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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 ... 168 169 170 171 172 ... 200 250 300 350 400 407 · «PREV / NEXT»
artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted November 28, 2012 04:48 PM

Okay, thank you. i'll try to figure things out a little more tomorrow, i've edited my post above and gave a specific example of one of the things i want to do. Basically i want to replace specialties and starting skills of some heroes.

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JimV
JimV


Responsible
Supreme Hero
posted November 28, 2012 04:57 PM

Quote:
Or you can upload your script, please:).


I have added the script file (24 wog ... .erm) to the XFiles folder at https://www.box.com/s/1n069e3vc5vixc8l1zk5 .

The changes look like this:

...
************************ before action combat screen ***************************

!#UN:P54/?v591; [Check if script is enabled: v591=1 if yes]
!#MA&v591=1:M146/50 E146/150; --for test--JHV
!#IF&v591=1:M^WM 1 is active.^; --for test--JHV
!?BG&v591=1; get before action
,,,

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JimV
JimV


Responsible
Supreme Hero
posted November 28, 2012 05:09 PM
Edited by JimV at 19:27, 28 Nov 2012.

Quote:
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.


You've read ERM Help, so you know that the HE:S receiver will change a Hero's secondary skills, such as removing Eagle Eye and adding Air Magic. You know that the Hero numbers vs. name are given in Table H. You know that Hero's specialties can be changed by HE:X. You know that receivers in the form of instructions (!#) will be applied once at the start of a new game. You know that if you put ZVSE in front of those commands and save it from the ERM Script Editor you have a .erm script file. From the Era Help, you know that if you make a new folder under Mods and a Data/s subfolder under that folder and place the script in it, it will be added to any new game which is wogified (including random maps).*

Edit - * Exceptions: if you have another mod with a higher priority which has a script with the same filename, or if a higher-priority mod uses Bersy's "Load only these scripts" text file, and that text file does not include the new-Heroes script.

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qoty
qoty


Adventuring Hero
wandering hero
posted November 28, 2012 05:12 PM
Edited by qoty at 17:13, 28 Nov 2012.

@JimV - Thanks man a lot! Now it works after deactivating and reactivating all scripts. Really quirky.

Now I'm going to set proper ballista damage. Any ideas?
____________
Freedom comes at a price

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JimV
JimV


Responsible
Supreme Hero
posted November 28, 2012 05:26 PM

Just this: if you want more damage, increase the M and E values; if you want less damage, decrease them. (I don't know what the proper values are for you - for me, the original values are okay.)

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Siegfried
Siegfried


Famous Hero
posted November 28, 2012 05:55 PM

Quote:

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.



Thanks for the reply. Unfortunately Era does not seem to run under Linux/Wine. So it is of no use for me.

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JimV
JimV


Responsible
Supreme Hero
posted November 28, 2012 07:08 PM
Edited by JimV at 13:58, 01 Dec 2012.

I think (sparsely tested, 80% confidence) that the SPTRAITS data is stored under WoG 3.58f starting at 0x6854B8 with four bytes per integer value and 0x88 bytes per spell. The first four bytes are the spell level and the next four bytes are the Magic School, so the Magic school data are at 0x6854BC +0x88*(spell number, 0=Summon Boat, 1=Scuttle Boat, etc.), or in decimal 6837436 + 136*(spell number). The bit values for the schools are 1=air, 2=fire, 4=water, 8=earth. So spell number 2 (Visions) has a value of 15 for all four schools.

Update - verified also on an older XP laptop, 98% confidence (for XP and Windows 7).

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted November 28, 2012 07:59 PM


You've read ERM Help, so you know that the HE:S receiver will change a Hero's secondary skills, such as removing Eagle Eye and adding Air Magic. You know that the Hero numbers vs. name are given in Table H. You know that Hero's specialties can be changed by HE:X. You know that receivers in the form of instructions (!#) will be applied once at the start of a new game. You know that if you put ZVSE in front of those commands and save it from the ERM Script Editor you have a .erm script file. From the Era Help, you know that if you make a new folder under Mods and a Data/s subfolder under that folder and place the script in it, it will be added to any new game which is wogified (including random maps).*

Edit - * Exceptions: if you have another mod with a higher priority which has a script with the same filename, or if a higher-priority mod uses Bersy's "Load only these scripts" text file, and that text file does not include the new-Heroes script.


