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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 ... 16 17 18 19 20 ... 50 100 150 200 250 300 350 400 407 · «PREV / NEXT»
TNT
TNT


Adventuring Hero
The Arcomage
posted October 31, 2006 08:53 AM

It will generate ERM codes - there will be descriptions and you won't have to learn ERM once the whole project is completed.

TNT.

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wog_edn
wog_edn

Promising

The Nothingness
posted November 01, 2006 11:40 AM

I am going to use it

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TNT
TNT


Adventuring Hero
The Arcomage
posted November 03, 2006 03:20 PM

I'm glad.

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wog_edn
wog_edn

Promising

The Nothingness
posted November 04, 2006 04:15 PM

Can someone tell me how to choose which creatures shall be in each town? It would have been fun to be able to choose that myself not only depend on other peoples...

Thanks in advance

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metos
metos


Known Hero
God of Shadows
posted November 04, 2006 05:16 PM

Quote:
As Vlaad said, it's not difficult to change the creatures that can be recruited at a new town, but I'm afraid that upgrading only works with native creatures.

To replace the Archmage with a Power Lich, you could use this:

ZVSE
!#UN:T2/3/1/65;

"UN:T" is the basic command, 2 is the number for "Tower", 3 is the 4th level dwelling (dwellings are numbered 0..6), 1 means upgraded creature (0 would mean non-upgraded creature), and 65 is Power Lich.

Consult the ERM Help file for more details.



____________
The Legendary God Of Mighty Shadows and Undead
_____________________
Keeper of the balance between evil and good

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wog_edn
wog_edn

Promising

The Nothingness
posted November 04, 2006 05:19 PM

Wow, I really think I understood

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metos
metos


Known Hero
God of Shadows
posted November 04, 2006 05:21 PM

It's easy if you really study it
____________
The Legendary God Of Mighty Shadows and Undead
_____________________
Keeper of the balance between evil and good

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wog_edn
wog_edn

Promising

The Nothingness
posted November 05, 2006 01:05 AM

Yeah, I do understand. I just did it  I made a town
THANKS

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wog_edn
wog_edn

Promising

The Nothingness
posted November 05, 2006 12:09 PM

What is wrong here? I can't upgrade

ZVSE
!#UN:T0/0/0/84;
!#UN:T0/0/1/85;
!#UN:T0/1/0/88;
!#UN:T0/1/1/89;
!#UN:T0/2/0/86;
!#UN:T0/2/1/87;
!#UN:T0/3/0/90;
!#UN:T0/3/1/91;
!#UN:T0/4/0/140;
!#UN:T0/4/1/144;
!#UN:T0/5/0/50;
!#UN:T0/5/1/51;
!#UN:T0/6/0/26;
!#UN:T0/6/1/135;
!!MA:U84/85;
!!MA:U88/89;
!!MA:U86/87;
!!MA:U90/91;
!!MA:U140/144;
!!MA:U50/51;
!!MA:U26/135;

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Fnord
Fnord


Promising
Famous Hero
posted November 05, 2006 09:02 PM

Quote:
What is wrong here? I can't upgrade

ZVSE
!#UN:T0/0/0/84;
!#UN:T0/0/1/85;
!#UN:T0/1/0/88;
!#UN:T0/1/1/89;
!#UN:T0/2/0/86;
!#UN:T0/2/1/87;
!#UN:T0/3/0/90;
!#UN:T0/3/1/91;
!#UN:T0/4/0/140;
!#UN:T0/4/1/144;
!#UN:T0/5/0/50;
!#UN:T0/5/1/51;
!#UN:T0/6/0/26;
!#UN:T0/6/1/135;
!!MA:U84/85;
!!MA:U88/89;
!!MA:U86/87;
!!MA:U90/91;
!!MA:U140/144;
!!MA:U50/51;
!!MA:U26/135;


!! = standard receiver which must be in a trigger section to execute.
!# = instruction -- same as a standard receiver but occurs at the very start of the game only and doesn't require a trigger (note: not all receiver commands can be used with the instruction syntax--some will crash)

Either change your !!MA lines to !#MA lines instead, or put them after a trigger, such as a day 1 timer or the post-instruction trigger that occurs once at game start, e.g., !?PI;

Note that a trigger section continues until the next trigger is reached, so you only have to put the trigger once, then follow it with all receivers.


____________

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wog_edn
wog_edn

Promising

The Nothingness
posted November 06, 2006 02:11 AM
Edited by wog_edn at 02:12, 06 Nov 2006.

