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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 ... 225 226 227 228 229 ... 250 300 350 400 407 · «PREV / NEXT»
atmos55
atmos55

Tavern Dweller
posted April 09, 2014 06:53 PM

Hi,

I've recently added era 2.46, and I want to do some simple modding: just change creature stats.

Thing is, the simple way of putting crtraits in the data folder doesn't work anymore. I was wondering if there is a quick simple way to just edit creature stats without resorting to scripts?

Thanks

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Xyphistor
Xyphistor


Hired Hero
posted April 27, 2014 03:18 PM
Edited by Xyphistor at 16:13, 27 Apr 2014.

Hi all,

I'm creating a map where the victory condition is to destroy all shipyards...
I've got the script working nicely, but I was wondering if there's a way to change the graphical properties of an object within the same script?

ie, when the hero visits a shipyard I change the object type to 0 so it only triggers once, I would like to also change the object graphic to something like a camp fire so it looks like the shipyard is on fire...

The ERM help file doesn't (I think) list an OB receiver for changing the graphic, but Qurqirish Dragon's tutorial seems to imply (by omission) that there is a way to do it...

Failing that, I could also achieve a nice effect if it's possible to make objects visible/invisible, by overlaying a couple of invisible camp fires then making them visible...

Anybody have any ideas?
____________

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djkiwi
djkiwi


Hired Hero
posted May 05, 2014 01:57 AM

Hey i have 3 questions.
1. How come this works and creates 2 working and combinable artifacts out of the gate key and the gold tower arrow:
Quote:
!#UN:A28/142/62/141;
!#UN:A29/160/120/141;

But this doesn't:
Quote:
!#UN:A30/156/127/141;

The warlords banner is a combination artifact but once taken apart cant be put back together. Any ideas?

I made dragonheart, spellbinders hat, armageddons blade and the other 9 blank artifacts into working combination artifacts, edited the grail to be wearable as well as the warlords banner. The grail is combinable with other artifacts just fine too! Im thinking of making crimson shield of retribution a combo too.

2. I kow how to get secondary skills to variable and restore its value when taking item off, but how do i do this with specialties? Do i have to write a function that calls for the specialty and stores those in y1 y2 y3 etc? Im having a hard time with the next step please help me out here
Quote:
ZVSE

!#UN:A16/161/12/18/24/30/77/78;
!#VRz180:S^Enlightening Helmet^;
!#VRz181:S^{Enlightening Helmet}

When equipped, gives stats and intelligence specialty.^;
!#UN:A161/2/1;
!#UN:A161/9/180;
!#UN:A161/10/181;

!?AE1&v998=161;
!!HE-1:X0/24;
!!HE-1:Fd6/d7/d32/d2;
!!HE-1:S24/?w176;
!!HE-1:S24/1;

!?AE0&v998=161;
!!HE-1:Fd-6/d-7/d-32/d-2;
!!HE-1:S24/w176;
!!VRw176:S0;



3. I turned the golden bow into a combo artifact that changes your hero specialty to sharpshooters, now how do i make it so that he can upgrade ANY archer to sharpshooters?
I have tried the following for one of them:
Quote:
!#UN:A24/91/7/13/19/25/61/62/107;
!#VRz320:S^Sharpshooters Bow^;
!#VRz321:S^{Sharpshooters Bow}

When equipped, gives stats and Sharpshooters specialty.^;
!#UN:A91/2/9;
!#UN:A91/9/320;
!#UN:A91/10/321;

!?AE1&v998=91;
!!HE-1:X4/172/4/d/10;
** and then this line here
!!HE-1:Fd38/d8/d4/d4;
!!HE-1:S1/?w184;
!!HE-1:S1/1;

!?AE0&v998=91;
!!HE-1:X4/172/4/d/0;
!!HE-1:Fd-38/d-8/d-4/d-4;
!!HE-1:S1/w184;
!!VRw184:S0;



**and in that line i have tried the following lines with no luck:
Quote:

!!HE-1:X6/4/0/138;
!!HE-1:X6/4/b/138;
!!HE-1:X6/3/4/138;
!!HE-1:X6/2/3/137;

and so on and so on, i cant find the right way to use the command to make it so that when you wear the item you can upgrade unit x to unit y, and then relates back to my 2nd question how to undo it so that you cant upgrade them anymore when you take it off..

