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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 ... 209 210 211 212 213 ... 250 300 350 400 407 · «PREV / NEXT»
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 24, 2013 05:32 PM

BH#:C receiver.

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LakeQueen
LakeQueen


Hired Hero
posted July 24, 2013 05:41 PM

Salamandre said:
BH#:C receiver.


In !?BR0 it gets ignored for some reason.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 24, 2013 05:55 PM

There is no BR0. v997 stores the battle turns.

!?BR&v997=0; [on first turn]
!!BH#:C[...] [hero on side # casts spell]
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Era II mods and utilities

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LakeQueen
LakeQueen


Hired Hero
posted July 24, 2013 06:21 PM
Edited by LakeQueen at 18:22, 24 Jul 2013.

!?BR&v997=0;   [first turn]
!!BH0:N?y-1;
!!BM0:P?y-2;
!!IF:M^Hero %Y-1 is attempting to cast fortune at position %Y-2^;
!!BH0|y-1=29/y-1=43:C51/y-2/3/0;


This is the script and gives exception when executing last line.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 24, 2013 06:38 PM
Edited by Salamandre at 18:59, 24 Jul 2013.

Well thats because first battle turn goes in the dark for attacker.

For era it will work perfectly using this (spell will be cast at battle start):

!?FU77007; [occurs before creature moving but after battle has started, not available for 3.58]
!!if&-80:; [or SN:W anything]
!!BH0:N?y-1;
!!BM0:P?y-2;
!!IF:M^Hero %Y-1 is attempting to cast fortune at position %Y-2^;
!!BH0:C51/y-2/3/0;
!!IF:V80/1;
!!en:;


For WoG 3.58 you will have to work around but it will cast only after moving first stack:

!?BG0&-80;
!!BH0:N?y-1;
!!BM0:P?y-2;
!!IF:M^Hero %Y-1 is attempting to cast fortune at position %Y-2^;
!!BH0:C51/y-2/3/0;
!!IF:V80/1;


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Era II mods and utilities

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LakeQueen
LakeQueen


Hired Hero
posted July 24, 2013 09:08 PM

Awesome. Thank you!

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blackstomper
blackstomper


Adventuring Hero
Member of the old Wog-team
posted July 25, 2013 07:04 PM

Is there an easy way to make an ERM that totaly bans towns from Random maps?
You can choose to ban certain towns in the 53-wog options when creating a map. But I want it to be banned before, so noone can get it as a start town. Its so boring to have to choose a town for every AI to be able to not get the freaking Conflux town. (I hate it, its crap and boring)
And as I said before, I cant understand ERM at all
It would be great if the actuall "erming" was done BEFORE all towns were given to players and AI.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 25, 2013 10:54 PM

You don't need erm scripting for that, just edit the rmg template. Check in library forum for info.
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Sguazz
Sguazz


Known Hero
posted July 26, 2013 10:07 PM

Where I can find these scripts?
Creature Dwellings accumulate creatures and Creature Dwellings accumulate guards?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 26, 2013 10:13 PM

Nowhere, hardcoded.
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Sguazz
Sguazz


Known Hero
posted July 26, 2013 10:19 PM

Now Lv7-8 guards are +3 every week. Is it impossible set +1 per week?

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OxFEA
OxFEA


Promising
Famous Hero
feanor on DF2.ru
posted July 28, 2013 01:40 PM

Applying battle animations to several stacks.
ERA, of course.

**first argument - main battle struct
!!UN:C6919200/4/?y10;
**second argument - pointer to fourty byte array: one byte for array. Let's take y20-y28 for it.
!!VRy20:S1 +256*1; --first two stacks at attacker's side
!!VRy25:S1; --first one at the side of defender
**third argument - animation ID (5 - antimagic)
**fourth argument - is damage animation required (0 - no, 1 - yes)
!!SN:E5925584/2/y10/?y20/5/1;


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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 28, 2013 05:12 PM
Edited by Salamandre at 18:07, 28 Jul 2013.

Nice, BM:V allowed same thing but multiple stacks animations did not run in same time. Is only visual effect, no spell is applied. Thanks.
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Annesh
Annesh

Tavern Dweller
posted July 29, 2013 07:32 PM

Okay so I just started modding/scripting today and I have the simplest basics down but there are a few things I haven't figured out how to do. It'll probably be embarrassingly elementary but here goes:

1. Give a creature an offensive spell, a la Faerie Dragon/Sorceress except the random element is not necessary

2. Give a creature shoot - turn a melee creature into a ranged creature. Do I have to get into the modeling/animation aspect for this, or can I specify an existing projectile animation and sound file, and have it shoot out from the creature's normal melee attack animation?

3. Remove unique elements from specific creatures. Specifically, remove the fireball/aoe aspect of the magog's attack.

Thanks for reading.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 29, 2013 07:36 PM

1) !!BM#:M or !!EA ability, depending on spells.
2) Read here, and also it requires adding shoot frames to the def, or game will crash.
3) This is harder, as it requires UN:C. So far, the only one mastering the obscure ways of the dark magic is OxFea, try contacting him.
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Annesh
Annesh

Tavern Dweller
posted July 30, 2013 05:19 AM

1. If it's a damage spell, does the game automatically calculate the spell power at which it's cast based on stack size, or is that a script which must be written as well?
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 30, 2013 02:46 PM

It does not work as SoD faeries dragons, is fixed and does not depend on stack size. Try to test with !!EA to see.
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blackstomper
blackstomper


Adventuring Hero
Member of the old Wog-team
posted July 30, 2013 03:59 PM

@Salamandre
We spoke about artificer who bought stuff.
And now I have tried all kinds of solutions, and still, he refuses to buy my stuff.
I have tried to copy the Artificer from the Wog Rev map, but that didnt change anything for me.
I still only has this meny

I also got an additional question.
How does Wog Rev activate?
Or is it supposed to run solo, without WoG?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 30, 2013 04:08 PM

When you install wog revised, it is activated by default. Mods order should be from top to bottom wog revised then wog. I don't know why it does not work in your map, upload your mod and will see.
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blackstomper
blackstomper


Adventuring Hero
Member of the old Wog-team
posted July 30, 2013 05:00 PM
Edited by blackstomper at 17:02, 30 Jul 2013.

Salamandre said:
When you install wog revised, it is activated by default. Mods order should be from top to bottom wog revised then wog. I don't know why it does not work in your map, upload your mod and will see.


https://docs.google.com/file/d/0B9Ia6YEJABPseUlpalc3d1hoZE0/edit?usp=sharing
https://docs.google.com/file/d/0B9Ia6YEJABPsOEtxSXVMUlRfTEU/edit?usp=sharing

I hope you can get the files from here

There is the Wog Rev and just the Artificer from Wog folder

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