Ok, here is what I made (with information how to do it):
What I change:
Castle:
1. Pikeman
UPG Halberdier
2. Archer
UPG Marksman
3. Wood Elf
UPG Grand Elf
4. Sharpshooter
UPG Lava Sharpshooter
5. Swordman
UPG Crusader
6. Pegasus
UPG Silver Pegasus
7. Cavalier
UPG Champion

Rampart:
1. Centaur
UPG Centaur Captain
2. Harpy
UPG Harpy Hag
3. Griffin
UPG Royal Griffin
4. Roc
UPG Thunderbird
5. Gorgon
UPG Mighty Gorgon
6. Unicorn
UPG War Unicorn
7. Faerie Dragon
UPG Azure Dragon

Tower:
1. Stone Golem
UPG Iron Golem
2. Dwarf
UPG Battle Dwarf
3. Gold Golem
UPG Diamond Golem
4. Medusa
UPG Medusa Queen
5. Naga
UPG Naga Queen
6. Mage
UPG Arch Mage
7. Angel
UPG Arch Angel

Inferno:
1. Imp
UPG Familiar
2. Stone Gargoyle
UPG Obsidian Gargoyle
3. Gog
UPG Magog
4. Fire Elemental
UPG Magma Elemental
5. Hell Steed
UPG Nightmare
6. Black Knight
UPG Dread Knight
7. Devil
UPG Arch Devil

Necropolis:
1. Skeleton
UPG Skeleton Warrior
2. Zombie
UPG Mummie
3. Demon
UPG Horned Demon
4. Lich
UPG PowerLich
5. Wraith
UPG Ghost
6. Pit Fiend
UPG Pit Lord
7. Vampire
UPG Vampire Lord

Dungeon:
1. Pixie
UPG Sprite
2. Beholder
UPG Evil Eye
3. Rogue
UPG Nomad
4. Cyclop
UPG Cyclop King
5. Minotaur
UPG Minotaur King
6. Hydra
UPG Chaos Hydra
7. Behemot
UPG Ascient Behemot

Stronghold:
1. Goblin
UPG Wolf Rider
2. Hobgoblin
UPG Wolf Raider
3. Dendroid Guard
UPG Dendroid Soldier
4. Orc
UPG Orc Chieftain
5. Ogre
UPG Troll
6. Manticore
UPG Scorpicore
7. Green Dragon
UPG Red Dragon

Fortress:
1. Troglodyte
UPG Infernal Troglodyte
2. Gnoll
UPG Gnoll Marauder
3. Lizardman
UPG Lizard Warrior
4. Serpent Fly
UPG Dragon Fly
5. Basilisk
UPG Greater Basilisk
6. Wyvern Monarch
UPG Gorynych
7. Gold Dragon
UPG Rust Dragon

Here is the script to place the creatures in the buildings/towns I want:

ZVSE
!#UN:T0/2/0/18;
!#UN:T0/2/1/19;
!#UN:T0/3/0/137;
!#UN:T0/3/1/171;
!#UN:T0/4/0/6;
!#UN:T0/4/1/7;
!#UN:T0/5/0/20;
!#UN:T0/5/1/21;
!#UN:T0/6/0/10;
!#UN:T0/6/1/11;
!#UN:T1/1/0/72;
!#UN:T1/1/1/73;
!#UN:T1/2/0/4;
!#UN:T1/2/1/5;
!#UN:T1/3/0/92;
!#UN:T1/3/1/93;
!#UN:T1/4/0/102;
!#UN:T1/4/1/103;
!#UN:T1/6/0/134;
!#UN:T1/6/1/132;
!#UN:T2/0/0/32;
!#UN:T2/0/1/33;
!#UN:T2/1/0/16;
!#UN:T2/1/1/17;
!#UN:T2/2/0/116;
!#UN:T2/2/1/117;
!#UN:T2/3/0/76;
!#UN:T2/3/1/77;
!#UN:T2/4/0/34;
!#UN:T2/4/1/35;
!#UN:T2/6/0/12;
!#UN:T2/6/1/13;
!#UN:T3/1/0/30;
!#UN:T3/1/1/31;
!#UN:T3/2/0/44;
!#UN:T3/2/1/45;
!#UN:T3/3/0/114;
!#UN:T3/3/1/125;
!#UN:T3/4/1/172;
!#UN:T3/5/0/66;
!#UN:T3/5/1/67;
!#UN:T4/1/0/59;
!#UN:T4/1/1/141;
!#UN:T4/2/0/48;
!#UN:T4/2/1/49;
!#UN:T4/3/0/64;
!#UN:T4/3/1/65;
!#UN:T4/4/0/61;
!#UN:T4/4/1/62;
!#UN:T4/5/0/50;
!#UN:T4/5/1/51;
!#UN:T4/6/0/62;
!#UN:T4/6/1/63;
!#UN:T5/0/0/118;
!#UN:T5/0/1/119;
!#UN:T5/1/0/74;
!#UN:T5/1/1/75;
!#UN:T5/2/0/143;
!#UN:T5/2/1/142;
!#UN:T5/3/0/94;
!#UN:T5/3/1/95;
!#UN:T5/5/0/110;
!#UN:T5/5/1/111;
!#UN:T5/6/0/96;
!#UN:T5/6/1/97;
!#UN:T6/0/1/86;
!#UN:T6/1/0/85;
!#UN:T6/1/1/87;
!#UN:T6/2/0/22;
!#UN:T6/2/1/23;
!#UN:T6/3/0/88;
!#UN:T6/3/1/89;
!#UN:T6/4/0/90;
!#UN:T6/4/1/144;
!#UN:T6/5/0/80;
!#UN:T6/5/1/81;
!#UN:T6/6/0/26;
!#UN:T6/6/1/82;
!#UN:T7/0/0/70;
!#UN:T7/0/1/71;
!#UN:T7/1/0/98;
!#UN:T7/1/1/99;
!#UN:T7/2/0/100;
!#UN:T7/2/1/101;
!#UN:T7/3/0/104;
!#UN:T7/3/1/105;
!#UN:T7/4/0/106;
!#UN:T7/4/1/107;
!#UN:T7/5/0/109;
!#UN:T7/5/1/168;
!#UN:T7/6/0/27;
!#UN:T7/6/1/135;

