another bug which effects the Attack skill).

I have not tested for the qlitch under Era, so I don't know whether it has been fixed in the version of WoG 3.59 used in Era. No doubt this same error will be avoided in VCMI.  But WoG 3.58f has it.

ZVSE

** Block/Defense-Reduction Skill Glitch Patch, JHV 2010.8.25
** remove Block skill and replace with simulated block @ same %
** uses flags 496-497, v60-v66, v70-v77 and v80-v86 during battles
** uses FU93-FU96

!?BA0;
!!IF:V497/1; set up to do BG0 once
!!VRv60:C-1/-1/-1/-1/-1/-1/-1/-1; Attack table
!!VRv70:C-1/-1/-1/-1/-1/-1/-1/-1; rank table
!!VRv80:C-1/-1/-1/-1/-1/-1/-1/-1; Blk % table
!!DO95/0/6/1:P; check stack exp. rank

!?FU95; x16=slot
!!HE106:C0/x16/?y1/?y2/?y3/2; y1=type, y2=no., y3=experience points
!!FU&y2<1:E;
!!VRy4:Sx16+60; slot index for Attack
!!MA:Ay1/?y5; get Attack skill
!!VRvy4:Sy5;
!!VRv3:S0;
!!DO94/1/10/1:Px16/y3;
!!HE106:C0/x16/d/d/y3/2; restore exp. points
!!VRy4:Sx16+70; slot index for rank
!!VRvy4:Sv3;

!?FU94; x16=rank to check, x1=slot, x2=exp. points
!!HE106:C0/x1/d/d/x16/12; set rank
!!HE106:C0/x1/d/d/?y1/2; get points @ rank x16
!!VRv3&x2>y1:Sx16;
!!VRx16&x2<y1:S100; end loop

!?BG0&497;
!!IF:V497/0;
!!DO96/0/41/1:P; check all stacks for Block ability

!?FU96; x16=stack #
!!BMx16:N?y1 T?y2;
!!FU&y1<1:E;
!!VRy3:Sx16+1*-1;
!!EAy3:F66/61/?y4; y4=line for ability 66/61, or empty line if none, -1 if no free lines
!!FU&y4<0:E;
!!EAy3:By4/?y5/?y6/d/?y10/?y11/?y12/?y13/?y14/?y15/?y16/?y17/?y18/?y19/?y20;
!!FU|y5<>1/y6<>66:E;
!!BMx16:O?y7 I?y8; creature slot, side
!!FU&y7<0:E;
!!BHy8:N?y9; Hero #
!!FU&y9<>106:E;
!!VRy8:Sy7+70; index to rank v70 table by slot #
!!VRy9:Svy8; exp. rank (0-10)
!!VRy8:Sy9+10; index to skill % y10 table by rank
!!VRy9:Syy8; block %
!!FU&y9<1:E;
!!EAy3:By4/0/d/d/d/d/d/d/d/d/d/d/d/d/d; disable block skill
!!IF:V496/1;
!!VRy8:Sy7+80; index to B% v80 table by slot #
!!VRvy8:Sy9;

!?MF1&496;
!!MF:N?v77; v77=stack
!!BMv77:O?v2 I?v3; creature slot, side
!!FU&v2<0:E;
!!BHv3:N?v4; Hero #
!!FU&v4<>106:E;
!!VRv4:Sv2+80; index to B% v80 table by slot #
!!VRv5:Svv4; B%
!!FU&v5<1:E;
!!VRy-1:S1 R99;
!!FU&y-1>v5:E;
!!MF:E0; disable damage
!!BMv77:V84;

!?BA1;
!!IF:V496/0;
!!DO93/0/6/1:P; restore Attack skill

!?FU93; x16=slot
!!HE106:C0/x16/?y1/?y2; y1=type, y2=number
!!FU&y2<1:E;
!!VRy4:Sx16+60; slot index for Attack
!!VRy5:Svy4;
!!MA:Ay1/y5; restore Attack skill

P.S. I see a simpler method would be to restore the Defense skill after each hit.  I guess it was more interesting to simulate the Block skill.  Anyway, a general patch script could be added to WoG, but that would not help an existing WoG game that is in progress.  (Whereas an Era II game could be fixed by the reload-scripts function.)

