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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 ... 231 232 233 234 235 ... 250 300 350 400 407 · «PREV / NEXT»
bloodsucker
bloodsucker


Legendary Hero
posted October 11, 2014 02:29 AM

bloodsucker said:
One is that the summon creatures overlap others when moving/attacking (this used to happen with commander and dragons from Dragonheart).


I know what the problem is, SA have lost the definition as two Hex creatures. Need to add 1 bit to MA:X

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 11, 2014 08:38 AM
Edited by Salamandre at 08:40, 11 Oct 2014.

No, you shouldn't if you do it the way I show. 2 hex flag should never be lost. Just add other flags without touching the ones it has.

Quote:

!!MA:X150/?i; fly  [what for? it already has it]
!!MA:X150/?i; double strike
!!MA:X150/?i; no retaliation [what for? it already has it]
!!MA:X150/?i; attack all around


So you mess things by working into bits it already has.

____________
Era II mods and utilities

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bloodsucker
bloodsucker


Legendary Hero
posted October 11, 2014 11:10 AM
Edited by bloodsucker at 11:31, 11 Oct 2014.

Salamandre said:
No, you shouldn't if you do it the way I show. 2 hex flag should never be lost. Just add other flags without touching the ones it has.

Quote:

!!MA:X150/?i; fly  [what for? it already has it]
!!MA:X150/?i; double strike
!!MA:X150/?i; no retaliation [what for? it already has it]
!!MA:X150/?i; attack all around


So you mess things by working into bits it already has.



Sorry but that is what I'm not understanding. They also have two Hex... First attempts, even without any properties on them,just by adding the code to double strike to the Enchanters both genies and Supreme Archangels have lost theirs habilities to fly and in the case of the SAs the no retaliation. This was the reason why was top priority to learn how to use the flagged habilities corrrectly.
But now that I understand a bit better what I'm doing I think there had to be mistake in my code that was doing it cause you usually just have to add what you want.
But with that code the SAs lose the two Hex, try it if you don't believe my word.

On the other hand, all I have as information about this bits is what comes in the help from Era.
I'm sure there are other properties that are not documented there, be cause nobody knows them or cause the FL table doesn't pretend to be exaustive. Does anybody knows of a more complete table? What is the code for 'no distance', for example?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 11, 2014 03:56 PM
Edited by Salamandre at 16:08, 11 Oct 2014.

I don't know what you are doing but just tested:

!?PI;
!!MA:X150/?i; ask bits
!!VRi:|32768; give strike twice to S archangels
!!MA:X150/i; set the final result

They still have two hexes, they still fly and still no retaliation.

So, either there is some error in your code or your "object visiting trigger" is bad handled. You should code those things on PI or prohibit double trigger.

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bloodsucker
bloodsucker


Legendary Hero
posted October 11, 2014 07:05 PM
Edited by bloodsucker at 20:15, 11 Oct 2014.

Salamandre said:
I don't know what you are doing


Neither do I but I believe it was cuase I missed one | . Now everthing works fine without redundant code, except it looks like ranged troops don't cast or at least don't cast Blind or Berserk. But I believe I saw some casting something in a cenario I played recently.

P.S: How can I check if current hero has a commander?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 12, 2014 12:27 PM

!!UN:P3/?y1; [are commanders enabled in game, y1 will be 1 if not]
!!FU&y1>0:E; [exit if not in game rules]
!!OW:A-1/?y1;[get active hero]
!!COy1:D?y2; [commander dead/alive, y2 will be 1 if dead]

Simple receivers correctly explained and detailed in the manual.
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Era II mods and utilities

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bloodsucker
bloodsucker


Legendary Hero
posted October 12, 2014 01:16 PM
Edited by bloodsucker at 13:36, 12 Oct 2014.

Salamandre said:
!!UN:P3/?y1; [are commanders enabled in game, y1 will be 1 if not]
!!FU&y1>0:E; [exit if not in game rules]
!!OW:A-1/?y1;[get active hero]
!!COy1:D?y2; [commander dead/alive, y2 will be 1 if dead]

Simple receivers correctly explained and detailed in the manual.


Yeah!! Right. I assumed, "Ops, I forgot to buy him a Commander" was different from "my old partener died in the last battle"... My bad should have tested it.

I want to create an object that can be visited a certain number of times (let's say 50) a day for all player's heroes and resets everyday.

Does this makes sense?

declare z var
use timer
!!TM:1/999/1/1;
set variable to 0
Test if variable>50:E
procedure
increment var


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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 12, 2014 01:53 PM

bloodsucker said:
Does this makes sense?


You get close.