Here is script for upgrade between creatures:

ZVSE
!#MA:U18/19
!#MA:U137/171
!#MA:U6/7
!#MA:U20/21
!#MA:U10/11
!#MA:U72/73
!#MA:U4/5
!#MA:U92/93
!#MA:U102/103
!#MA:U134/132
!#MA:U32/33
!#MA:U16/17
!#MA:U116/117
!#MA:U76/77
!#MA:U34/35
!#MA:U12/13
!#MA:U30/31
!#MA:U44/45
!#MA:U114/125
!#MA:U52/172
!#MA:U66/67
!#MA:U59/141
!#MA:U48/49
!#MA:U64/65
!#MA:U61/62
!#MA:U118/119
!#MA:U74/75
!#MA:U143/142
!#MA:U94/95
!#MA:U111/112
!#MA:U96/97
!#MA:U84/86
!#MA:U85/87
!#MA:U22/23
!#MA:U88/89
!#MA:U90/144
!#MA:U80/81
!#MA:U26/82
!#MA:U70/71
!#MA:U98/99
!#MA:U100/101
!#MA:U104/105
!#MA:U106/107
!#MA:U109/168
!#MA:U27/135

Here is script to adjust creatures power (done with ERM scriptmaster):

ZVSE
AUTO_PoweredBy=ERM Script Master v.1.1.2.7

*** Castle ***
!#MA: C6/6/400 A6/12 D6/12 P6/40 S6/5 M6/6 E6/10 N6/0 G6/3 B6/0 R6/0 I6/445 F6/445 L6/3 O6/0 X6/16; Swordsman
!#MA: C7/6/400 A7/13 D7/13 P7/35 S7/6 M7/7 E7/10 N7/0 G7/3 B7/0 R7/0 I7/588 F7/588 L7/3 O7/0 X7/32784; Crusader
!#MA: C10/6/1500 A10/18 D10/18 P10/140 S10/10 M10/15 E10/30 N10/0 G10/1 B10/0 R10/0 I10/1946 F10/1668 L10/5 O10/0 X10/17; Cavalier
!#MA: C11/6/2000 C11/1/2 A11/20 D11/20 P11/200 S11/16 M11/25 E11/35 N11/0 G11/1 B11/0 R11/0 I11/2100 F11/1800 L11/5 O11/0 X11/17; Champion

*** Rampart ***
!#MA: C20/6/800 A20/14 D20/12 P20/70 S20/12 M20/10 E20/12 N20/0 G20/5 B20/0 R20/0 I20/518 F20/407 L20/3 O20/1 X20/19; Pegasus
!#MA: C21/6/1000 A21/16 D21/12 P21/100 S21/12 M21/10 E21/20 N21/0 G21/2 B21/0 R21/0 I21/532 F21/418 L21/3 O21/1 X21/19; Silver Pegasus
!#MA: C22/6/220 A22/6 D22/9 P22/40 S22/3 M22/6 E22/10 N22/0 G22/10 B22/0 R22/2 I22/517 F22/690 L22/4 O22/1 X22/16; Dendroid Guard
!#MA: C23/6/300 A23/9 D23/9 P23/30 S23/4 M23/10 E23/10 N23/0 G23/10 B23/0 R23/2 I23/803 F23/765 L23/4 O23/1 X23/16; Dendroid Soldier
!#MA: C26/6/2000 C26/4/1 A26/18 D26/18 P26/180 S26/10 M26/40 E26/50 N26/0 G26/1 B26/0 R26/0 I26/4872 F26/3654 L26/6 O26/1 X26/155; Green Dragon
!#MA: C27/6/3000 C27/3/2 A27/27 D27/27 P27/250 S27/16 M27/40 E27/50 N27/0 G27/1 B27/0 R27/0 I27/8613 F27/6220 L27/6 O27/1 X27/155; Gold Dragon

