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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 50 100 150 200 250 ... 255 256 257 258 259 ... 300 350 400 407 · «PREV / NEXT»
bloodsucker
bloodsucker


Legendary Hero
posted March 10, 2015 08:43 PM
Edited by bloodsucker at 21:30, 15 Mar 2015.

Thanks

For my battle in the Guardian Angel I wanted to make the creature berserk but instead of attacking and returning, wich is useless since it is the only creature in that army, it would simulate the Fear from Heroes 4 bone dragons, I mean it would make the other creature run away, if possible to his original position. In that case, the enemy would be the one returning berserked to the middle of his fellows. This with additional retaliations and ignores no retaliation could increase the difficulty of the battle a bunch, unfortunatly I'm completly out of ideas on how to make it work. Any tip?

Could it be something like, save the original position of every troop in the attacking army. When the unit is hit it changes the position for the original position. It could maybe make the visual efect of teleport but I still don't know how I can do it.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 15, 2015 10:00 PM

This requires quite very advanced erm, as there is no "teleport" erm command, you have to save stack hit points, spells applied, artifacts -if banners- then kill the stack, create the stack again in another location, give it the precedent stack number and so on.

For path, study how 16 wog- split decisions.erm  from wog 3.58 is done, you have to do similar process. But such "little" script would require several hundreds of code lines, between monsters ID to skip (catapults), stacks ID (clones) and such.
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Era II mods and utilities

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Bersy
Bersy


Honorable
Supreme Hero
posted March 18, 2015 08:53 PM

What's about BM? I used in to allow placing stacks usings mouse in tactical phase.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 18, 2015 09:09 PM

Right, my bad, I forgot it can be used else than checking position.

!!BM#:P$ to "teleport" a stack # to position $.

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bloodsucker
bloodsucker


Legendary Hero
posted March 18, 2015 10:56 PM

Thanks both but I decided to give paralize instead, it's easier and works in creatures with magic immunities.

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kemott11
kemott11

Tavern Dweller
posted March 21, 2015 09:25 PM

sagamosa

I'm using Sagamosa Remade by Felipe, but I don't really like the changes to alchemist class. In basic Sagamosa Alchemist gets Rogueish skills and Felipe replaced them with 2 new ones and potion making, leaving his philosopher stone lvl 20 skill unfinished (+it gives you an item that if you hover over, it crashes the game).
As far as I remember Rogue skills worked pretty well and weren't bugged, so I see no reason removing them.

How hard would it be to give them back to alchemist, keeping all the fixes Felipe did to other classes?

I have no idea how coding erms works, opening one killed all the hope that I could do it myself.
I would be grateful if someone could help me with this.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 21, 2015 10:21 PM

Unfortunately, Sagamosa thought he will finish his mod, so he coded all factions in one, without ordering them; that means about 20 000 lines of code. This is why is so hard to fix problems, one has to constantly find his way, this takes time and energy, before even starting to re-code.  I am afraid this will never gonna happen.
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kemott11
kemott11

Tavern Dweller
posted March 22, 2015 10:58 AM

Well then, maybe you could help me figure out what would needs to be changed. Sagamosa is made of one ERM, one ERT, one .pac, some pcx which I guess are images and text documents for each ability (that has lots of references to .pcx files inside, so I guess it determines what images are shown ingame for those abilities and when).

I got access to both Sagamosa and Sagamosa Remade erms, and a notepad++ comparison tool shows which lines of code were changed. There is 1 huge noticeable mismatch. In Sagamosa it's about 1500 lines of code about alchemist, and in Remade there are new Alchemist abilities in its place.
The other mismatches seem to be mostly fixes to other abilities.

I have no idea if ERM is the only file that needs changing, but looking at it, it seems that alchemist lines of code were replaced with new ones. So, would swapping them back work?

I know the other files would need some changing for ingame texts and pictures, but when I tested old erm in Sagamosa Remade, alchemist had the Rogue abilities, only hero screen was for Remade alchemist (there were old buttons though).

It's still not 100% clear to me, but someone with experience could find his way knowing what was changed, maybe there isn't any re-coding to do.

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JotunLogi
JotunLogi


Known Hero
posted March 24, 2015 08:04 AM

Hello everyone, do not want to spam or anything but do not know where to post this question and I have thought that this place would be appropriate. If this topic is somewhere present on the forum, I would be glad for links or any tips where it is  

I want to change some effects/ stats/ description of certain files just by changing their  text in notepad Death (unfortunately, I am extremely bad at IT, lack of any knowledge and skills to mod anything; I want to improve in the future but.. that will take hell lot of time). Important: I want to do it just for Heroes of Might and Magic 3: Shadows of Death, not mods like WoG.