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CrotteStorms
CrotteStorms

Tavern Dweller
posted June 28, 2014 05:05 PM

Items on Hero how??

Hello )

I have some fun with the Hero Of Light mod, but I cant find the place where i can eqip the items i find for my hero or commander )
____________

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marvelousMe
marvelousMe


Hired Hero
hey! stars are pretty
posted July 01, 2014 04:30 AM

my Cyclops refuses to equip the Tunic of the Cyclops King.  Please help
____________


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krokots
krokots

Tavern Dweller
posted July 13, 2014 12:39 PM

OK, i am new to ERM scripting, but i want to do some changes in "castle upgrading" script, so the AI will have to pay for them, not get them for free. Now in the script, every turn it generates random chance for upgrading 1 structure. I want to add some checks if the current (AI) player got the resources needed for the upgrade (possibly double values, so he won't go bankrupt, and make this more rare than daily) and if it got - pay for it. Now, i am 99% sure i know how to do this, but my question is - how to check if it works?



This may be very nooblike question but is there any utility or cheats that show how many resources AI players have, and what is current creature growth in AI cities?

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malax83
malax83


Famous Hero
Game ranger, HotA Player
posted July 23, 2014 07:07 PM

Land Movement Points (with slowest creatures)
------------------------
- 1 = 1360    7 = 1760 -
- 2 = 1430    8 = 1830 -
- 3 = 1500    9 = 1900 -
- 4 = 1560   10 = 1960 -
- 5 = 1630   11+= 2000 -
- 6 = 1700             -
------------------------

Sea Movement Points
-------------------
- Basic = 1500    -
- Advanced = 2250 -
- Expert = 3000   -
- Master = 3750   -
-------------------

some years later,
Is it hard to implement "none caravans heroes" ?

When hero s start turn, program calculate how many real points the hero has (does he apply directly terran modifiers ? i guess not), then it could be possible to copy this part of the code IF you are switching creatures with your allied hero. Also it has been checked if the hero is on land or sea ?

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pack_of_imps
pack_of_imps

Tavern Dweller
posted August 03, 2014 05:14 PM

I really wanted to make a new thread for this but apparently you're not allowed to make them if you're newly registered so I'm pitching the idea here instead.

Now I haven't played around with scripting all that much but theoretically at least this sounds doable to me, so I'm asking all the expert modders out there:
"What if we got rid of both Heroes and armies?" and "Can it be done?"

To visualize, I want to go from this:


to this


To clarify where this crazy plan comes from and what it intends to accomplish here's a little Q and A:

Q. So what exactly does this change entail?
A. Units no longer stack. There are no heroes, only squads of up to 7 creatures each. A new squad can be started by purchasing a banner (in place of hero) at a tavern.

Q. This seems like a downgrade and gets rid of the game's pivotal mechanic, what is the point?
A. All Heroes of Might and Magic games (with the exception of 4) should really be called "Hero of Might and Magic". The point of the game is to build up a single Hero's level, give him huge doom stacks and crush the opposition in high stakes, high reward battles. The idea of this mod is to change this style of gameplay into something more skirmish oriented, where every unit is a hero in its own right and comebacks are a very distinct possibility.

Q. What about the mechanics that absolutely require for a hero to be present? Will creatures now gain experience, cast spells, carry artifacts and basically become the new heroes?
A. Ideally yes. Each creature will be able to carry a single artifact and some will have their own spellbooks. The leveling up will probably have to be toned down so that you don't get 7 windows popping up after every battle, but occasional meaningful choices would be nice to have.

Q. What will have to change balance-wise?
A. Most units will need their stats shuffled to be a little closer together so that large armies of weak units still have somewhat of a chance against a single strong opponent. Unit production will be more expensive and significantly slower. I'm thinking that growth rates should probably follow a 3/3/2/2/1/1/1 pattern for all towns; upgrading the castle will no longer have an impact on population growth.

Q. Will anything have to be removed from the game?
A. I think most locations that will no longer serve a purpose can eventually be rewritten to do something useful. For instance, buildings that give stats to heroes can be changed to give stats to units instead, with knowledge and spellpower replaced with hitpoints and damage respectively.

