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Paulemile
Known Hero
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posted May 14, 2008 09:11 PM |
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Hi there, I wanted to ask for help from a kind and not-so-busy member of the community
I want to create an object which spawns a wandering monster when you enter it. If you kill that monster and enter the object again, another stronger monster will be spawn at the same place (obviously don't want to spawn the next monster when the current is still alive).
I used the !!MW:C and the !!MW commands but it doesn't work. All of the monsters are spawn together at the same tile.
I assume that I will have to use the !?MW1 trigger combined with the !!MW:A3 trigger, but I can't figure out how this one works. What values have I to put in the $1/$2/$3... if I only want to use the $2 ?
Am I clear ? If not I will send my script.
Thanks to all who will attempt to help me.
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sandronecro
Known Hero
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posted May 17, 2008 09:37 PM |
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Just asking, is there a way, either using ERM language in the timed events section or a patch available to download,to make the game has more than 2 ground levels? Like 5 ground levels, heaven, eden, earth, underworld, hell? and u can name the levels urself?
Another q, is the erm only usable in timed events? are there any i can put in the castled events, events on the map, or just randomly somewhere else instead of in timed events?
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pol
Known Hero
.^.
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posted May 18, 2008 08:22 PM |
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Quote: Just asking, is there a way, either using ERM language in the timed events section or a patch available to download,to make the game has more than 2 ground levels? Like 5 ground levels, heaven, eden, earth, underworld, hell? and u can name the levels urself?
Nope. And I'm dreaming about it too, would be sweet like a hell.
True levels are out of question but here can be added "battle places". Like is Adventurer's Cave or real places mastered by events to create conditional teleports.
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sandronecro
Known Hero
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posted May 20, 2008 08:40 PM |
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Hope there's a patch for it though, therefore the limits of the game is much more bigger. I've seen other battleplaces, but if you want to insert a graphic for it or anything, u've gotta write a new grph, or insert an image to it into the data folder. After a while, all the .pcx images are like rlly messed up in the data section.
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pyrostock
Adventuring Hero
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posted June 17, 2008 08:27 AM |
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I like the L8 dwellings, but on an XL map they seem to spawn far FAR too often and regular L7 dwellings become rare if they appear at all! I know the L8 dwelling frequency is located in script 00, but I'm puzzled looking at the ERM script. I read the FAQ & went looking for the ERM editor, but the links eventually took me to a foreign website that had no English.
Perhaps someone knows a quick line I could change in script 00 so L8 dwellings are less common? I suspect I might still need the ERM editor to make the changes based on what I've read, but suggestions are welcome.
Thanks.
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sandronecro
Known Hero
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posted June 19, 2008 05:48 PM |
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Modify the map urself and add some lvl 8 dwelling, then check off the option that replace the lvl 8 structure.
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pyrostock
Adventuring Hero
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posted June 20, 2008 07:58 AM |
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Quote:
Quote: Perhaps someone knows a quick line I could change in script 00 so L8 dwellings are less common?
Modify the map urself and add some lvl 8 dwelling, then check off the option that replace the lvl 8 structure.
Then it's not random and would take more time in the long run to do that to every map I want to play.
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SimmY2
Tavern Dweller
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posted June 20, 2008 12:46 PM |
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Edited by SimmY2 at 12:47, 20 Jun 2008.
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I found a nice script: locked combination, where combined artefacts only ocupy 1 slot.
the thing is it can't be turned on or off. could someone pls modify it so it can be turned on or off with an .ers file?
ty; [url=http://rapidshare.com/files/123769646/script84.erm.html]script84.erm[/url]
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted July 02, 2008 04:17 PM |
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I have two problems and would enjoy some help
1)I try to make my hero look tired in the start. Want him to have movement reduced a lot first 7 days then less next 5 days then near to normal for 3 days
I added curses like this
ZVSE
!#HE106:Y10/1500/7/2;
!#HE106:Y10/1000/5/2;
!#HE106:Y10/500/3/2;
Unfortunatelly they add each other so I get no movement at all during 7+3+5 days=15 days.
2)I want to enable tactics +3 speed option . The command to use is
ZVSE
!#UN218/1;
Why, once in game, tactics get not bonuses?
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Vlaad
Admirable
Legendary Hero
ghost of the past
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posted July 03, 2008 10:15 AM |
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Quote: I have two problems and would enjoy some help
1)I try to make my hero look tired in the start. Want him to have movement reduced a lot first 7 days then less next 5 days then near to normal for 3 days
I added curses like this
ZVSE
!#HE106:Y10/1500/7/2;
!#HE106:Y10/1000/5/2;
!#HE106:Y10/500/3/2;
Unfortunatelly they add each other so I get no movement at all during 7+3+5 days=15 days.