As far as I know, it is possible to change this way unit stats and even add/ remove some of their abilities (by using CrTraits). I have heaard that some files that I am searching for are not possible to mod the way I want but maybe someone has access to these files in notepad (I  really cannot use scripting language):

- change some secondary skills for certain heroes
- change effects of certain secondary skills
- change hero's specialty
- add 4th level magic guild for both Fortress and Stronghold (not visually in ts, just upgrade  option)
- change some spells
- change main menu screen (hate those from expansions)

thanks for attention and any response/ solution. All tips and recommendation for some tutorials, programs would also be apprieciated

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 24, 2015 12:00 PM

JotunLogi said:

- change some secondary skills for certain heroes
- change effects of certain secondary skills
- change hero's specialty
- add 4th level magic guild for both Fortress and Stronghold (not visually in ts, just upgrade  option)
- change some spells
- change main menu screen (hate those from expansions)



Effects of skills, hero specialties, change spells(?) can not be done without scripting. 4th level magic guild not even sure can be done via scripting. For main menu screen, extract it from lod then replace with another of your choice. For others, open text files in text edit and should work. In general such changes should be done via WoG, so you don't need to backup your original files and can be disabled at any time.

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JotunLogi
JotunLogi


Known Hero
posted March 24, 2015 06:07 PM

Thank You very much for Your answer!

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jarlaxl
jarlaxl

Tavern Dweller
posted March 27, 2015 11:03 PM

Hello Heroes,

I just entered this forum (welcome to me) with the purpose of asking some questions. Prior to this some introductions. Call me jarlaxl, a bit harsh with people sometimes -not intentionally though-  (If you like to know anything about me, just ask) and play Heroes for approximately 20 years or so. As times "advance" people do(?). Used to play heroes in hotseat with friends. Since we rarely see with old hero-friends we dont play heroes anymore or very much (our current version is 3.58f which we love and prefer). However we want to change this and play heroes by mail (PBM). We actually do PBM by sending the saves. However, since we play in the "king" setting and we dont trust each other very much, watching other player's moves is gamebreaker. Playing online is not possible generally (though we face serious problems with playing online with more than two players -but thats another story) because of our different time zones, schedules and styles of life.


So eventhough we have no knowledge of programming or whatsoever we are willing to attempt to learn a bit or a bit more so as to achieve  a password protection per turn.

1. Is it possible to make a script that will add a password (pwd) to every human turn (and choosing/inputing pwd in first turn for each)?

2. In what mod is it easiest/best (e.g., ERAII, 3.58f, 3.59a, vcmi, ???) to make that script?

3. What langueage (ERM?) must we study and apply in order to do so?

4. Any pointers of what to look for, how to deal, whats next or whatsoever is welcome.


Thanks a lot and keep on heroing



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bloodsucker
bloodsucker


Legendary Hero
posted April 03, 2015 02:19 PM
Edited by bloodsucker at 14:20, 03 Apr 2015.

I made an object selling movement points for mithril, 1 of mithril for 1000 in packs of 5, 10, 25 and 50. It works just fine and I would say the ratio is ok BUT in the map I am testing it, selling every unwanted artifact in the artificer, I'm on day one on an XXL map, three oponents are gone and the other two are just waiting for me to dig for the grail next turn. Any one has a sujestion how can I nerf it? Thanks.

ZVSE
!#VRz746:S0^Movement Market^;
!#HT63/71&1000:T746;

!?OB63/71&1000; Sells movement points

!!IF:Q1^At this market you can buy movement points for mithril. Are you interested?^;
!!FU&-1:E;

!!VRz1:S^5000 for 5 mithril^;
!!VRz2:S^10000 for 10 mithril^;
!!VRz3:S^25000 for 25 mithril^;
!!VRz4:S^50000 for 50 mithril^;
!!VRz5:S^Select the ammount of movement points you want to buy:^;
!!VRz6:S^exit^;


!!IF:G1/7200/16/5/1/2/3/4/6;    * v7200

!!FU&v7200>16:E;
!!FU20024:P;

!?FU20024;

!!OW:R-1/7/?y1;

!!IF&v7200=1/y1<5:M^You need to have at least 5 of mithril^;
!!FU&v7200=1/y1<5:E;
!!HE-1&v7200=1:Wd5000;
!!OW&v7200=1:R-1/7/d-5;

!!IF&v7200=2/y1<10:M^You need to have at least 10 of mithril^;
!!FU&v7200=2/y1<10:E;
!!HE-1&v7200=2:Wd10000;
!!OW&v7200=2:R-1/7/d-10;

!!IF&v7200=4/y1<25:M^You need to have at least 25 of mithril^;
!!FU&v7200=4/y1<25:E;
!!HE-1&v7200=4:Wd25000;
!!OW&v7200=4:R-1/7/d-25;

!!IF&v7200=8/y1<50:M^You need to have at least 50 of mithril^;
!!FU&v7200=8/y1<50:E;
!!HE-1&v7200=8:Wd50000;
!!OW&v7200=8:R-1/7/d-50;

!!IF:M^Deal^;

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 03, 2015 05:52 PM

Better let the player enter his value so the entire process takes only one visit.