Q. So is this a real thing you're doing? When and how are you making this mod?
A. I don't have the knowledge base to actually make such a mod at this time. This pitch is mostly intended to get a sense of whether anyone besides myself thinks that this is a neat idea, and if any mod makers out there think that it's doable. If the answer to both is yes, I'll start looking into what steps can be taken to make this a reality.

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Sal
Sal


Famous Hero
posted August 03, 2014 05:31 PM

Well, is funny because it was done already, for a local mod purpose.



As you see, no hero, and every creature has its own artefacts and stats (virtually simulated). However this is no more Heroes of might and magic, just a fun mod a guy had because he loved Atlantis movies.

I think is safe to say that such feature in classical Heroes 3 would be very criticized and widely ignored. Beside, no modder will be interested to do all the work for you, and the whole thing will take about several thousand hours to code, so have fun.

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted August 19, 2014 05:09 PM

It's been a long while since I posted anything on this thread but a question occurred to me and I thought... what the heck

Is there a way to add more hero portraits in the list so that they will be available in custom scenarios and campaigns? I am not asking for a way to add more original heroes to the game mind you (although that would be nice too I guess) but just hero portraits to be available in the map editor.
____________
Not idly do the leaves of Lorien fall.

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Sal
Sal


Famous Hero
posted August 19, 2014 09:33 PM

I guess there is a way as HoTa did it. Not with erm still.

Why don't you use custom portraits from custom lod? There is a portraits manager mod which allows miracles, even during the game.

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted August 19, 2014 10:15 PM

Nah, I don't want the portraits to change while in game. I just want to add some portraits in the map editor to be available for my maps.
____________
Not idly do the leaves of Lorien fall.

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marisa
marisa


Hired Hero
I'm here. As always.
posted September 05, 2014 11:24 PM

Can somebody help me, please? >.<

Is there a way to create a hero with 'cure' speciality, like every turn in battle the hero automatically cast cure on all units, or, fireshield speciality which gives basic fireshield(if the hero has basic firemagic, advanced fireshield with advanced firemagic and expert fireshield with advanced firemagic).

ah, i have another question too. I was wondering if is possible to create a "new dwelling" where i can sacrifice troops to give rank to other creatures, something like sacrifice 1 supreme archangel to give ace rank to halbardier. I think this should work like skeleton sacrifice(necropolis).

sorry my bad english... please help me >.<

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted September 06, 2014 12:13 AM

I want to change a specific hero's portrait in a map (just for this map, not all of the game) but it doesn't seem to work right...

I add a first day Timed event and add this script:


ZVSE

!!HE145:L2^Hpl001r.pcx^; [set portrait]
!!HE145:L1^Hps001r.pcx^;

But it doesn't work. Wogification is skipped and nothing is changed.

How can I add a new hero portrait for a single scenario only?
____________
Not idly do the leaves of Lorien fall.

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marisa
marisa


Hired Hero
I'm here. As always.
posted September 06, 2014 12:19 AM

I don't know if i can help you but i always use this:

ZVSE

!?PI;
!!HE13:L1^B21P_BS.pcx^;
!!HE13:L2^B21P_BL.pcx^;

i think you can use any name to your pcx file(image) and put the file into your data folder...


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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted September 06, 2014 12:28 AM

Thanks it worked!
____________
Not idly do the leaves of Lorien fall.

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Sal
Sal


Famous Hero
posted September 06, 2014 06:59 AM

Hero_of_Light said:
But it doesn't work. Wogification is skipped and nothing is changed.


After all those years, you still don't get it how it works...

!#  Instructions, always execute

!?  Trigger, unique for almost each object or action, executes when you perform that action (ie visit object !?OB)

!!  Receiver, does not execute if not in a trigger


So:

ZVSE

!!HE [...]


will never execute. You need a trigger, and in this case Marisa is using post-instructions (!?PI) which execute between map generation and timers.

Come on, is not hard. :)

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marisa
marisa


Hired Hero
I'm here. As always.
posted September 07, 2014 01:38 AM

Hey Sal, where can i find a tutorial to edit hero specialities?

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Sal
Sal


Famous Hero
posted September 07, 2014 06:40 AM

Erm help, HE column, scroll to bottom.

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marisa
marisa


Hired Hero
I'm here. As always.
posted September 07, 2014 07:37 PM

I don't get it

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