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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 ... 173 174 175 176 177 ... 200 250 300 350 400 407 · «PREV / NEXT»
djkiwi
djkiwi


Hired Hero
posted December 22, 2012 04:53 PM

Quote:

ZVSE
!?OB5/175;
!!UNv998/v999/v1000;
!!UN:A175/2/9;
!!UN:A175/3/16;
!!UN:A175/4/19;
!!UN:Iv998/v999/v1000/5/175;
!!ARv998/v999/v1000:M^{Farseers Talisman}

When equipped, Gives expert Eagle Eye.^;
!?AE1&v998=175; Equip Artifact 175
!!HE-1:S11/?v3;
!!HE-1:S11/3;
!?AE0&v998=175; Unequip Artifact 175
!!HE-1:S11/v3;
!?CM2;
!#VRz200:S^{Farseers Talisman}

When equipped, Gives expert Eagle Eye.^;
!#HT5/175:T200;


Quote:

ZVSE
!!UN:A19/175/63/64/65;


why isn't this working, i've been reading the help pages and documentation upside down and i can't seem to be getting right, what am i missing? Ive tried different z variables keeping the list of the taken in mind. I've tried a different order of lines..
Quote:

ZVSE
!?OB5/161; Artifact 161
!!UNv998/v999/v1000;
!!UN:Iv998/v999/v1000/5/161;
!!ARv998/v999/v1000:M^{Titanium Helmet}

When equipped, this Helmet gives +2 Defence and +3 Knowledge bonus.^;
!?AE1&v998=161; Equip Artifact 161
!!HE-1:Fd0/d2/d0/d3;
!?AE0&v998=161; Unequip Artifact 161
!!HE-1:Fd0/d-2/d0/d-3;
!#VRz177:S^{Titanium Helmet}

When equipped, this Helmet gives +2 Defence and +3 Knowledge bonus.^;
!#HT5/161:T177;


Yet that one works just fine..
So the problem seems to be with the UN:A commands but putting them somewhere else doesn't seem to work either. What line of code did i forget?
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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted December 22, 2012 05:27 PM

djkiwi, since you have artifact no.175, i guess you are using Emerald mod, can you upload your custom artifacts here with graphic files so I can study and check some things out?

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djkiwi
djkiwi


Hired Hero
posted December 22, 2012 05:43 PM
Edited by djkiwi at 19:40, 22 Dec 2012.

waaait costum artifact image files? ahh so thats what im still missing, how do i set these? i mean making these i presume the tools are there in era but how do i make a file be used by artifact number?
EDIT: and so far i've been using my own made maps days to script..
EDIT2:
i have artifact.hdl open in def editor now, i assume i have to add bmp files and then edit another txt file or something to make heroes use them?
Heres the map
https://dl.dropbox.com/u/88117820/bawses.h3m

ok so now i quickly edited some heroes artifacts with paint to temporarily function as new combination artifact graphic files, now how do i put them into the def and how do i tell ERM to make artifact 172 use picture 172 and such..
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 22, 2012 08:02 PM

Quote:
!?AE0&v998=175; Unequip Artifact 175
!!HE-1:S11/v3;


Storing skill level in v3 will cause you headache.
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djkiwi
djkiwi


Hired Hero
posted December 22, 2012 09:13 PM
Edited by djkiwi at 23:09, 22 Dec 2012.

Quote:
Quote:
!?AE0&v998=175; Unequip Artifact 175
!!HE-1:S11/v3;


Storing skill level in v3 will cause you headache.

yes thats one that i spotted myself and changed, but didn't fix the problem..

used v2 generally and v1 and v2 where i need 2 skills.
v3 is for get current player not?

[url=https://dl.dropbox.com/u/88117820/bawses.h3m]bawses.h3m[/url]

Edit to the edit:
Didnt work, crashes exe. Now i put all the graphic files in emerald/replace and edited artraits.txt
and it still doesnt work
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 22, 2012 11:51 PM

Maybe it is a bit too advanced to create new artefacts for your first erm map, no? The mod OxFea uploaded has already 5 new artefacts which you can use, but you need to know how. Or change the old ones, there are a lot of them almost useless.

