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 ... 220 221 222 223 224 ... 250 300 350 400 407 · «PREV / NEXT»
OxFEA
OxFEA


Promising
Famous Hero
feanor on DF2.ru
posted November 08, 2013 03:16 PM

felipe said:
Can I change the def of one stack in battle and don 't change the def of another stack of the same monster number??

Yes.


Change creature def of stack on the battlefield

!!BM0:G-13/?y1/d;  0 - stack id
!!SN:E5622208/2/^celf.def^;
!!BM0:G-13/v1/d;  0 - stack id
!!UN:Cy1/4/?y3;
!!VRy3:+4;
!!UN:Cy3/4/?y4;
!!SN:Ey4/2/y2;

Change missile def of stack on the battlefield

!!BM0:G-12/?y1/d;  0 - stack id
!!SN:E5622208/2/^phalf.def^;
!!BM0:G-12/v1/d;  0 - stack id
!!UN:Cy1/4/?y3;
!!VRy3:+4;
!!UN:Cy3/4/?y4;
!!SN:Ey4/2/y2;

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

Tavern Dweller
posted November 08, 2013 04:59 PM
Edited by IannusQuirinus at 17:04, 08 Nov 2013.

I'm trying to make a Mithril mine. I'm pretty sure I saw the script that does that somewhere, but can't find it now, so I'm making my own.

How can one add the ownership flag to some adventure map object?
How can one make it actually work, ie. change color when taken?

I've found a caludron object that has a flag that somewhat seems to work in the editor (changes color), but I don't know how to change it's owner or flag color in the game. For making it actually function I could use a trigger/timer/do combo that gives resource every xyz days to on the last player that visited it (dunno if there is a simpler method), but I don't know how to change it's color.

Is there some color flag for objects, or can you change the colors one into another (ie. find the color bit in the palette or the picture and change it to another color)? I assume the defs have a color than never appears on the picture anywhere except the flag, as a mask? (I think I saw somewhere that colors can be changed...)

How would I make the AI treat this as a gold mine? I assume by using the AI Reciever on it to give it value, but how to explain to it that it only has to visit it once, or to re-take it if someone else has taken it? (ie. to make it understand it's a mine) I guess I could set a trigger whenever someone visits the mine that sets the AI receiver that makes the computer visit the mine, and then when he visits it, disable it or something?

I assume it automatically understands that it has to beat any monsters guarding it and assesses if it's ok to attack them to get the mine?

The object I wish to use can be found in the WoG Objects tab in the ERM documentation:

Def Name Type Subtype
ZObj021.def 63 27

I assume I answered my own question, at least in principle, but I can't find/think of the appropriate methods to do it...

Help/advice would be greatly appreciated!

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


Admirable
Omnipresent Hero
Wog refugee
posted November 09, 2013 09:26 PM

Iannus, welcome to HC and thanks for your first and interesting post. About mithril mine, check era 60 mods thread, there is one mod there about, scroll down.

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


Known Hero
Editing Heroes Without Limits
posted November 11, 2013 02:44 PM

Is there a script to make catapult shoot at monster at siege battle? The war machines script of WOG doesn't allow this. I tried to modify the script, but it is a hard quest. Someone have already tried?

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


Promising
Famous Hero
feanor on DF2.ru
posted November 11, 2013 06:26 PM

Flag 4 doesn't work?

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


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

Yep try adding shooter flag and see.

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


Known Hero
Editing Heroes Without Limits
posted November 11, 2013 08:08 PM

OxFEA said:
Flag 4 doesn't work?

The catapult is already a shooter. It's flag is 132197.

1- double
4 - shooter
32- catapult (Can attack town walls)
64 - Siege Weapon
1024 - imune mind
131072 - Morale always 0

But to be more specific I want to make an explosive catapult shooter (as magog) when fighting siege battles exactly as a non siege battle with enhanced war machine I activated.

The script is a little big to explain the details, but I tried:

!?MM0&v591=1; *test
!!FU350037: P;
!?FU350037;
!!BG:N?y1 H?y5 Q?y6 A?y7;
!!FU&y1<0|y1>41:E; exit if no stack
!!BMy1:T?y2 I?y8 N?y9 F?y11;
!!FU925&y2=145/y11=132197y6/y1/y7/y8; catapult first stage
!!FU901&y2=45/y11=132197/v2059=1: P1/y1/y7/y8/y5/y9; catapult second stage

as the original script. I changed also to the siege catapult get some shots.