Let's say object coordinates are in x/y/z

!?OBx/y/z&1000;
!!PO998:S?v1; ask what value in PO, v998 holds current object coordinates
!!IF&v1>=50:M^You already visited here for today.^; exit if already 50 times today
!!FU&v1>=50:E;
!!IF:M^Today you visited here %V1 times^;
!!VRv1:+1; increment +1 after each visit
!!PO998:Sv1; set PO to v1

!#TM2:S1/999/1/255; always use timer 2 for an each day timer. It will be compatible with wog timers.
!?TM2;
!!POx/y/z:S0; reset object square to 0 so can start visit again
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Era II mods and utilities

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bloodsucker
bloodsucker


Legendary Hero
posted October 12, 2014 02:37 PM
Edited by bloodsucker at 14:59, 12 Oct 2014.

Salamandre said:

!#TM2:S1/999/1/255; always use timer 2 for an each day timer. It will be compatible with wog timers.
!?TM2;


If I want the TM to be for Red player only shouldn't be 1 instead of 255? I know the object is already declared just for humans but anyway.


I always declare OB63/xx&1000;

Will it work?


On another matter, do you know if anybody ever mixed with the Mutare/Dragons bite? Yesterday, while walking my dog, it came to my mind that a good way to create the "Gladiators" specialty I was wandering a year ago would be unmark dragons and mark gladiators (be it Dungeon faction) instead. If somebody already tried this you of all people may know, you said once you've played almost all maps of notice...


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bloodsucker
bloodsucker


Legendary Hero
posted October 12, 2014 03:59 PM
Edited by bloodsucker at 16:39, 12 Oct 2014.

Salamandre said:
!!UN:P3/?y1; [are commanders enabled in game, y1 will be 1 if not]
!!FU&y1>0:E; [exit if not in game rules]
!!OW:A-1/?y1;[get active hero]
!!COy1:D?y2; [commander dead/alive, y2 will be 1 if dead]

Simple receivers correctly explained and detailed in the manual.


Well, this time I tested, it is not the same thing. Commander value for a hero without commander is 0 has in alive.

I play with "Commanders are enabled" but also with "Commanders must be hired" and "Choose commanders class" so you can not have a commander by other reason then "Is dead".



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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 12, 2014 04:36 PM

There are thousand millions of combinations in wog. You asked how to get if a hero has a commander, I show. You did not specify you play with option "commanders must be hired".

Up to you, from my example, to add checks for all possible combinations. Check UN:P receiver for this.

Also would be nice if you post your codes then we talk about, instead of asking at each step if "it will work?". Half of the time a modder invests in a mod is allocated to testing phase, trials and fails. Even if it seems to you that time is lost, it isn't. It helps us to avoid doing same errors when working on next mods.

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bloodsucker
bloodsucker


Legendary Hero
posted October 12, 2014 04:46 PM
Edited by bloodsucker at 16:54, 12 Oct 2014.

NO!!! It doesn't, I get inpacient often but is usually when I'm testing that I learn more and that I understand the potencial of the code. If I had get it right the first time with the f... FL format I would already had forgot it existed. But I don't get where this property is, I remember that sometimes I get a warning saying "You don't have a commander" so I'm looking for it at the moment. And thank you for the help.


P.S. And you basicly wrote the code for this one is the comander skills object...

ZVSE
VRz487:S^Commander Skills^;

!?OB63/28&1000;

!!HE-1:N?y1;
!!IF:Wy1; check this hero w97 flag (if w97=99, he already visited)
!!IF&w97=99:M^You already visited this^;
!!FU&w97=99:E;
!!IF:N8/146/8/147/8/148/8/149/8/151/8/154; show the player what's going on
!!IF:N^Your commander receives a +1 bonus to all skills, and those artifacts^;
!!COy1:S0/d1 S1/d1 S2/d1 S3/d1 S4/d1 S5/d1;
!!COy1:A3/0/146/d A3/1/147/d A3/2/148/d A3/3/149/d A3/4/151/d A3/5/154/d;

!!VRw97:S99; set this hero w97 flag to 99, so he can't get the bonus again

!?CM0;
!!CM:P?y1/?y2/?y3;
!!OBy1/y2/y3:T?y4 U?y5;
!!FU&y4<>63/y5<>28:E;
!!OW:A-1/?y1;
!!VRz1&y1<0:S^There is no active hero^;
!!IF&y1<0:Q1/-1/-1/4^%Z1^;
!!CM&y1<0:R0;
!!FU&y1<0:E;
!!IF:Wy1;
!!VRz1&w97=99:S^Already visited^;
!!VRz1&w97<99:S^Not visited^;
!!IF:Q1/-1/-1/4^%Z1^;
!!CM:R0;

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 12, 2014 05:59 PM

Well, that code is correct. Because I wrote it.