*** Tower ***
!#MA: C32/6/40 A32/1 D32/7 P32/10 S32/3 M32/1 E32/2 N32/0 G32/15 B32/0 R32/0 I32/250 F32/339 L32/2 O32/2 X32/131588; Stone Golem
!#MA: C33/6/50 A33/1 D33/6 P33/12 S33/4 M33/1 E33/3 N33/0 G33/15 B33/0 R33/0 I33/412 F33/412 L33/2 O33/2 X33/516; Iron Golem
!#MA: C34/6/1000 A34/16 D34/13 P34/100 S34/5 M34/20 E34/20 N34/24 G34/2 B34/0 R34/0 I34/570 F34/418 L34/3 O34/2 X34/4116; Mage
!#MA: C35/6/1500 A35/16 D35/13 P35/100 S35/7 M35/30 E35/30 N35/24 G35/2 B35/0 R35/0 I35/680 F35/467 L35/3 O35/2 X35/6164; Arch Mage
!#MA: C38/6/800 A38/12 D38/9 P38/60 S38/8 M38/12 E38/12 N38/0 G38/3 B38/0 R38/0 I38/2016 F38/2016 L38/5 O38/2 X38/65553; Naga
!#MA: C39/6/1000 A39/12 D39/9 P39/75 S39/9 M39/20 E39/20 N39/0 G39/3 B39/0 R39/0 I39/2840 F39/2485 L39/5 O39/2 X39/65553; Naga Queen

*** Inferno ***
!#MA: C44/6/175 A44/8 D44/5 P44/20 S44/4 M44/2 E44/6 N44/12 G44/8 B44/0 R44/0 I44/159 F44/145 L44/1 O44/3 X44/20; Gog
!#MA: C45/6/275 A45/9 D45/7 P45/30 S45/6 M45/2 E45/5 N45/24 G45/8 B45/0 R45/0 I45/240 F45/210 L45/1 O45/3 X45/1048596; Magog
!#MA: C48/6/220 A48/8 D48/8 P48/30 S48/5 M48/7 E48/9 N48/0 G48/8 B48/0 R48/0 I48/445 F48/445 L48/3 O48/3 X48/16; Demon
!#MA: C49/6/300 A49/10 D49/10 P49/40 S49/6 M49/7 E49/9 N49/0 G49/8 B49/0 R49/0 I49/480 F49/480 L49/3 O49/3 X49/16; Horned Demon
!#MA: C50/6/900 A50/14 D50/14 P50/75 S50/6 M50/13 E50/20 N50/0 G50/2 B50/0 R50/0 I50/765 F50/765 L50/4 O50/3 X50/16; Pit Fiend
!#MA: C51/6/1200 A51/15 D51/15 P51/100 S51/7 M51/18 E51/20 N51/0 G51/2 B51/1 R51/0 I51/1224 F51/1071 L51/4 O51/3 X51/16; Pit Lord
!#MA: C52/6/600 A52/12 D52/12 P52/65 S52/9 M52/12 E52/20 N52/0 G52/2 B52/0 R52/0 I52/1670 F52/1413 L52/5 O52/3 X52/16402; Efreet

*** Necropolis ***
!#MA: C61/6/600 A61/13 D61/10 P61/40 S61/11 M61/10 E61/20 N61/0 G61/2 B61/0 R61/0 I61/315 F61/252 L61/2 O61/4 X61/1540; Wraith
!#MA: C62/6/1000 A62/20 D62/10 P62/100 S62/6 M62/30 E62/30 N62/0 G62/1 B62/0 R62/0 I62/555 F62/518 L62/3 O62/4 X62/394242; Vampire
!#MA: C63/6/3000 C63/1/3 A63/25 D63/20 P63/200 S63/13 M63/40 E63/40 N63/0 G63/1 B63/0 R63/0 I63/783 F63/652 L63/3 O63/4 X63/394242; Vampire Lord
!#MA: C64/6/500 A64/11 D64/9 P64/30 S64/6 M64/11 E64/13 N64/12 G64/4 B64/0 R64/0 I64/848 F64/742 L64/4 O64/4 X64/1442820; Lich
!#MA: C65/6/600 A65/13 D65/10 P65/40 S65/7 M65/11 E65/15 N65/24 G65/4 B65/0 R65/0 I65/1079 F65/889 L65/4 O65/4 X65/1442820; Power Lich

