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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 ... 199 200 201 202 203 ... 250 300 350 400 407 · «PREV / NEXT»
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 09, 2013 11:28 AM

If you already have the answer, test it :)

!!TRx/y/z:E1 P1; change to passable
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Era II mods and utilities

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Caagr98
Caagr98


Hired Hero
posted April 09, 2013 12:11 PM

And how do I set a yellow square to be solid/not solid, like border gates? For nonsolid, I guess I should remove it? And is there any trigger that is called when you change active hero? (I know you can use one of the CMs and a TM, but is there any better one?)

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 09, 2013 12:22 PM
Edited by Salamandre at 12:23, 09 Apr 2013.

Well, I implemented in tew4 8 additional keymasters tents, and when I visit one, the square of the border gate is set to remove yellow square + make it passable with the code above, it is not a problem, test different codes involving TR until you get what you want.

There is no specific trigger when changing active hero but CM helps.
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Caagr98
Caagr98


Hired Hero
posted April 09, 2013 12:38 PM
Edited by Caagr98 at 13:06, 09 Apr 2013.

Sorry for posting the same thing twice, the forum doesn't seem to redirect me to the page the post is on, so I thought it had ignored the post.

Anyway, is there any Quest Guard/Seer's Hut reciever? There doesn't seem to be any in the Other Objects page. In case you're wondering, I'm trying to create some kind of Quest Gates, which acts pretty much like quest guards, but doesn't vanish.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 09, 2013 01:09 PM

No, there isn't one but would be very helpful, asked once Bersy about, not sure can be done. Anyway, scripting custom quest guards is simple, use any object and make it look as what you want.
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Caagr98
Caagr98


Hired Hero
posted April 09, 2013 02:30 PM

Yeah, I know that I can use a normal quest guard and make it look different, but I want it to act differently too.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 09, 2013 03:14 PM

No, what I mean is to place any wog object, make it look like a quest guard with UN:I then script it.
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Caagr98
Caagr98


Hired Hero
posted April 09, 2013 04:53 PM

Quote:
No, what I mean is to place any wog object, make it look like a quest guard with UN:I then script it.
Oh. Yeah, that's possible, but it would be a lot easier if you could use the standard quest guard editor (in the map editor), though it's not necessary. Anyway, how do I set an item in an inventory slot if there's already something there?

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Caagr98
Caagr98


Hired Hero
posted April 11, 2013 09:44 AM
Edited by Caagr98 at 09:44, 11 Apr 2013.

What's the difference between y1 and y-1, except that they are different variables? The ERM help says

y1 ... y100 Function local variables (unique for each function)
y-1...y-100 Trigger-based local variables. Integer vars

but both seem to be local to the function. From the description, I'd expect this script
!!VRy1:S0;
!!VRy-1:S0;
!!FU989898:P;
!!IF:M^y1=%Y1 y-1=%Y-1^;
!?FU989898;
!!VRy1:S1;
!!VRy-1:S1;
!!IF:M^y1=%Y1 y-1=%Y-1^;

to say
y1=1 y-1=1
y1=0 y-1=1

or something.

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OxFEA
OxFEA


Promising
Famous Hero
feanor on DF2.ru
posted April 11, 2013 02:39 PM

!!UN:C6202647/4/13; set costs coefficient for black markets (1..13). 5 - standart (x2.5, afaik), 13 - nominal.
!!UN:C5392593/1/13; set costs coefficient for black markets (AI)

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Caagr98
Caagr98


Hired Hero
posted April 11, 2013 02:59 PM

Quote:
!!UN:C6202647/4/13; set costs coefficient for black markets (1..13). 5 - standart (x2.5, afaik), 13 - nominal.
!!UN:C5392593/1/13; set costs coefficient for black markets (AI)

Does that mean how much the price changes for each market you own or something?

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OxFEA
OxFEA


Promising
Famous Hero
feanor on DF2.ru
posted April 11, 2013 08:00 PM

Quote:
Quote:
!!UN:C6202647/4/13; set costs coefficient for black markets (1..13). 5 - standart (x2.5, afaik), 13 - nominal.
!!UN:C5392593/1/13; set costs coefficient for black markets (AI)

Does that mean how much the price changes for each market you own or something?


Quote:
black markets

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Caagr98
Caagr98


Hired Hero
posted April 12, 2013 07:33 AM

Quote:
Quote:
Quote:
!!UN:C6202647/4/13; set costs coefficient for black markets (1..13). 5 - standart (x2.5, afaik), 13 - nominal.
!!UN:C5392593/1/13; set costs coefficient for black markets (AI)

Does that mean how much the price changes for each market you own or something?


Quote:
black markets


I still don't understand.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted April 12, 2013 08:09 AM

i think he means that what he typed is for black markets only.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 12, 2013 10:03 AM

I would recommend to test the code and see what it does before asking again and again. Place a black market, visit, see the prices, change the coefficient, look at prices again.

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Caagr98
Caagr98


Hired Hero
posted April 12, 2013 11:07 AM
Edited by Caagr98 at 16:06, 12 Apr 2013.

Quote:
I would recommend to test the code and see what it does before asking again and again. Place a black market, visit, see the prices, change the coefficient, look at prices again.
Yeah, I guess that's a good idea, though I currently have no reason to change anything about BMarkets.

Is there any way to change what creatures you get from the skeleton transformer, open the dialog, and then change it back when it is closed? And I still don't know the difference between positive and negative Y vars.

Also, is there any Gem plugin (e.g. Amethyst, Emerald) to add buildings to towns?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 12, 2013 11:04 PM

Quote:
And I still don't know the difference between positive and negative Y vars.


!?CM0;
!!VRy1:S99;
!!VRy-1:S99;
!!FU23456:P;
!!IF:M^%Y1 is y1, %Y-1 is y-1^; you will get y1=99, y-1=-1


!?FU23456;
!!VRy1:S-1; [function local variable, unique to this function]
!!VRy-1:S-1; [trigger local variable]
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Caagr98
Caagr98


Hired Hero
posted April 13, 2013 08:42 AM
Edited by Caagr98 at 09:56, 13 Apr 2013.

Quote:
Quote:
And I still don't know the difference between positive and negative Y vars.


!?CM0;
!!VRy1:S99;
!!VRy-1:S99;
!!FU23456:P;
!!IF:M^%Y1 is y1, %Y-1 is y-1^; you will get y1=99, y-1=-1


!?FU23456;
!!VRy1:S-1; [function local variable, unique to this function]
!!VRy-1:S-1; [trigger local variable]


When I tried a nearly identical code (0 and 1 instead of 99 and -1), it said "y1=0 y-1=0".

EDIT: Would it be possible to use some UN:C magic to make the game use the "Standing" creature animation instead of just the first frame while standing still in combat? Would look much less boring.

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OxFEA
OxFEA


Promising
Famous Hero
feanor on DF2.ru
posted April 13, 2013 01:23 PM

Quote:
EDIT: Would it be possible to use some UN:C magic to make the game use the "Standing" creature animation instead of just the first frame while standing still in combat? Would look much less boring.
No

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 13, 2013 02:18 PM

The whole standing animation is only used in creature screen, in battle you get the first frame only, which I consider a good option, having 14 stacks in constant animation (+ possible clones) will look like HoMM5-6 and we know how much we love them.
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