In your map, v1-v10 are used in most scripts when wogify. Search for unclaimed v-vars in erm manual and assign them to artefacts equip/unequip. Never use v1-v10 for long term storage.
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djkiwi
djkiwi


Hired Hero
posted December 23, 2012 12:28 AM
Edited by djkiwi at 04:14, 23 Dec 2012.

i fail to see where i used variable 1-10 apart from the temporary ones being v1 and v2 for get secondary skills and v3 for get current player

well why would it be too hard.. i got the graphics files now, i got the basic idea of of how to make an artifact have stats and or skills assigned to it, i added the new artifacts to the list in the emerald plugin, and i got the basic idea of how to combine multiple artifacts into another..
the thing is, it worked before i added descriptions and such to the artifacts, it would just combine to the green clover from the emerald plugin, be it not at the right spot, and not locking the appropriate spots either or sometimes bugging out and deleting all the artifacts all together when combining..
this makes me think i got the basic setup and im too far to stop now.
i want to add way more ideas like new single visit bonusses, pickable hero specialties and other crazy stuff (hence the ideas and changelog in the map).. if i cant even get a simple new combination artifact to work, why even bother trying at all...

and the thing is, probably when i see what i do wrong with one of them, i can fix them all and this step will probably make me understand, so if you could just show me how to do this and what im doing wrong but thats probably easier said than done

1. set up individual artifacts 175-190 with the method from introduction/modding/scripting post
2. set up combinations 15-32 using !!UN:A15/175/63/64/65
3. added graphic files by copying the old picture of the bodypart used and editing it
4. edited artraits.txt to contain the new artifacts..
5. what more?

...................

now swallows feathers (now called silk garn of the wind), spies watcher, dragon masters suit, super magic orb and armageddons protectorate actually work but i cant seem to find out why these work, and the others dont
[url=https://dl.dropbox.com/u/88117820/emerald.zip]Download[/url]
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 23, 2012 07:46 AM

Based on the map you uploaded, there is no "map is not wogified" instruction. I assume the player will be able to choose his options then, therefore v1-v10 will be used every turn, by universal scripts.
For example, a search with total commander for !!VRv2 will show 29 options use it.

Now, I believe you should store skill in hero w vars instead of v vars because if two or more copies of the artefact are generated on map, you got a problem.

Good luck for adding artefacts, it is new feature for everyone here.
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djkiwi
djkiwi


Hired Hero
posted December 23, 2012 05:10 PM

ohh total commander,, right thats what i use to see if vars are used, thank you very much for this poiter, i think seeing that i got a couple of them to work, in time i will find out what i did wrong with the rest besides the vars (which could totaly be the entire problem indeed)
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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted December 23, 2012 08:27 PM

I made a quicksand specialist, to test what changes i prepared a test map in which the QS specialist  and an ordinary hero with Quicksand jumped to level 23 ( Seer Hut expi reward)and they both had Expert Earth magic. Both of them casts 8 traps per turn at level 23 with Expert Earth, so there is practicaly no difference. Are the specialties of such authentic spells just make-up, does nothing change at all?  

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djkiwi
djkiwi


Hired Hero
posted December 23, 2012 10:42 PM

Quote:
I made a quicksand specialist, to test what changes i prepared a test map in which the QS specialist  and an ordinary hero with Quicksand jumped to level 23 ( Seer Hut expi reward)and they both had Expert Earth magic. Both of them casts 8 traps per turn at level 23 with Expert Earth, so there is practicaly no difference. Are the specialties of such authentic spells just make-up, does nothing change at all?  

no doesn't seem to have any effect indeed, i encountered this with a test script aswell, along with bless, curse (landmine?) and adventure spells. The difference seems to be in lower levels eg lvl 20 with expert earth and quicksand could also give 8 traps where maybe without specialty it would give less? but what do i know..
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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted December 23, 2012 10:50 PM

There is a Bless specialist that comes with the original game, so i am sure it has increased effect. Bless has no effect on fixed damage creatures (like Angels, Nagas) maybe you tested with them. You should cast Bless on creatures that hit like 2-6, 15-30, etc... then you'll see the real effect, Storm Elementals are perfect to bless for example.

