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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 50 100 150 200 ... 203 204 205 206 207 ... 250 300 350 400 407 · «PREV / NEXT»
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 11, 2013 08:55 PM
Edited by Salamandre at 21:04, 11 May 2013.

To remove arts:

[use CM code I gave, always at top]

Then:

!!HE$:A3/$1/$2/$3;

$ hero id
$1 Artefact ID
$2 number if artefacts to delete (usually 1)
$3 1 if you want to delete an equipped artefact, 0 if from backpack
NOTE: don't remove combos this way, it will create locked slot bug (is ok for test, but not ok for game play if wog map)

To add artefact:
!!HE$:A1/$1/$2 - Equip an artifact
$1 - number of artifact. (see Format A1).
$2 - position on the body where to place (see Format AP).

To change one hero army:

!!HE$:C0/0/$/$1 C0/1/$/$1 C0/2/$/$1 C0/3/$/$1 C0/4/$/$1 C0/5/$/$1 C0/6/$/$1;

C0/1-6 are hero slots, don't change
$ Creature ID
$1 quantity

Note: if sod map, adding 1000 dragons in every slot is useless, the AI hero will put them in one slot before battle. If wog, you can use the code directly when battle starts so he will have 7x1000 dragons.


To change one hero color, so you can check if everything is right inside:

!!OW:C?y1;
!!HE$:Oy1;
$ hero ID
y1 will be your color.

You can keep all codes inside but disable them, then reenable when need. To do so:

*!HE$:[...]  for example. ERM will not read that line if it starts with *!, only if it starts with !!. So you don't need to delete, add again etc.

Quote:

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



I hope so. Sod is nice but many of the ideas you may have can not be implemented. WoG can everything SoD can, + almost all ideas you imagine. But is not so easy, a few months of ERM practice are required.
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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted May 11, 2013 11:44 PM

about succubusses (inferno commander):
there was a bin file for it I believe in older version of phoenix mod, so I believe this is well known memory code, though I didn't find anybody provide same for Astral spirit so I found myself (included in knightmare commanders mod). It took me a while to find it, but i didn't have to be oxfea . But anyway finding paladin or brute multiplier were much easier.

I don't yet have the experience of oxfea (advanced plugins are still above me) but I may help finding a few memory codes if they enough easy to find (easiest are searches for a number which isn't too much used for another reasons).

-----------------------------------------------------
I have one question: what zghost.txt and those txt file with 8 lvl creature numbers, do exactly? I may have to change them in my future mod... (for example separating 8lv creatures from second upgrade of 7lvl creature in more creatures pack using oxfea amethyst plugin of course)

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Hippox88
Hippox88

Tavern Dweller
posted May 12, 2013 07:43 PM
Edited by Hippox88 at 19:49, 12 May 2013.

This is possibly not the right place to ask this but, well, here goes.

There's one small thing that's bothering me somewhat about WoG...

...and that's the way that the 'santa gremlins' and its dwelling, the snowman, (actually just the xmas hat), looks.

Why? Well, it seriously ruins the asmosphere of the game for me when I see them. I don't like the xmas feel. It just makes the game feel somewhat silly, you know. That, 'out of place' feeling.

So is it possible there's already a mod/script that changes the names and looks of these xmas things to something else? Like 'Ice gremlins' Or removes these xmas things completely, even? I've looked at the WoG options, but I couldn't find anything. I also don't know how to script myself, but I can follow simple directions, though. Maybe this is a silly request, and I should just ignore the issue. hihi
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 12, 2013 07:55 PM

Indeed is not the right place. But if you offer a better dwelling, it will be considered.

Me likes the snowman so far.
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bloodsucker
bloodsucker


Legendary Hero
posted May 12, 2013 08:57 PM

Upgrades

Quote:
Something to add in erm help:

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 )


Actually if you use the second form, the upgrade cycle will never finish and you will be offered to upgrade the last too, into same and will lose experience.

X6/$1/0/0/0/$2/$3 is working properly.




Hy, I was thinking it would be a great idea to create a functionality  on the skeleton transformer to allow you to upgrade all special dragons to dracoliches.

Two major doubt, first can the upgrade be for more than two creatures, because on this example looks like you can't.
Second, does the upgrade had to be to the value of the upgraded creature or this is customizeble? Because I think they should upgrade for the habitual cost of Azures but without changing the cost of Dracoliches in external dwellings. Why?
Because for not undead armys dracoliches are a two sides addiction while to necroheros this is The strategic option to get really powerfull end game creatures.


Does this makes sense? Does anyone have sugestion about where to start looking?




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Hippox88
Hippox88

Tavern Dweller
posted May 12, 2013 09:09 PM
Edited by Hippox88 at 21:09, 12 May 2013.