Yeah, because all those !# take place on day 1. You have to either check the current day or use Timed Events as triggers for the first 15 days.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted July 06, 2008 10:41 AM |
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I have another problem
I thought that
ZVSE
!#OW:D0/250;
!#OW:D1/250;
!#OW:D2/250;
!#OW:D3/250;
!#OW:D4/250;
!#OW:D5/250;
!#OW:D6/250;
!#OW:D7/250;
will disable the 7 days without town for everyone. It works for human player, but AI lost his heroes after 7 days. Whats wrong?
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted July 08, 2008 03:36 AM |
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I want to have several H with differnet upgrades speciality. For Sylvia it works. For Valeska it works. But Catherine refuses to get the proper text
!!HE-1:N?v1; [Get current hero #]
!!VRz1:S^Can upgrade Peasants and Gnolls to Legionaries!.^;
!!UN&v1=1:G2/1/2/1; [Set Valeska's specialty text to z1]
!!FU29750&v1=1:P; [Call function if Valeska]
!#HE1:X6/98/139/7;
!!HE-1:N?v1; [Get current hero #]
!!VRz2:S^Can upgrade archimages and powerliches to Enchanters!^;
!!UN&v1=3:G2/3/2/2; [Set Sylvia's specialty text to z1]
!!FU29750&v1=3:P; [Call function if Sylvia]
!#HE3:X6/35/65/136;
!!HE-1:N?v1; [Get current hero #]
!!VRz1:S^Can upgrade Lizard warriors and master gremlins to hoplites!.^;
!!UN&v146=1:G2/146/2/3; [Set Catherine's specialty text to z1]
!!FU29750&v1=146:P; [Call function if Catherine]
!#HE146:X6/101/29/171;
I think it has something to do with z2/z1. But cant figure what value to give to z to have different text for Catherine
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GrayFace
Promising
Known Hero
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posted July 08, 2008 09:52 AM |
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Edited by GrayFace at 09:53, 08 Jul 2008.
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You should use permanent z-vars for that. Once you set it you should never modify these strings. So, if you're planning to use it with WOGification, you should find free z-vars in Usage file.
In WoG 3.59 there would be no such limitation
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted July 08, 2008 11:14 AM |
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Thank you very much! I used z850 and it shows what I want
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted July 09, 2008 08:33 AM |
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please help me to figure this:
The map requires 12 months to complete. I used this code
ZVSE
!#OW:D0/250;
!#OW:D1/250;
!#OW:D2/250;
!#OW:D3/250;
!#OW:D4/250;
!#OW:D5/250;
!#OW:D6/250;
!#OW:D7/250;
!#OW:D-2/200;
When I conquer green player by month 7 his heroes die after 1 week without castle. I wanted them to stay till month 12. Whats wrong?
I did a test. Starting WITHOUT town the code works, AI stays on map for ever. If AI has a town which I take, the counter is disabled.
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avatar
Promising
Supreme Hero
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posted July 09, 2008 01:31 PM |
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yep, this is how it works. You can read that in erm manual...
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pyrostock
Adventuring Hero
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posted July 15, 2008 07:21 PM |
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I've noticed the AI never casts Forgetfulness or Beserk, even if those are the only 2 spells it owns. This is regardless of power level, element mastery and spell points available. The same was true in the original Heroes3, but since more modding is done in this forum I posted this here. Since these 2 spells are very potent is there any way to enable the AI to start to use these or is AI spell use hardcoded?
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted July 16, 2008 08:03 PM |
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I know Fnord created a script where AI cast berserk. ByteBandit should know where the script is, I remember seeing it in Yahho/wake of gods group
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted July 17, 2008 10:27 AM |
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I have this event which displays a picture:
"Get off the bridge, we are going inside!"^;
!!VRz11:S^Rome.bmp^;
!!IF:D5/11/0/0/11/0/0/0/0;
!!IF:P1/5;
!!IF:M^ROME^;
If I take it day one, it displays properly. But sometimes, if I take it later, it display this
ERM Syntax Error
File: service
Line: 1190
Sometimes not. Strange, where may be the error?
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted July 19, 2008 05:41 PM |
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I want to have a customized battlefield. I used this:
!?BF:76/24/1/1;
!!BF:O21/32 O21/48 O21/14 O21/66 O21/82 O21/99 O21/116 O21/134 O21/150 O21/168 O21/184;
It is exactly what I wanted. The problem...is that ALL battlefields in the game will look like this. Any idea why?
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