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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 ... 233 234 235 236 237 ... 250 300 350 400 407 · «PREV / NEXT»
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 15, 2014 09:16 PM

BR works the same as in 3.58. Black phase if somebody's tactics worked and ordinary round 0.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 15, 2014 09:23 PM
Edited by Salamandre at 21:24, 15 Oct 2014.

Hmm, I don't remember posting the above. Bersy, stop your hacks, lol

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Siegfried
Siegfried


Famous Hero
posted October 15, 2014 09:43 PM

Bersy? said:
BR works the same as in 3.58. Black phase if somebody's tactics worked and ordinary round 0.


One reason more to use BF to setup bonus

Currently i have the problem that at least 1 of the unclaimed variables i use seems to be used. That was quite hard to find. So i change the whole thing to not use v variables. It's more code, but if it helps...

I just made a test for a bonus with this formula: base bonus * used movement points / 500.
Base bonus is tactics + offence. Tactics or offence doubled here if specialist. Added 2 if one of these skills is in first slot and 1 if one of these is in second slot. Gave the hero 2 speed artifacts and moved nearly maximum. With tactics and offence = 1 that resulted in an AT bonus of 9. Quite nice. This adds a completely new strategy aspect

I have to fix the other bonus calculations to not use v variables.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 15, 2014 09:56 PM
Edited by Salamandre at 22:14, 15 Oct 2014.

Try the SN:W vars, you will see how handy they are. For example in a loop, I save 196 global vars:

!?PI;
!!DO12345/0/196/1:P; run all monsters
!?FU12345;
!!VRy1:S1 R3;
!!MA:Sx16/dy1; add 1-4 random speed to each monster
!!MA:Sx16/?y1; get result
!!SN:W^Siegfried_Monster_%X16^/y1; store this monster speed in SN:W

Then later, when you want to see a monster speed:
!!SN:W^Siegfried_Monster_#^/?y1; # = monster ID, ask random speed in y1

"Siegfried_Monster_"is a random text you choose for your specific SN:W vars. Can be anything, and will not interfere with any mods out unless they use exactly same text-code as you.

In mod Delete prisons I store in SN:W on first day:

1) All heroes primary stats 155 x 4
2) All heroes starting skills 155 x 2
3) All heroes mana 155
4) All heroes starting movement points 155

If I had to use global vars I would need more than 1000 and consecutive. I don't use even one.

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Siegfried
Siegfried


Famous Hero
posted October 16, 2014 08:17 AM

Hi,

thanks, i think i'll give that a try. But i just found that using only function local vars works for now. But i will need these SN:W vars for other boni. F.ex. i want to do something with the learning skill, which is currently quite useless. So one of the features i want to implement is increase creature experience gaining when hero has learning. I think i'll combine that with archery, offence or armorer for attacker resp. defender. Or maybe combine it with scholar and leadership. Not sure currently.

Ah, and all the bonus is for aligned creatures only. That should encourage using aligned creatures, what fits better to the game story

Another idea regarding learning is: When 2 heroes meet, and hero A has scholar and hero B has learning, than hero B gains Exp up to some percentage of that of hero A. Something like what is implemented in H6


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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 16, 2014 12:11 PM
Edited by Salamandre at 12:18, 16 Oct 2014.

I think the wog learning where hero has 50% chance of extra skill is very good. In Alexander I recoded it to really give that skill every 2 levels and at level 40, having +20 primary skills from thin air makes it a very valuable skill.

Recoding it to give only battle experience will penalize it IMO.

But learning as vector or sharing things between heroes is a idea I also thought about. Once expert learning, hero can "give" a level, can "give" a skill (or part of), something like that. Open to imagination.

Siegfried said:
When 2 heroes meet, and hero A has scholar and hero B has learning


Not sure if effective to add more than one parameter.  One parameter is easy to memorize, but two (let's check who has learning, then who has scholar, then meet them) are slowing the game play. Just saying.
____________
Era II mods and utilities

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Siegfried
Siegfried


Famous Hero
posted October 16, 2014 12:25 PM

Learning: Yes, things like that.

Battle experience: Well, these are 2 different things. I thought of increasing stack experience gaining out of battles if a hero has learning and (maybe) scholar. This is independent from any extra skill gaining for the hero.

BTW, i think i'll enable/disable all those things when some standard WoG script is disabled/enabled. I just have to check all the flags.

Ah, and another thing: I dont think it is such a good idea to help a hero getting secondary skills. At least not if limited to 8 secondary skills. With the limit of 8 we have 8*3 skill gaining events, which sums up to 24. Minus 2 for the hero always starts with 2 SS at basic or 1 SS at advanced. So at level 22 the hero is full with SS. So i think it is more important to let him gain primary skills. We have 4 of them. Each level up gives +1 to only 1 of them. So to get them maxed out (to 99), i think he would need 99*4 levels without any booster. So here we have much more open space for improvements. Although i admit it's not that fun.

Can i somehow check how many SS are currently available for a hero? I mean, is the standard 8 SS limit active, do we have 10 (WoG) or all?
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 16, 2014 12:31 PM
Edited by Salamandre at 12:31, 16 Oct 2014.