Quote:
Indeed is not the right place. But if you offer a better dwelling, it will be considered.

Me likes the snowman so far.


Okay, sorry about that. Where should I post it then? Because this isn't important enough to have its own thread, and there's no general feedback sticky - or I'm blind. The snowman in itself is quite cool, indeed. I'll delete/blank out these wrongly placed posts of mine tomorrow so that they don't take room space.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 12, 2013 09:43 PM

@BloodSucker: to change how the transformer works you need UN:C access to memory. Very few people know how to do that, maybe one will respond.

Hyppox: you can make your own thread.
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bloodsucker
bloodsucker


Legendary Hero
posted May 12, 2013 09:58 PM

Natural Calamity monsters

If I said that, for instance, the level 1 creature from tower is Azure Dragon, does this mins that the external workshops are going to ofer 16 Azures for free each week?

Is there a way to put the same building offering 16 creatures a week but steel be guarded and they have to be bought?


Or am I not seeing the big picture?

Thank you.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 12, 2013 10:08 PM

Well you have erm help which contains all available commands. You can test what you ask by using them.
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bloodsucker
bloodsucker


Legendary Hero
posted May 12, 2013 10:25 PM

To make hero master of upgrades

Is it possible to give an hero an extra especiality during the game, for example with an object like yours to give magic skills on Tew3?
Or the specialities had do be given before the game stars?

Thank you

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 13, 2013 10:27 PM

You can modify, at any moment, heroes, creatures, almost anything.  
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Bloodsucker
Bloodsucker


Legendary Hero
posted May 14, 2013 08:45 PM

Modify specialities

Quote:
You can modify, at any moment, heroes, creatures, almost anything.  



I took this from the Help

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
------------------------------------------------

So as I understand, real Specialties can be swithed but not added,

Hero can't be

X0/$1 skill specialist and x1/$1 creature specialist

But I can say he is a skill specialist and then say that if hero is present in the battlefield then add an x bonus to the attack of the creatures number 143 and make him resources specialist by saying 'if someone as this hero add 1 gem to stock' in the end turn phase.
Is this what you mean?

So an hero can't 'really' be master of Offense and Armorer but otherwise I can trick computer to give me aproximatly what I want.

By the way, someone as the formula to calculate the improvements to be added to skill in case of skill specialists?



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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 14, 2013 09:27 PM

You can make one hero master of 200 creatures or master of 27 skills if you wish. There are many ways to code that.
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OxFEA
OxFEA


Promising
Famous Hero
feanor on DF2.ru
posted May 14, 2013 09:32 PM
Edited by OxFEA at 21:35, 14 May 2013.

Quote:
@BloodSucker: to change how the transformer works you need UN:C access to memory. Very few people know how to do that, maybe one will respond.



!!VRy10:S<creature id> +8142080;
!!UN:Cy10/4/<resulting creature id>;

Black magic aboard

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Bloodsucker
Bloodsucker


Legendary Hero
posted May 14, 2013 09:38 PM

master of creatures

Quote:
You can make one hero master of 200 creatures or master of 27 skills if you wish. There are many ways to code that.


I've posted this yesterday but can't find the thread....

Do you have any ideia why Rashka seems better then Passis?
Skill specialist aren't all equal with the bonus depending exclusively on the level of the creature and the level of the hero?

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Bloodsucker
Bloodsucker


Legendary Hero
posted May 14, 2013 10:10 PM

!!VRy10:S<creature id> +8142080;
!!UN:Cy10/4/<resulting creature id>;

THANK YOU!!!



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PyroStock
PyroStock


Adventuring Hero
posted May 20, 2013 03:43 AM

No Orb of Semi-Vulnerability

Quote:
the Orb of Vulnerability will eliminate natural immunities, but not experience-based immunities.


Which of the below can be added to the Orb of Vulnerability via ERM script:

1>Remove experience-based immunities for the battle;
2>Remove natural immunities on WoG creatures (like Dracolich 20%Magic-Resist) for the battle;

I don't want to spend my time trying to figure it out if it cannot be done.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 20, 2013 06:23 AM

1 for sure. 2: may be more complicated, needs UN:C for each creature you want to reset, once before the battle, then restore after battle.
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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted May 20, 2013 03:06 PM

Is it possible to create a gate that spawns random neutral enemy heroes? They would be spawned harder and with more units as time passes. This can be nice if you basically finished a map (last enemy town at your feet with 3 imps inside etc etc) but you want to keep on playing just for fun cause you like how your hero turned out to be.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 20, 2013 05:19 PM

Hero can't be neutral or have the color of an AI already defeated.
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