The catapult shoots, but I have some undesired problems:

-always when I load or restart the game it crashes when the city tower is shooting.
-The shoot is non explosive
-Sometimes you need to move the mouse cursor around to the script work

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


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

In the dragon slaughter era mod, check 509 tds war machine.erm, it shows how to create catapult magog style.
____________
Era II mods and utilities

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


Admirable
Omnipresent Hero
Wog refugee
posted November 12, 2013 06:10 AM

Bersy, resolve battle mod had no code to keep mana, as it should. I added it, but there is a visual glitch on battlefield, we can see for half second hero window from adventure map. I guess is because BG receiver doesn't like CM4 trigger? Any idea how to solve this?

ZVSE

!?BA0&1000;
!!SN:W^987Quickactive^/0; reinitialize quick battle choice
!!BA:Q?y1;
!!SN:W^Quick Battle^/y1;

!?CM4; quick battle button
!!CM:F?y1 I?y2;
!!FU|y1<>0/y2<>2004:E;
!!IF:Q1^{Resolve Battle}

Resolve battle instantly?^;
!!FU&-1:E;
!!SN:W^987Quickactive^/99; start storing hero spell points
!!BG:H?y2;   Get creature's owner
!!HEy2:I?y3;   Get spell points
!!SN:W^987HeroID^/y2;  Store them
!!SN:W^987Heromana^/y3;
!!CM:R0;
!!BA:Q1;

!?BA1&1000;
!!SN:W^Quick Battle^/?y1;
!!SN:W^987Quickactive^/?y5; Find if resolve battle was activated (will be 99)
!!if&y5=99:;
!!SN:W^987HeroID^/?y2;
!!SN:W^987Heromana^/?y3;
!!HEy2:O?y4;
!!HEy2&y4>-1:Iy3;  If hero alive, restore mana
!!en:;
!!BA:Qy1;
!!SN:W^Quick Battle^/0;

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


Known Hero
Editing Heroes Without Limits
posted November 12, 2013 11:25 PM

OxFEA said:
felipe said:
Can I change the def of one stack in battle and don 't change the def of another stack of the same monster number??

Yes.


Change creature def of stack on the battlefield

!!BM0:G-13/?y1/d;  0 - stack id
!!SN:E5622208/2/^celf.def^;
!!BM0:G-13/v1/d;  0 - stack id
!!UN:Cy1/4/?y3;
!!VRy3:+4;
!!UN:Cy3/4/?y4;
!!SN:Ey4/2/y2;

Change missile def of stack on the battlefield

!!BM0:G-12/?y1/d;  0 - stack id
!!SN:E5622208/2/^phalf.def^;
!!BM0:G-12/v1/d;  0 - stack id
!!UN:Cy1/4/?y3;
!!VRy3:+4;
!!UN:Cy3/4/?y4;
!!SN:Ey4/2/y2;


Oxfea! Thanks a lot! I put 9 new commanders at the game:
cleric, elf elite, wizard, black efreet, dracula, mutare, lizard leader, astral spirit 2

The names I will change later. Every one have different commander abilities.

But I am having some difficulties:

1- How can I change the commander portrait of one side and not the other?
2- How can I change the image of the commander at the hero screen of only some of the heroes?
3- How can I change the sounds of one commander and not the other?
4- And how can I give breath attack? (for now I am giving the ring, but I want it to be a natural abilities)
5- How can I deactivate the original commander abilities? Ex.: I want that the rampart commander don't give tents anymore.

I am looking at some old mods I have to see if I find something. But any tip will be welcome.

PS: Thanks again Oxfea




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


Known Hero
Editing Heroes Without Limits
posted November 13, 2013 02:41 PM

Salamandre said:
In the dragon slaughter era mod, check 509 tds war machine.erm, it shows how to create catapult magog style.


Thanks for the tip, but this script is equal to "enchanced war machines 1" from wog. This was the script that I was trying to modify at the first place.