*** Dungeon ***
!#MA: C74/6/130 A74/8 D74/6 P74/18 S74/5 M74/3 E74/5 N74/12 G74/8 B74/0 R74/0 I74/336 F74/240 L74/2 O74/5 X74/6164; Beholder
!#MA: C75/6/200 A75/9 D75/7 P75/18 S75/7 M75/3 E75/5 N75/24 G75/8 B75/0 R75/0 I75/367 F75/245 L75/2 O75/5 X75/6164; Evil Eye
!#MA: C82/6/2500 C82/4/2 A82/23 D82/23 P82/200 S82/12 M82/40 E82/40 N82/0 G82/1 B82/0 R82/0 I82/4702 F82/3762 L82/6 O82/5 X82/155; Red Dragon

*** Stronghold ***
!#MA: C85/6/75 A85/6 D85/4 P85/5 S85/7 M85/1 E85/4 N85/0 G85/9 B85/0 R85/8 I85/78 F85/65 L85/0 O85/6 X85/16; Hobgoblin
!#MA: C86/6/100 A86/5 D86/5 P86/10 S86/6 M86/2 E86/4 N86/0 G86/15 B86/0 R86/0 I86/130 F86/130 L86/1 O86/6 X86/17; Wolf Rider
!#MA: C88/6/300 A88/10 D88/6 P88/15 S88/4 M88/4 E88/9 N88/12 G88/5 B88/0 R88/0 I88/192 F88/175 L88/2 O88/6 X88/20; Orc
!#MA: C89/6/350 A89/10 D89/7 P89/25 S89/5 M89/4 E89/10 N89/24 G89/5 B89/0 R89/0 I89/240 F89/200 L89/2 O89/6 X89/20; Orc Chieftain
!#MA: C92/6/350 A92/11 D92/9 P92/40 S92/7 M92/10 E92/13 N92/0 G92/4 B92/0 R92/0 I92/1027 F92/790 L92/4 O92/6 X92/19; Roc
!#MA: C93/6/500 A93/11 D93/11 P93/50 S93/14 M93/10 E93/13 N93/0 G93/4 B93/0 R93/0 I93/1106 F93/869 L93/4 O93/6 X93/19; Thunderbird
!#MA: C94/6/500 A94/11 D94/10 P94/40 S94/6 M94/10 E94/14 N94/16 G94/4 B94/0 R94/0 I94/1266 F94/1055 L94/5 O94/6 X94/52; Cyclops
!#MA: C95/6/600 A95/11 D95/11 P95/55 S95/8 M95/12 E95/16 N95/28 G95/4 B95/0 R95/0 I95/1443 F95/1110 L95/5 O95/6 X95/52; Cyclops King
!#MA: C96/6/2000 C96/4/1 A96/22 D96/22 P96/200 S96/6 M96/30 E96/50 N96/0 G96/1 B96/0 R96/0 I96/3162 F96/3162 L96/6 O96/6 X96/145; Behemoth
!#MA: C97/6/4000 C97/4/2 A97/28 D97/28 P97/300 S97/9 M97/30 E97/50 N97/0 G97/1 B97/0 R97/0 I97/6168 F97/5397 L97/6 O97/6 X97/145; Ancient Behemoth

*** Fortress ***
!#MA: C98/6/75 A98/5 D98/5 P98/10 S98/4 M98/2 E98/4 N98/0 G98/10 B98/0 R98/6 I98/56 F98/70 L98/0 O98/7 X98/16; Gnoll
!#MA: C99/6/100 A99/6 D99/6 P99/12 S99/5 M99/2 E99/7 N99/0 G99/10 B99/0 R99/6 I99/90 F99/90 L99/0 O99/7 X99/16; Gnoll Marauder
!#MA: C100/6/175 A100/7 D100/6 P100/20 S100/4 M100/2 E100/3 N100/12 G100/8 B100/0 R100/0 I100/126 F100/115 L100/1 O100/7 X100/20; Lizardman
!#MA: C101/6/200 A101/8 D101/8 P101/25 S101/5 M101/3 E101/7 N101/24 G101/8 B101/0 R101/0 I101/156 F101/130 L101/1 O101/7 X101/20; Lizard Warrior
!#MA: C104/6/350 A104/10 D104/9 P104/30 S104/12 M104/2 E104/5 N104/0 G104/6 B104/0 R104/0 I104/268 F104/215 L104/3 O104/7 X104/18; Serpent Fly
!#MA: C105/6/450 A105/10 D105/10 P105/40 S105/14 M105/2 E105/5 N105/0 G105/6 B105/0 R105/0 I105/312 F105/250 L105/3 O105/7 X105/18; Dragon Fly
!#MA: C106/6/450 A106/13 D106/12 P106/45 S106/6 M106/6 E106/14 N106/0 G106/3 B106/0 R106/0 I106/552 F106/506 L106/4 O106/7 X106/17; Basilisk
!#MA: C107/6/700 A107/13 D107/13 P107/50 S107/10 M107/6 E107/14 N107/0 G107/3 B107/0 R107/0 I107/714 F107/561 L107/4 O107/7 X107/17; Greater Basilisk
!#MA: C109/6/1100 A109/15 D109/15 P109/80 S109/11 M109/18 E109/22 N109/0 G109/2 B109/0 R109/0 I109/1518 F109/1181 L109/5 O109/7 X109/19; Wyvern Monarch
!#MA: C110/6/1400 A110/16 D110/18 P110/100 S110/5 M110/10 E110/40 N110/0 G110/2 B110/0 R110/0 I110/4120 F110/4120 L110/6 O110/7 X110/589969; Hydra
!#MA: C111/6/1800 C111/3/1 A111/18 D111/18 P111/120 S111/7 M111/10 E111/60 N111/0 G111/2 B111/0 R111/0 I111/5931 F111/5272 L111/6 O111/7 X111/589969; Chaos Hydra