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JimV
JimV


Responsible
Supreme Hero
posted November 27, 2012 11:14 PM

Quote:
Hey guys, I need a little technical help. I'm trying to change ballista min. and max. damage (in script 24 wog - enhanced war machines 1.erm), but I failed thousand times .

e.g. !!MA:146 M146/50 E146/150;  doesn't work


Assumption: you want to change Ballista min. and max. damage if and only if the Enhanced War Machines 1 script is active.

At the beginning of that script there is a test to see if the script is active (has been selected from the WoG Options Menu):

!#UN:P54/?v591; [Check if script is enabled: v591=1 if yes]

This can be immediately followed by:

!#MA&v591=1:M146/50 E146/150; set Ballistas to 50-150 damage

Note the actual damage done depends also on several other factors such as the attacking creature's Attack skill, the target's Defense skill, shooting distance, et cetera.

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Siegfried
Siegfried


Famous Hero
posted November 28, 2012 09:59 AM

Hi,

is there a method (with UN:C...) to tell if a given spell is of some magic school? I know there is a scripted method in script00, but that is hardcoded, and if at any time the spell school is changed in the text file, then this script will give false results. So better would be to check directly in memory.

Since magic arrow is in all schools, i think the result will be kind of bitmask reflecting the schools the spell belongs to.

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Siegfried
Siegfried


Famous Hero
posted November 28, 2012 10:05 AM

Damage setup

I'm not sure, tested it long ago, but it might be good to change the order of setting. If you increase damage, and first set minimum damage, then maximum damage, this may result in an intermediate setting where the minimum damage is higher than the maximum damage. So to be on the safe side, use:

on increasing: First set maximum damage, then minimum damage
on decreasing: first set minimum damage, then maximum damage

I'm not sure if a different setup order results in errors, but i vaguely remember i encountered a problem like this some time ago.

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qoty
qoty


Adventuring Hero
wandering hero
posted November 28, 2012 02:29 PM

Quote:
Assumption: you want to change Ballista min. and max. damage if and only if the Enhanced War Machines 1 script is active.

At the beginning of that script there is a test to see if the script is active (has been selected from the WoG Options Menu):

!#UN54/?v591; [Check if script is enabled: v591=1 if yes]

This can be immediately followed by:

!#MA&v591=1:M146/50 E146/150; set Ballistas to 50-150 damage

Note the actual damage done depends also on several other factors such as the attacking creature's Attack skill, the target's Defense skill, shooting distance, et cetera.


I'm sure that this script is active, 'cause I've already changed some catapults stats. I also added this:

!#EA146:B6/1/105/61/1/1/1/1/1/1/1/1/1/1/1; into script. I want to know what all it means to ballistas.

And after testing your advice won't worked. Damage remains the same (10-15) even when I copied it ten times.


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JimV
JimV


Responsible
Supreme Hero
posted November 28, 2012 03:21 PM
Edited by JimV at 16:02, 28 Nov 2012.

Here is what I get:

Case 1, WM1 enabled, without !#MA:M146/50 E146/150 (level 1 Hero):



Case 2, WM1 enabled, with !#MA:M146/50 E146/150 (level 1 Hero):



A higher-level Hero had bigger values.  That is, the WM1 script increases the Ballista's base damage (changed by the MA command) by an amount which depends on the Hero level.

In my test, I enabled War Machines 1, and did not enable Warfare, or WM2/WM3.  The test map was set to be wogified, and the WoG mod was enabled. Of course, without these conditions the script would not be enabled or might be interfered with.  You can also add

!#IF:M^WM 1 enabled.^;

to verify whether the script is active or not, during tests.

I have often placed M#/$ ahead of E#/$ (as in this test) and not noticed a problem, but perhaps it only occurs under certain conditions, so to be safe I will place E before M from now on.