As I have mentioned I made the catapult shot at siege battle and it becomes magog when it shots, but the shoot don't explode and the game crashes if I restart the map and fight siege battle again.

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


Promising
Famous Hero
feanor on DF2.ru
posted November 13, 2013 03:00 PM

felipe said:

But I am having some difficulties:

1- How can I change the commander portrait of one side and not the other?
2- How can I change the image of the commander at the hero screen of only some of the heroes?
3- How can I change the sounds of one commander and not the other?
4- And how can I give breath attack? (for now I am giving the ring, but I want it to be a natural abilities)
5- How can I deactivate the original commander abilities? Ex.: I want that the rampart commander don't give tents anymore.

I am looking at some old mods I have to see if I find something. But any tip will be welcome.

PS: Thanks again Oxfea


1. Mostly impossible, I think
3.

!!BM0:G-10/?y1/d;  0 - номер стека
!!SN:E5622064/2/^somesnd.wav^;
!!BM0:G-10/v1/d;  0 - номер стека
!!UN:Cy1/4/?y3;
!!VRy3:+4;
!!UN:Cy3/4/?y4;
!!SN:Ey4/2/y2;

-10: moving sound
-9: attack sound
-8: hit
-7: shot
-6: death
-5: defending

4. Flags in battle

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


Known Hero
Editing Heroes Without Limits
posted November 16, 2013 12:39 PM

Is it true that there is a limit of scripts that you can use at one MOD?

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


Honorable
Supreme Hero
posted November 17, 2013 10:08 PM

Nope, but once there is too many ERM code, you will see a message "ERM script is too long, 30 MB exceeded".

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


Known Hero
Editing Heroes Without Limits
posted November 17, 2013 10:24 PM

Bersy said:
Nope, but once there is too many ERM code, you will see a message "ERM script is too long, 30 MB exceeded".


Thanks Bersy!

I was adding everything at the same ERM file and it was becoming a mess. I am thinking about separated files for different ideas. I think it will make it more comprehensible for others then me that want to use the same codes.

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


Admirable
Omnipresent Hero
Wog refugee
posted November 17, 2013 10:47 PM

Frankly, to get that message you would have to create a mod 50 times bigger than Sagamosa. Which is already twice bigger than the biggest mods around.

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


Adventuring Hero
posted November 18, 2013 02:10 AM

OxFEA said:
felipe said:
Can I change the def of one stack in battle and don 't change the def of another stack of the same monster number??

Yes.


Change creature def of stack on the battlefield

!!BM0:G-13/?y1/d;  0 - stack id
!!SN:E5622208/2/^celf.def^;
!!BM0:G-13/v1/d;  0 - stack id
!!UN:Cy1/4/?y3;
!!VRy3:+4;
!!UN:Cy3/4/?y4;
!!SN:Ey4/2/y2;

Change missile def of stack on the battlefield

!!BM0:G-12/?y1/d;  0 - stack id
!!SN:E5622208/2/^phalf.def^;
!!BM0:G-12/v1/d;  0 - stack id
!!UN:Cy1/4/?y3;
!!VRy3:+4;
!!UN:Cy3/4/?y4;
!!SN:Ey4/2/y2;



!!SN:Ey4/2/y2; ----->Why y2 here? Where it from? thx.

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


Promising
Famous Hero
feanor on DF2.ru
posted November 18, 2013 12:15 PM

Ouch.
Write y1 instead of y2.

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


Admirable
Omnipresent Hero
Wog refugee
posted November 19, 2013 11:25 AM
Edited by Salamandre at 10:02, 24 Nov 2013.

Can we trigger puzzle map screen with UN:C black magic, or else?

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


Adventuring Hero
posted November 25, 2013 04:15 AM

Salamandre said:
Can we trigger puzzle map screen with UN:C black magic, or else?


Adventure
!!UN:C6918840/4/?y1; [pAdvManager]
!!SN:E4302672/2/y1;  [ShowOracleMap]

 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 ... 220 221 222 223 224 ... 250 300 350 400 407 · «PREV / NEXT»
Post New Poll    Post New Topic    Post New Reply

Page compiled in 0.1039 seconds