Yes, now it's working. Thanks a million. I was looking in the wrong place. It's much easier than I thought. The only problem is i cant find where to edit the info boxes, and the specialty portraits. The one in the game changes automatically but the one in map start doesn't. The CM (mouse click) section of ERM help may be it but i couldnt find it yet. Also a few questions:


To make hero master of a secondary skill
 X0/$1/0/0/0/0/0 or X0/$1
 $1=secondary skill number

i am assuming the O/0/0/0/0 is the percentage of bonus per level, what happens after level 5? do we write on like 5/5/5/5/5/5/5....

same goes for

To make hero master of creatures
 X1/$1/0/0/0/0/0 or X1/$1
   $1=creature type number (see Format C )

there is some sort of explanation in the bottom but i'm not sure if it's relavant:
Comment:
You may use 'd' modifier to ignore unchanged settings: HE:...:X8/2/d/d/d/d/d;
The original syntax (number of parameters < 7) should work as before.


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JimV
JimV


Responsible
Supreme Hero
posted November 28, 2012 09:20 PM

Copied and pasted from ERM Help:

UN:G0/#1/#2/$3;  Set secondary skill text.
  #1 is a skill number (0...27) (see Format SS)
  #2 is a type of text (0...3)
        0 - name of skill
        1 - basic level description
        2 - advanced level description
        3 - expert level description
  $3 is a number of z vars (1...1000) or 0
        0 means to restore original text

UN:G2/#1/#2/#3;
 Set the text and picture for hero specialities.
#1-number of hero.(see Format H)
#2- set
    1-small specialty picture (seen in hero meeting screen, etc.)
    2-specialty description text
    3-standard speciality picture
See Format HS for speciality pictures.
#3- is:
    -z variable index (0 to restore) if #2=2
    -number of the picture (0-155) if #2=3
 

!!HE#:X$1/$2/$3/$4/$5/$6/$7; - get/set/check all speciality settings.
$1...$7 - parameters.

Speciality types (defined by $1)

 $1=0 Secondary skills
   $2=secondary skill number (see Format SS )
  ($3...$7 ignored, preferably 0)

The last comment means that some of the types require up to seven parameters and some only require two, but the command syntax requires that all fields be present.

Again, I recommend reading all of ERM Help - every word - because ERM scripts usually require putting together several different commands.  Having read it once, you may not remember commands exactly, but should have some idea where to find them (the Ctrl-F Find command will help if you are in the right section - if not, try another section).

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 28, 2012 09:43 PM
Edited by Salamandre at 22:01, 28 Nov 2012.

To make it short, change only parameters which are indicated in comments, as many commands require fixed parameters also:

UN:G0/#1/#2/$3;

For example, #1, #2, $3 are fluctuating values and must be set. G0 is fixed, don't change it.

Quote:
i am assuming the O/0/0/0/0 is the percentage of bonus per level, what happens after level 5? do we write on like 5/5/5/5/5/5/5....


Don't assume, just read the hints. If nothing is told about those parameters, don't change them, leave O/0/0/0/0.

Nice to see new modders generation is born. The very beginning is always a bit intimidating but once you get your first scripts working, it becomes much easier
____________
Era II mods and utilities

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted November 29, 2012 05:57 AM
Edited by artu at 07:41, 29 Nov 2012.

Thanks. Why doesn't B2/$ Set/get the class of a hero.
  $ is a class (0...17, see Format HC)
work? No.3 is druid, No.2 is ranger. I want to swich the classes of Aeris and Ryland since i gave Ryland Earth Magic instead of Diplomacy, suits much more to a Dendroid specialist fit for town defense. What am I doing wrong here, all is working except the classes dont change:

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Siegfried
Siegfried


Famous Hero
posted November 29, 2012 07:25 AM

Quote:
I think (sparsely tested, 80% confidence) that the SPTRAITS data is stored under WoG 3.58f starting at 0x6854B8 with four bytes per integer value and 0x88 bytes per spell. The first four bytes are the spell level and the next four bytes are the Magic School, so the Magic school data are at 0x6854BC +0x88*(spell number, 0=Summon Boat, 1=Scuttle Boat, etc.), or in decimal 6837436 + 136*(spell number). The bit values for the schools are 1=air, 2=fire, 4=water, 8=earth. So spell number 2 (Visions) has a value of 15 for all four schools.