Era has an activated build-in plugin which allows learning all 27 skills. Must deactivate manually in mod manager to limit that. And maxed out skills is 125 now, no longer 99.
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Era II mods and utilities

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Siegfried
Siegfried


Famous Hero
posted October 16, 2014 01:04 PM

So there is no check with erm if this mod is enabled or disabled?
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 16, 2014 01:19 PM

No, but you can do as I did, out of solutions: attach to your mod the plugin as zero bytes file. As the mod has priority, the game will read it first and will overwrite player selection.

Download file.

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Siegfried
Siegfried


Famous Hero
posted October 16, 2014 01:26 PM

Interesting idea. Thanks.
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Bersy
Bersy


Honorable
Supreme Hero
posted October 16, 2014 06:20 PM

Sorry, Val, I posted, then noticed that post is made by your account, then logout and login again. Was lazy to leave extra message with explanation.

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bloodsucker
bloodsucker


Legendary Hero
posted October 16, 2014 10:16 PM
Edited by bloodsucker at 01:16, 17 Oct 2014.

Hi, my custom creature bank works fine but when I check it it says "You have found a [space]:do want to attack the guards.

But the help only specifies this:
!!CB#1/#2/#3: - Creature Bank at x,y,l coordinates.

Commands:
  M$1/$2 - set/get/check a bonus creature type $1 and number $2
    The number of bonus creatures should be >0 and <128.
    To remove bonus creatures, set it to type -1 and number 0.
  G#1/$2/$3 - set/get/check a guard creature in slot #1 (0...7), to type $2 and number $3.
  R#1/$2 - set/get/check a resource bonus. Resource type #1 and amount $2. You may set all 7 resources simultaneously.
  T$ - set/get/check whether CrBank is taken already (1) or not yet (0). Note, that if you reset a bank to not taken (set to 0), you still should set at least one guard stack unless you want the next hero that visits to get the treasure for free.
  V$ - set/check/get a word of visiting of a player. This is a bit mask, so red is 1, blue is 2, tan is 4, green is 8 and so on.

Artifact bonus.
  A1/$ - get/check number of artifacts in the bonus list (you cannot set it).
  A2/#/$ - get/set/check an artifact $ at position # (0...) in the bonus list.
  A3/$ - add an artifact $ to the end of the bonus list.
  A4/$ - remove artifact at position $ (0...) in the bonus list.
Comments.
You can make an almost unlimited list of artifacts for any Creature Bank.
You cannot set a scroll as an artifact; the game will treat it wrong and then crash.
The CB receiver also works with Dragon Utopia, Crypt, Derelict Ship, and Shipwreck.


Does any one knows how to parse the name of the bank?

P.S. Can I use TM2 to make a creature bank (!!CB:) to respawn everyday or it has to be defined as other kind of object (assuming the rest of the CBs still respawn montly).




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Mister_kalu
Mister_kalu


Known Hero
posted October 16, 2014 10:27 PM

Hey Salamandre do you know how to do the following: in the castle with cm1 trigger click on the castle and open the city hall instead of the original one? or click on tavern and open the dwelling 2? without complex SN script or something

thanks

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 16, 2014 11:25 PM

@Bloodsucker

A creature bank is an object. Check OB receiver to find out how to name an object.

@Kalu

Me do not know such things, ask the russians, sorry.
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Era II mods and utilities

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Mister_kalu
Mister_kalu


Known Hero
posted October 17, 2014 04:54 PM

Salamandre said:
@Bloodsucker

A creature bank is an object. Check OB receiver to find out how to name an object.

@Kalu

Me do not know such things, ask the russians, sorry.


in d2forum when i tried put the permission code a pop-up is displayed with the message ( in english )

You can not perform this action until the administrator has not confirmed your registration, even after the permission code, were put

You can not perform this action until the administrator has not confirmed your registration

and the same, when i tried to post another warning window

"You do not have the rights to publish a reply to this topic"

so i can't ask ..




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Bersy
Bersy


Honorable
Supreme Hero
posted October 17, 2014 06:41 PM

Try to track CM:I and replace it with target building CM:I without using CM:R0.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 17, 2014 06:59 PM

If you mean something like this, it does not work.

!!CM:I?y1;
!!VRy1&y1=10:S5; if town hall, enable tavern
!!CM:Iy1;
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Era II mods and utilities

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bloodsucker
bloodsucker


Legendary Hero
posted October 18, 2014 01:31 AM

Hi, from what I saw in TDS one way of giving a creature some habilities from start would be code them as EA habilities that start at level 0. Besides the fact this occupies one of the eight slots is it a good way to code it? Is there another (assuming it is something that is not in the flagged habilities, like cast Implosion before attack/cast blind after)?


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Siegfried
Siegfried


Famous Hero
posted October 18, 2014 02:29 PM

Hi,

i have a syntax error, but it seems i cannot see it. Perhaps anyone else has better eyes (eagle eye)?

!!if&x2>=0:; ** if alignment specified
!!BMx16:T?y6; ** y6 = Type
!!MAy6/?y5; ** y5 = Alignment
!!FU&y5<>x2:E; ** Exit if alignment mismatch
!!en:;

Era reports an error and posts part of this in the dlg: Everything after the !!MA:


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