However you added a single line and managed it to be wrong:

bloodsucker said:

VRz487:S^Commander Skills^;


Without !# before VR that code will do nothing.
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bloodsucker
bloodsucker


Legendary Hero
posted October 12, 2014 06:07 PM
Edited by bloodsucker at 18:16, 12 Oct 2014.

Salamandre said:
Well, that code is correct. Because I wrote it.

However you added a single line and managed it to be wrong:

bloodsucker said:

VRz487:S^Commander Skills^;


Without !# before VR that code will do nothing.



This may even sound like witchcraft or theory of conspiracy but I have the trigger ib the code I deleted some asteriscs I had there, passed the limit and didn't noticed. I knew I could see the tool tip.

P.S. Dispise your bitterness I feel very proud of my progresses in ERM. A year ago I was considering to pay the price of a cheap car for private lessons and today I fought a battle with a bunch of summoned SAs protecting my 150 HP Enchanters. YYYeeeppie!!!

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 12, 2014 06:35 PM
Edited by Salamandre at 18:38, 12 Oct 2014.

bloodsucker said:
Dispise your bitterness


Nah, I only mock on you. I know how hard it looks at the start -been there- , but with your broken english trying to depict correctly things, you crack me up.

Keep it, starts to look good.







When you quote my codes, that's it.
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bloodsucker
bloodsucker


Legendary Hero
posted October 12, 2014 07:01 PM
Edited by bloodsucker at 20:41, 12 Oct 2014.

Salamandre said:
bloodsucker said:
Dispise your bitterness



When you quote my codes, that's it.



Pardon me, when I CORRECTLY quote your codes cause the first attempts to EA definitions were something: once I had Blind on my SAs, unfortunatly I had it as a spell casted on them and I had expert water and dispel (but not cure) so all other spells I added... bye.
It's a petty I wasn't streaming

P.S. Now I've transformed Aine in a barbarian Offense specialist with Offense and Logistics but just add the attack leaving the power and knowledge.

I dedicate this hero to JeremiahEmo.

!?OB63/38&1000;

!!FU&v1=1:E;
!!IF:Q1^I can make you an offense specialist, some say they are the best are u interested?^;
!!FU&-1:E;

!!HE-1:X0/22;
!!HE-1:B2/12;
!!HE-1:Fd4/d0/d0/d0;
!!HE-1:S2/1 S22/1;

!!IF:M^Your life is changed.^;

ERM is funny.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 12, 2014 09:31 PM

Well, using my codes is ok, as myself I use other's codes and so on. But try to understand what each line does, because when you paste:

Quote:
!!FU&v1=1:E;


This is from PO sequence, and must be preceded by a PO request. In the shortened form you add, if any script before you visit this object set v1 to 1, then you will not be able to visit.

The correct sequence is:

!?OB[...]
!!PO998:N?v1; v1 will be 0 here by default
!!FU&v1=1:E; exit if v=1
[...action...]
!!PO998:N1; set PO to 1 after action, so now when we visit again and ask for PO (v1), it is indeed 1.

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bloodsucker
bloodsucker


Legendary Hero
posted October 12, 2014 10:45 PM
Edited by bloodsucker at 22:46, 12 Oct 2014.

Salamandre said:

The correct sequence is:

!?OB[...]
!!PO998:N?v1; v1 will be 0 here by default
!!FU&v1=1:E; exit if v=1
[...action...]
!!PO998:N1; set PO to 1 after action, so now when we visit again and ask for PO (v1), it is indeed 1.




Thanks, that one was already on my list.

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mister_kalu
mister_kalu


Known Hero
posted October 12, 2014 11:50 PM

Salamandre could you give me an example of how to use DL trigger easily with CM trigger


pleas think in 2 situations

the first one in battlefield: you move the mouse across the background and chooses the 2° enemy stack in the hex 117, instead of, appears the default monster table with their statistics, another custom pic on my data folder will show the same, previously modified with variables.so if the monster has 4 speed, the variable keeps the value and modify the space on my personalized picture

the second is in the castle, you click in the city hall and the same, the default action is cancelled and appears another custom imagen linked to many variables to do the custom background dynamic, and when you click on random coordinates x,y .the game charges another custom .DEF.

it's possible with DL trigger? and how many functions differents may i have?

thanks

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 13, 2014 12:18 AM
Edited by Salamandre at 00:22, 13 Oct 2014.

This wasn't possible until a few days ago when Bersy released his ERM hooker code. If I understand well, this blocks standard reaction and let you create a custom dialog which will work as original.

You should register in russian forums, then ask in the Era thread for details. Igrik already released a MOD using the hooker (it blocks regular level up dialog and shows custom instead, exactly the way you want) so I guess they can help you. This is way too advanced for me, sorry.

And you will need a good programmer for that, changing game mechanics to such level is not regular erm business.

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