I don't know the UN:C addresses for spell magic school, but under Era 2's WoG 3.59, the !!SS receiver can be used to check, get, or set the magic school.  Example: in the Hidden Spells mod, Inferno is changed to Ice Blast (with a new animation) and changed to the Water school.

Edit - that should be
!#IF&v591=1:M^WM 1 enabled.^;

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted November 28, 2012 03:54 PM

I want to take some heroes from Heroes of Light mod and make them regular heroes of the game, switching them with crappy ones like Eagle Eye specialists and so on. I tried reading Erm Help and Era Manual but it's always about changing the stats of a hero for a singular specific map. I want to play random maps with these heroes. Which steps should I follow? I only want to extract and add already written code into main heroes source.

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qoty
qoty


Adventuring Hero
wandering hero
posted November 28, 2012 04:18 PM

@JimV, if you would be so kind, please, check my uploaded script for mistakes. Anyway, you can use only one of Enhanced WM scripts. I also use Warfare, but I think there is nothing interfering.

http://www.4shared.com/file/BFQBYpqp/24_wog_-_enhanced_war_machines.html
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JimV
JimV


Responsible
Supreme Hero
posted November 28, 2012 04:20 PM
Edited by JimV at 16:30, 28 Nov 2012.

From Help/eraii.html:

Mods concept:

Mod is a set of files and folders, including graphics, audio, video, scripts, plugins, patches and custom files. Era introduces "Mods" folder where each folder is called a mod and treated as game root directory. It means that files and folders in mods should be arranged in the same way as in the root directory.

Original: Data
Mod: Mods\My Mod Name\Data

...

Extensibility.
All erm files (and ert files with the same names) are automatically loaded from "Data\s" folder at map start or when F12 is pressed.
... (excerpts end)

Therefore if a mod such as "HOL_Heroes" has the necessary scripts in its Data/s subfolder, and that mod is active and no interfering mods are active, random maps that are started under those conditions (and are wogified) should  have the new Heroes (under Era 2).

In WoG 3.58f such a mod could also be made, but it would be as a separate Heroes 3 folder with modified WoG scripts.

Edit - a request from qoty came in while I was typing this - the above is in reply to artu.

@qoty: I am sorry but my virus protection software warns me against visiting that website. In any case, the change I suggested is so simple that my guess is that you have other scripts which interfere. In this case, you should disable other scripts (you can move them to a different folder, for example) until you find the interference. Also, be sure the WM1 script is active using the additional IF&v591=1:M command given above. If you have made other changes to WM1, I recommend testing with the original script with just the two !# instructions added.

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted November 28, 2012 04:27 PM
Edited by artu at 16:44, 28 Nov 2012.

Yes but i dont want to play a random map with HOL mod, i want to take some of the heroes there and replace them with the heroes i choose, not the mod's replacments. i tried looking into the data files with MMArchive but it's not as simple as replacing some wog script files and creating a mod like "Original Wog Chests" There are many lines of code. Where should I look for a detailed explanation?

For example there is a hero with the specialty of Air Magic who starts with Expert Air magic, i want to take that specialty and give it to a hero with Eagle Eye specialty. I want to modify the heroes with already written code.

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qoty
qoty


Adventuring Hero
wandering hero
posted November 28, 2012 04:40 PM

@JimV OK, I'll be trying it. Or you can upload your script, please.
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JimV
JimV


Responsible
Supreme Hero
posted November 28, 2012 04:42 PM

I am not following you.

Quote:
I want to take some heroes from Heroes of Light mod and make them regular heroes of the game, switching them with crappy ones like Eagle Eye specialists and so on. ... I want to play random maps with these heroes. Which steps should I follow?


This can be done by the (general) method I suggested. It would require you to parse the HoL scripts and pick out the parts you want (which only you know).

Quote:
Yes but I don't want to play a random map with HOL mod, I want to take some of the heroes there and replace them with the heroes I choose, not the mod's replacments.


General questions get general answers. Again, take out the parts you want and make an Era 2 mod from them. If you are asking how the HoL scripts are organized, you should ask that in a HoL thread. (In fact, so far I have not seen an ERM question on this issue.)

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