Whow1 Thanks a lot. I'll go experimenting with that as soon as i have some time.

The idea is to decrease or increase spell power depending on battle location, artifacts, specialties, and maybe other factors. For this i need the correct magic school for a given spell. I'll not change the effects generally, but within the magic resistance trigger, individually per battle. Mainly this is meant for spell specialists and for Adrienne.

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted November 29, 2012 11:27 AM

Ok, since all wogification occurs after you press the Begin button and start a game. How do I solve this, i tried every !#UN:G2 combination in vain, none of it worked:

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JimV
JimV


Responsible
Supreme Hero
posted November 29, 2012 11:54 AM
Edited by JimV at 12:32, 29 Nov 2012.

HE:B2 - don't know (maybe ERM Help is wrong and the value can only be read, not written; maybe it works but doesn't have the effect you want).  Work-around: exchange Hero portraits and biographies.

Changes to Hero text outside of ERM:  HeroSpec.txt (H3Bitmap.lod)(see modding tutorials).

Once any map with the script is started, probably New Game or Load Game would have the revised information available, until the Heroes program is quit. Under Era 2, .bin patches could probably be developed as the equivalent of UN:C patches - once the UN:C patches were found. (Bersy has previous recommended disassembler programs (Olly Debug?) to find UN:C addresses on this site, either at this topic or at "The Dragon Slaughter" or both.) Or you could just provide a README telling people to ignore right-click Hero information from the Game Options Menu until a map has been loaded.

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted November 29, 2012 05:12 PM

 i checked how it was done in HoL mod and it was a .pac file. When you place this file in any mods data folder the begin game menu specialty icons change, even if erm scripts aren't transferred. If you have Hol mod v3.22 you can check it's this file: Mods/Heroes of Light/Data/Holv32
 anyway, i opened the pac file with MMarchive, in it the begin menu specialty icons are in 2 files called UN32.def and UN44.def. However the icons display not as pictures but very fast slide shows and when you extract these files they turn into meaningless text. so i'm stuck observing it from there. (The easiest way to learn is usually studying an already well-done example.)


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JimV
JimV


Responsible
Supreme Hero
posted November 29, 2012 05:45 PM

Read the modding tutorials to learn how to make modifications to HOMM graphics (read the Era manual to learn what a .pac file is). These are not ERM topics. See the Links sticky thread for links to modding tutorials.

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted November 30, 2012 08:17 AM

Ok, one more ERM related question though, im'trying to use your revised version of the fnord script "Training Facility as an era mod (Mod Name/Data/s/Erm script), other scripts worked fine but this one has no effect at all. The School of War is still just the School of War. Can you please check it out:
Training Facility

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 30, 2012 12:11 PM
Edited by Salamandre at 12:23, 30 Nov 2012.

Replace:

!#OB30/33/0:H226; [Set hint text to z226]

with:

!#HT107:T226;

Then replace:

!?OB30/33/0&1000;

with:

!?OB107&1000;

But mod will conflict with wog revised (and many others), functions 107-108 should be changed to unclaimed or qoty will complain again. Use total commander to fast search for claimed functions from /mods when adding something new.


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Era II mods and utilities

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Siegfried
Siegfried


Famous Hero
posted November 30, 2012 12:27 PM
Edited by Siegfried at 12:29, 30 Nov 2012.

Quote:
Ok, since all wogification occurs after you press the Begin button and start a game. How do I solve this, i tried every !#UN:G2 combination in vain, none of it worked:
[/url]

Well, you said it: All wogification occurs after you press the begin button. Or in other words: Any erm code is executed only after you press the begin button. The script is simply loaded after you press the begin button. If you change the script and restart the game, the new script applies. It is loaded again and then executed. Obviously it can only be executed after beeing loaded, not before.

Scripts are not executed just after loading H3.

So what you want to do has necessarily nothing to do with erm (could not be solved by erm), since to that point there is no erm.

On the other hand, if you modify the text files, this would apply to any map. This is one of the reasons i do not like to alter the hero specialties. At least not just for nothing. But i plan to offer specialty changing during gameplay. And that would still fit to the general setup.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 30, 2012 12:31 PM

In Era he can modify text files, result will apply to only active mod and will not affect other maps.
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Era II mods and utilities

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