Heroes of Might and Magic Community
visiting hero! Register | Today's Posts | Games | Search! | FAQ/Rules | AvatarList | MemberList | Profile


Age of Heroes Headlines:  
5 Oct 2016: Heroes VII development comes to an end.. - read more
6 Aug 2016: Troubled Heroes VII Expansion Release - read more
26 Apr 2016: Heroes VII XPack - Trial by Fire - Coming out in June! - read more
17 Apr 2016: Global Alternative Creatures MOD for H7 after 1.8 Patch! - read more
7 Mar 2016: Romero launches a Piano Sonata Album Kickstarter! - read more
19 Feb 2016: Heroes 5.5 RC6, Heroes VII patch 1.7 are out! - read more
13 Jan 2016: Horn of the Abyss 1.4 Available for Download! - read more
17 Dec 2015: Heroes 5.5 update, 1.6 out for H7 - read more
23 Nov 2015: H7 1.4 & 1.5 patches Released - read more
31 Oct 2015: First H7 patches are out, End of DoC development - read more
5 Oct 2016: Heroes VII development comes to an end.. - read more
[X] Remove Ads
LOGIN:     Username:     Password:         [ Register ]
HOMM1: info forum | HOMM2: info forum | HOMM3: info mods forum | HOMM4: info CTG forum | HOMM5: info mods forum | MMH6: wiki forum | MMH7: wiki forum
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 50 100 150 200 ... 202 203 204 205 206 ... 250 300 350 400 407 · «PREV / NEXT»
Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted May 02, 2013 07:59 PM

I can't find this command in the erm help... How do i use it? The natural calamity is the building no 93 and the creatures are 164-167.
____________
Not idly do the leaves of Lorien fall.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 02, 2013 08:04 PM

DW receiver is in "other objects" column.

!DW#1/#2/#3: Monster dwelling at x,y,l coordinates
(Monster Dwellings are Types 17 and 20, See Format CG)

M#1/$2/$3 - set the monster to hire
  #1 = Slot (0...3) - you can hire up to 4 different monsters at one dwelling.
  #2 = Type of the monster (-1=disable this slot) (Format C)
  #3 = Number to hire

____________
Era II mods and utilities

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted May 02, 2013 08:21 PM

So I need a loop to find the coordinates of all natural calamities in the map first? How do I do this? And how do I set the monsters to have their default weekly growth?
____________
Not idly do the leaves of Lorien fall.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 02, 2013 08:32 PM

Hey, you already used loop through DW:M in your neutral town.erm.
____________
Era II mods and utilities

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted May 02, 2013 09:15 PM

OK, so I need to add this script:

!!DWv912/v913/v914:M0/164/2; // hire
!!DWv912/v913/v914:M0/165/3; // hire
!!DWv912/v913/v914:M0/166/3; // hire
!!DWv912/v913/v914:M0/167/2; // hire

into the part of neutral town script that changes the dwellings. However, in this new project I am working on I don't need to change any other dwelling recruits at all. I am going to erase that part altogether. So how can I do this JUST for Natural Calamities?
____________
Not idly do the leaves of Lorien fall.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 02, 2013 09:26 PM
Edited by Salamandre at 21:49, 02 May 2013.

Well, use a time trigger every week to set all calamities sell those four creatures, with a loop. You don't need to use same vars (v912-v914), in a loop will be v1-v3. By the way, there is M0, M1, M2 and M3, slots 0-3, your script will sell only one creature in current state.

Check script from Revisitable cartographers mod to see how to run a timer only on first human player turn, so you don't get calamities offering creatures more than once on every first day. Try first to make your own script, if wrong I will correct it.
____________
Era II mods and utilities

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted May 02, 2013 11:26 PM
Edited by Hero_Of_Light at 23:26, 02 May 2013.

So it is something like this?

!#TM91:S1/999/7/255;
!!UN:U93/-1/?y-1; [get cartographers number]
!!VRv1:S-1;
!!DO567890/1/y-1/1:P93/y-2;  [run through each one]
!!UN:Ux1/-1/-1/1; [coordinates in v1/v2/v3]
!!DWv1/v2/v3:M0/164/2; // hire
!!DWv1/v2/v3:M1/165/3; // hire
!!DWv1/v2/v3:M2/166/3; // hire
!!DWv1/v2/v3:M3/167/2; // hire
!!en:;
____________
Not idly do the leaves of Lorien fall.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 03, 2013 12:04 AM

Eh, you didn't put much effort in it:

Firstly the calamity is not type 93, but type 17, subtype 93. So the timer should search for U17, then check subtype and exit if not 93. Then there is no function accorded to the DO loop, so nothing will occur. Then look closely to your timer: it will run on every player turn. So if you are red player and recruit creatures on day 1, on second day they will be again available because timer ran x more times between. That's why I told you to look at cartographer timer, it shows how to run a loop only on first human player turn, by storing it in SN:W on first day.
____________
Era II mods and utilities

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted May 03, 2013 01:19 AM

It seems rather complicated. I may give it a try although I don't have much time at the moment. Thanks
____________
Not idly do the leaves of Lorien fall.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 03, 2013 03:54 AM

Is not, all you need to do is paste the timer sightly modified from cartographer and use calamity ID:

ZVSE

!#TM91:S1/999/7/255; [timer 91, every week]