*** Conflux ***
!#MA: C114/6/350 A114/8 D114/8 P114/35 S114/6 M114/4 E114/6 N114/0 G114/5 B114/0 R114/0 I114/345 F114/345 L114/3 O114/8 X114/132096; Fire Elemental
!#MA: C125/6/400 A125/9 D125/9 P125/40 S125/6 M125/6 E125/10 N125/0 G125/4 B125/3 R125/0 I125/490 F125/490 L125/3 O125/8 X125/132096; Magma Elemental

*** Other ***
!#MA: C116/6/350 A116/5 D116/12 P116/50 S116/5 M116/1 E116/4 N116/0 G116/3 B116/0 R116/0 I116/600 F116/600 L116/9 O116/9 X116/132096; Gold Golem
!#MA: C117/6/350 A117/7 D117/12 P117/60 S117/5 M117/1 E117/5 N117/0 G117/2 B117/0 R117/0 I117/775 F117/775 L117/9 O117/9 X117/132096; Diamond Golem
!#MA: C132/6/3000 C132/4/3 A132/26 D132/26 P132/300 S132/16 M132/35 E132/45 N132/0 G132/1 B132/0 R132/0 I132/78845 F132/56315 L132/9 O132/9 X132/155; Azure Dragon
!#MA: C134/6/1500 C134/4/1 A134/18 D134/18 P134/150 S134/8 M134/20 E134/30 N134/0 G134/1 B134/0 R134/0 I134/19580 F134/16317 L134/9 O134/9 X134/147; Faerie Dragon
!#MA: C135/6/3000 C135/3/4 A135/30 D135/30 P135/300 S135/17 M135/40 E135/50 N135/0 G135/1 B135/0 R135/0 I135/26433 F135/24030 L135/9 O135/9 X135/155; Rust Dragon
!#MA: C141/6/200 A141/6 D141/6 P141/10 S141/5 M141/3 E141/5 N141/0 G141/7 B141/0 R141/0 I141/270 F141/270 L141/9 O141/9 X141/394240; Mummy
!#MA: C142/6/300 A142/9 D142/9 P142/30 S142/8 M142/3 E142/7 N142/0 G142/7 B142/0 R142/0 I142/345 F142/285 L142/9 O142/9 X142/17; Nomad
!#MA: C143/6/230 A143/8 D143/5 P143/20 S143/6 M143/2 E143/5 N143/0 G143/8 B143/0 R143/0 I143/135 F143/135 L143/9 O143/9 X143/16; Rogue
!#MA: C159/6/850 A159/13 D159/10 P159/45 S159/12 M159/5 E159/7 N159/0 G159/8 B159/0 R159/0 I159/250 F159/150 L159/9 O159/9 X159/148482; Ghost
!#MA: C168/6/1700 A168/17 D168/17 P168/110 S168/10 M168/25 E168/40 N168/0 G168/2 B168/0 R168/0 I168/5931 F168/5272 L168/9 O168/9 X168/721931; Gorynych
!#MA: C172/6/650 A172/14 D172/13 P172/80 S172/9 M172/18 E172/20 N172/0 G172/2 B172/0 R172/0 I172/2030 F172/1740 L172/9 O172/9 X172/132105; Nightmare
*** END OF SCRIPT ***
* 6/13/2001 2:58:41 PM *

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Fnord
Fnord


Promising
Famous Hero
posted November 06, 2006 03:28 AM
Edited by Fnord at 03:31, 06 Nov 2006.

Quote:
Ok, here is what I made (with information how to do it):


In order to fix the morale issues, you should also set the creatures to belong to their new castle types with the MA:O command.

You can do it much the same as the others:

!#MA:O#1/#2; [#1=creature, #2=town type]


Also, you might want to consider the heroes and their starting creatures and hero specialties--if any of those creatures no longer exist in the revised town type, they should be changed.