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djkiwi
djkiwi


Hired Hero
posted December 24, 2012 01:27 AM

but with expert water magic or expert water magic and specialist it acts as 100% in both cases it seems @ levels beyond 20
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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted December 24, 2012 11:08 AM

I've been reading ERM help, searching for a kind of function that resets all aspects of a selected hero but I haven't been able to find exactly what I'm looking for:

What I want to do is this, I have this mod that modifies some of the heroes' specialties, so I have to give up Hero Specialization Boost script. In HSB, every function and text and script is heavily related on each other to edit one by one (at least for me yet). So I want to add some kind of selected hero reset to the script, the selected heroes wont recieve any HSB functions, their specialty icons and text descriptions will also be as if the script isn't active. The important part is, they mustn't go back to original, only HSB additions must be disabled. If there is such a function, I will duplicate the HSB script, put it in my mod folder with the modifications mentioned here, so when mod is active (modified) HSB can be selected again.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 24, 2012 11:29 AM

I am sorry, but your explanation remains very unclear. Can you give a basic example?
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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted December 24, 2012 11:39 AM
Edited by artu at 11:48, 24 Dec 2012.

H43: is Daremyth. Normally her specialty is Fortune, I changed it to Blind. Everything is fine except when HSB is on, text description and icon display messes up, also the HSB scripts are based on her specialty being Fortune so the bonuses conflict with new version. I want to add such a command to HSB script that Daremyth is completely unaffected by it. Same goes for many heroes, including Eagle Eye specialists, some spellcasters that are now resource givers etc etc. Basically, most I care about is keeping monster bonuses of HSB because i think they are really slim without it, especially after mid-game.

Edit: I tried deleting (putting a star instead of !!) the intro functions like this:

*!FU836:P45/7/1/59/16;       Olema - Weakness (1 of 7, enemy, water)

but that doesn't fix specialty display and when you edit display scripts every hero is affected.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 24, 2012 11:52 AM
Edited by Salamandre at 12:46, 24 Dec 2012.

I see two possibilities: a) disable HSB and use your own scripts for heroes specialties b) modify HSB*

*requires some erm knowledge, no miracles possible

The section which displays HSB changes is here:

!?CM2&429;                                                    
!!HE-1:N?y-1;
here you must code which hero must be ignored
example:
!!FU&y-1=43:E; Daremith exception

!!IF:Wy-1;            check if w28>=0 (circumvent HSB with w28<0)
!!CM:I?y-2;
!!FU806&y-1>=0/y-2=118:Py-1/0;
!!UN&w28>=0/y-1>=0/y-2=118:G2/y-1/2/405;   //reset spec description
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Siegfried
Siegfried


Famous Hero
posted December 24, 2012 01:01 PM

Hi,

is there a possibility to check a given battlefield position for monster stack? !!BG:E$ does this check for a destination, but not for a deliberate position.

Background: I want to add some feature for a stack being attacked for all stacks around that attacked stack. Or add something else for all adjacent stacks each round. Well, the like. Various ideas here.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 24, 2012 03:04 PM

BM:P?
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Siegfried
Siegfried


Famous Hero
posted December 25, 2012 10:32 AM

Quote:
BM:P?


As far as i understand that this checks the position of the current (active) stack. This is not what i want.

Let's say a stack A is attacking a stack B. Then BM:P gives the position of the stack A. If i previously captured the BG trigger i also have the stack B's number and position. So far so good. Now i want to check for all positions around B if there is a stack. How to?

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