!?TM91;
!!OW:C?y-2; [get current player]
!!OW:Iy-2/?y-3;  [get if AI or human]
!!FU&y-3<>0:E;  [exit if AI]
!!SN:W^Firstplayerflag^/?y-3;
!!SN&y-3<99:W^Calamity^/y-2; [get first human player]
!!VRy1:Sc; [get day]
;run first day
!!if&y1=1:; [only first day]
!!UN:U17/93/?y-1; [get calamities number]
!!VRv1:S-1;
!!DO3624589/1/y-1/1:P17/93;  [run through each one]
!!SN:W^Firstplayerflag^/99;
!!en:;
;run every week
!!if&y1>1:; [starting with 2nd week]
!!OW:C?y2;
!!SN:W^Calamity^/?y3; [check for first human player]
!!FU&y2<>y3:E; [exit if not first human player]
!!UN:U17/93/?y-1; [get calamities number]
!!VRv1:S-1;
!!DO3624589/1/y-1/1:P17/93;  [run through each one]
!!en:;

!?FU3624589;
;x1 type
;x2 subtype
!!UN:Ux1/x2/-1/1; [Calamity coordinates in v1/v2/v3]
!!DW1:M0/164/2; // hire
!!DW1:M1/165/3; // hire
!!DW1:M2/166/3; // hire
!!DW1:M3/167/2; // hire

!?OB17/93&1000;
!!DW998:M0/164/d; // hire
!!DW998:M1/165/d; // hire
!!DW998:M2/166/d; // hire
!!DW998:M3/167/d; // hire

____________
Era II mods and utilities

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted May 03, 2013 01:02 PM

It seem to work but when I try to recruit the 4th creature slot the game crashes. Is this from the script?
____________
Not idly do the leaves of Lorien fall.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 03, 2013 03:17 PM

Tested, no problems. Try it first as stand alone script, if it works then look in your main script for conflicts.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted May 03, 2013 04:17 PM

Yes you were right. It works OK now. However, it doesn't add up the creatures if the "dwellings accumulate creatures" option is ON. The number of the creatures is the same each week (whether you recruited them or not). Is there a way to fix this?
____________
Not idly do the leaves of Lorien fall.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 03, 2013 04:25 PM
Edited by Salamandre at 16:26, 03 May 2013.

Of course it does not add, we set manually the number of creatures to hire each first day, there is nothing to fix.

I don't think there is a way to simulate it without some long scripting.
____________
Era II mods and utilities

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted May 04, 2013 01:08 AM

That's OK then, I'll leave it as it is. Thanks for your support. As always you are most helpful and I appreciate it
____________
Not idly do the leaves of Lorien fall.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Altair
Altair

Tavern Dweller
posted May 09, 2013 09:39 PM

If creture has flag "summoned" then disapear after kill.
But how can I remove dead creature from battlefield?

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 09, 2013 10:30 PM
Edited by Salamandre at 22:36, 09 May 2013.

Sorry Altair, I have no idea how to remove corpses. Have you tried to set summoned flag for every stack then before battle ends to reset to real stacks those still alive? Just an idea, not tested.
____________
Era II mods and utilities

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Biobob
Biobob


Famous Hero
the Bobler
posted May 11, 2013 07:42 PM
Edited by Biobob at 19:55, 11 May 2013.

So Im now testing my new map ~Rise of the Sun King~ and tired of restarting over and over because of small faults. May I have some tips on how to edit these while playing the same game? I've read that it would be possible by Salamandres SoD mod, but it seems you need knowledge of basic commands...

Some teasers while Im at it


 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 11, 2013 08:03 PM

Looks nice and your chinese friends will be delighted from what I see ;)


You have mod manager right? From it, you have two important options, ERM editor and ERM Help, those you need.

With ERM editor, open SoD.erm then scroll down to add your codes (which will refresh when you press F12).
With ERM help, you will get all the ID's you need, this ain't hard once you know to browse it.

When adding a code, make it enable by clicking somewhere, let's say on kingdom overview, so all your codes will start with:

!?CM0;
!!CM:I?y1;
!!FU&y1<>3:E; exit if player does not click on KO


From here you add your codes.

To change one hero stats:

!!HE$:Fa/b/c/d;
$=Hero ID
a,b,c,d= atk, def, knw and sp

To remove add a primary skill:

!!HE$:S#1/#2;
$ hero ID
#1 skills ID (format SS)
#2 skill level (0-3)

To add remove a spell to one hero:
!!HE$:M#1/#2;
#1 spell ID
#2 add/remove  (1/0)

To remove one object on map:

!!CM:P?y1/?y2/?y3;
!!UN:Oy1/y2/y3;

Ask for more, can't know what you need.

____________
Era II mods and utilities

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Biobob
Biobob


Famous Hero
the Bobler
posted May 11, 2013 08:46 PM

Thank you for that, can you also Show me how to add/remove arts and Change creatures? Thats all I ask of the Erm god as for now

If everything would be as easy as that, my next map would be going to be wog type Lets See...

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jump To: « Prev Thread . . . Next Thread » This Popular Thread is 407 pages long: 1 50 100 150 200 ... 202 203 204 205 206 ... 250 300 350 400 407 · «PREV / NEXT»
Post New Poll    Post New Topic    Post New Reply

Page compiled in 0.5369 seconds