To set hero's starting troops, use the HE#:H command:

H$1/$2/$3/$4   Set army type for newly hired heroes.
  $1 = Slot number (0,1,2)
  $2 = Monster type (-1 means no monster, see Format C)
  $3 = Minimum value of monsters number
  $4 = Maximum value of monsters number (may be equal to min number for fixed number)
Comments:
This will be applied to a hero that CANNOT be hired right now. So if Orin and Jeddite are currently available in a tavern, their army WILL NOT be changed until next week. But if you change the army of Crag Hack and he will be available to be hired after you hire Orin or Jeddite, he WILL have the army that you set.
Then, when you hire a hero that appears in a Tavern in the beginning of the week, he will have 2 or 3 slots of army (it's not possible to set 2 or 3 exactly). So you can set 1st and 2nd slots to desired monsters and 3rd slot to -1 monster type. This will result in the hero always having 2 slots of monsters. Then if you hire a Hero, he or she will have only one slot of monsters and number 1.

Example:
Set Army of Orin to Gnoll at the game start
!#HE0:H0/99/3/3H1/-1/2/2H2/-1/0/0;
This may be used later during a game.
!?LE3/7/0; Trigger for cycle
!!DO21000/0/155/1:P; Set Army to all Heroes
!?FU21000;
!!VRv1:Sx16;
!!HEv1:H0/99/3/3H1/-1/2/2H2/-1/0/0;


For hero creature specialties, use HE#:X1 or HE#:X4 (X4 is mostly used for some Conflux Heroes):

X(...)   Change hero's specialty.

To make hero master of a secondary skill
 X0/$1/0/0/0/0/0 or X0/$1
   $1=secondary skill number (see Format SS )

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

To make hero keeper of resources
 X2/$1/0/0/0/0/0 or X2/$1
   $1=resource type (see Format R )

To make hero master of a spell
 X3/$1/0/0/0/0/0 or X3/$1
   $1=spell number (see Format SP)

To make hero grandmaster of creatures
 X4/$1/$2/$3/$4/0/0 or X4/$1/$2/$3/$4
   $1=creature type number (see Format C )
   $2=attack bonus
   $3=defence bonus
   $4=damage bonus

To make hero master of speed
 X5/2/0/0/0/0/0 or X5/2

To make hero master of upgrades
 X6/$1/0/0/0/$2/$3 or X6/$1/$2/$3
   $1=creature 1 to upgrade (see Format C )
   $2=creature 2 to upgrade (see Format C )
   $3=creature to upgrade to (see Format C )

To make hero master of dragons
 X7/$1/$2/0/0/0/0 or X7/$1/$2
   $1=attack bonus
   $2=defense bonus

To make hero master of WoG speciality
 X8/$1/0/0/0/0/0 or X8/$1
  $2=subtype
      =1 for Walking Darkness
      =2 for Builder

To make hero to Master of Fire Magic (as Witch Adrienne)
 X-1/0/0/0/0/0/0 or X-1/0
Remark: you have to give Expert Fire Magic and the Inferno Spell too to the hero, to get the same ability as Adrienne.

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.

Example.
To check the current settings use:
!!HE#:X?y5/?y6/?y7/?y8/?y9/?y10/?y11;
Note:
If you set it X7/???/$1/$2/$3 (so it will be compatible with X4 syntax), so ??? - no matter (it is a placeholder for a creature type)
$1 is an attack bonus
$2 is a defence bonus
$3 is a damage (low and high) bonus.


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wog_edn
wog_edn

Promising

The Nothingness
posted November 06, 2006 04:04 PM
Edited by wog_edn at 16:05, 06 Nov 2006.

Understood, here is the morale script:
ZVSE
!#MA18/0;
!#MA19/0;
!#MA137/0;
!#MA171/0;
!#MA6/0;
!#MA7/0;
!#MA20/0;
!#MA21/0;
!#MA10/0;
!#MA11/0;
!#MA72/1;
!#MA73/1;
!#MA4/1;
!#MA5/1;
!#MA92/1;
!#MA93/1;
!#MA102/1;
!#MA103/1;
!#MA134/1;
!#MA132/1;
!#MA32/2;
!#MA33/2;
!#MA16/2;
!#MA17/2;
!#MA116/2;
!#MA117/2;
!#MA76/2;
!#MA77/2;
!#MA34/2;
!#MA35/2;
!#MA12/2;
!#MA13/2;
!#MA30/3;
!#MA31/3;
!#MA44/3;
!#MA45/3;
!#MA114/3;
!#MA125/3;
!#MA172/3;
!#MA66/3;
!#MA67/3;
!#MA59/4;
!#MA141/4;
!#MA48/4;
!#MA49/4;
!#MA64/4;
!#MA65/4;
!#MA61/4;
!#MA62/4;
!#MA50/4;
!#MA51/4;
!#MA62/4;
!#MA63/4;
!#MA118/5;
!#MA119/5;
!#MA74/5;
!#MA75/5;
!#MA143/5;
!#MA142/5;
!#MA94/5;
!#MA95/5;
!#MA110/5;
!#MA111/5;
!#MA96/5;
!#MA97/5;
!#MA86/6;
!#MA85/6;
!#MA87/6;
!#MA22/6;
!#MA23/6;
!#MA88/6;
!#MA89/6;
!#MA90/6;
!#MA144/6;
!#MA80/6;
!#MA81/6;
!#MA26/6;
!#MA82/6;
!#MA70/7;
!#MA71/7;
!#MA98/7;
!#MA99/7;
!#MA100/7;
!#MA101/7;
!#MA104/7;
!#MA105/7;
!#MA109/7;
!#MA168/7;
!#MA27/7;
!#MA135/7;

I hate smileys

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wog_edn
wog_edn

Promising

The Nothingness
posted November 06, 2006 11:43 PM

Is it possible to make skeletons turn into warriors tomb and then give +1 morale (when visited). And Rally Flag give -1 morale?

And is it possible to change text for any of those?

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Fnord
Fnord


Promising
Famous Hero
posted November 06, 2006 11:57 PM
Edited by Fnord at 23:58, 06 Nov 2006.

Quote:
Is it possible to make skeletons turn into warriors tomb and then give +1 morale (when visited). And Rally Flag give -1 morale?

And is it possible to change text for any of those?


First, regarding your previous message and smilies--there's a way to turn them off. On the left-hand side of the screen above all the smilies there's some icons for special codes (Bold, Italic, Link etc.) and one that is a red circle with an X through it--that's the one to disable smilies for your message. Or you can type it in manually (it's /smilies in the square brackets).

Re: Skeletons as Warrior's Tomb: you mean the skeleton/corpse object that sometimes has an artifact or whatever?  Yes, you can use the UN:I command to place an object on the map that looks like a different object. Not everything will work but many will. Then there's a receiver for the Warrior's Tomb to set it up the way you want it (set the artifact, etc.).

To give a temporary morale bonus, use the HE#:R0 command.

You should check details of all these in ERM Help but if you get stuck, post here.

Note that when using UN:I, you can't usually use it as an instruction (will cause a map crash in many cases) and even after a !?PI; trigger might not work so you'll probably have to use it with a day 1 timer or if you want the change to occur later (like after the hero visits it or something), use an object trigger.

To set up a timer, check out the TM receiver and trigger.

I don't believe there's any special receiver for the Rally Flag yet but you could disable the object's standard function (with the OB:D or OB:S commands) and then use HE#:R0 to give a morale penalty. Note that disabling an object will often confuse the AI and it may move on and off the object repeatedly because it hasn't got the bonus it expects so it keeps going back. To avoid this, you can use flag 1000 (add &1000 to a trigger or receiver) to only let it work for the human player. The OB:D command disables for a specific colour and OB:S for all colours so OB:D is often better.

You can't change text for these objects but you can often suppress the display of existing text and then display your own instead. To suppress and existing message dialog, use the OB:M command. Then use the IF:M command to display your own (or IF:Q if you want to ask a question and/or display some standard picture with the dialog, like resources, morale, etc.).


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wog_edn
wog_edn

Promising

The Nothingness
posted November 07, 2006 12:22 AM

To be honest; that was way too difficult to me. I will maybe try it, but if it doesn't work out I will only replace a skull with a corpse or something, just to make it look like a corpse but without any abilities. Will do the same with rally flag if it doesn't work out.

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wog_edn
wog_edn

Promising

The Nothingness
posted November 09, 2006 12:20 PM

I didn't make it... anyway; is it possible to change an adventure object? If I make it by adding one I would likw (love) to make it do what I want

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Dragonbreath
Dragonbreath


Famous Hero
Me like dragons!
posted November 09, 2006 02:22 PM

Eh. It wouldn't make any difference anyway as undead are immune to morale.

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wog_edn
wog_edn

Promising

The Nothingness
posted November 15, 2006 03:22 PM

How to change creature names?

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Fnord
Fnord


Promising
Famous Hero
posted November 16, 2006 07:39 AM

Quote:
How to change creature names?


Choose a unique z variable to store the new name. You'll need two per creature (one for singular and one for plural).

Then use the UN:G1 command.

G1/#1/#2/$;   Change Monster names.
  #1 - Number of Monster (Format C)
  #2 - Type of text
        0 - Singular name
        1 - Plural name
        2 - Specialty text
  $ - z variable (or its number) that keep the new text
        0 means restore original


For example, to change the name of Royal Griffins (creature 5 in Format C), to "Big Bird" and "Big Birds", you could use:

ZVSE
!#VRz850:S^Big Bird^;
!#VRz851:S^Big Birds^;
!#UN:G1/5/0/850 G1/5/1/851;


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