ZVSE

!#VRz746:S^Movement Market^;
!#HT63/71:T746;

;Sells movement points 1 mithril bar/1 tile (100 mvm points)
!?OB63/71&1000;
!!IF:Q1^I am Ching Chong, the blacksmith. Using mithril bars, I can improve your horseshoes so they can cover more distance today. Interested?^;
!!FU&-1:E;
!!OW:R-1/7/?y1;  chack mithril
!!IF&y1<1:M^No mithril, no Chong!^;
!!FU&y1<1:E;
!!VRz2:S^%Y1 additional tiles^;
!!UN:A98/9/z2;  change boots of speed description
!!IF:Q1/7/y1/8/98/1^I can work those horseshoes to cover today up to %Y1 additional tiles. %Y1 mithril bars will be used in the process. How many tiles you need?^;
!!VRz-1:S^^;
!!VRz-2:S^Enter the number^;
!!IF:D57/-1/-2/0/0/0/0/0;
!!IF:F57/0/0/0/0/0;
!!IF:E1/57;
!!VRz1:H5; **check if text entered, flag 5=1 if yes
!!FU&-5:E;
!!VRv2:Vz1;
!!IF&v2>y1:M^You try to cheat me?^;
!!FU&v2>y1:E; exit if player entered more tile than mithril bars
!!FU&v2<1:E; exit if other text
!!VRy2:Sv2*-1;
!!VRy3:Sy2-100000; prepare y3 for mithril picture
!!VRz2:S^%V2 additional tiles^;
!!UN:A98/9/z2; change boots of speed description
!!IF:Q1/7/y3/8/98/1^Be the winds in your back, traveler. Today your horse can cover %V2 tiles, enjoy the view!^;
!!OW:R-1/7/dy2; remove mithril
!!VRv2:*100;
!!HE-1:Wdv2; give movement
!!UN:A98/9/0; restore boots of speed

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bloodsucker
bloodsucker


Legendary Hero
posted April 03, 2015 06:45 PM
Edited by bloodsucker at 19:02, 03 Apr 2015.

Salamandre said:
Better let the player enter his value so the entire process takes only one visit.


Thanks, already test it. It works just fine and has a humor mine lacked but, is reducing the rate to 1/100 instead of 1/1000 your sugestion to nerf it?
Cause now I think is too expensive. 50 steps for the price of Immunnity 5? 15 for no retaliation? And you still have to spend movement to go there and visit the object... Do you think is worthy?

I placed around ten objects all over the map. For your version to be effective they should probably be so frequent as dragonfly hives, no?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 03, 2015 07:09 PM

Ah ok I believed you want ratio 1:1. So 1 mithril for 10 tiles then?

ZVSE

!#VRz746:S^Movement Market^;
!#HT63/71:T746;

;Sells movement points 1 mithril bar/10 tiles (1000 mvm points)
!?OB63/71&1000;
!!IF:Q1^I am Ching Chong, the blacksmith. Using mithril bars, I can improve your horseshoes so they can cover more distance today. Interested?^;
!!FU&-1:E;
!!OW:R-1/7/?y1;  check mithril
!!IF&y1<1:M^No mithril, no Chong!^;
!!FU&y1<1:E;
!!VRy2:Sy1*10;
!!VRz2:S^%Y2 additional tiles^;
!!UN:A98/9/z2;  change boots of speed description
!!IF:Q1/7/y1/8/98/1^I can work those horseshoes to cover today up to %Y2 additional tiles. %Y1 mithril bars will be used in the process. How many tiles you need?^;
!!VRz-1:S^^;
!!VRz-2:S^Enter the number (10-%Y2)^;
!!IF:D57/-1/-2/0/0/0/0/0;
!!IF:F57/0/0/0/0/0;
!!IF:E1/57;
!!VRz1:H5; **check if text entered, flag 5=1 if yes
!!FU&-5:E;
!!VRv2:Vz1;
!!IF&v2>y2:M^You try to cheat me?^;
!!FU&v2>y2:E; exit if player entered more tile than mithril bars
!!FU&v2<10:E; exit if other text
;y2 tiles, y1 price
!!VRy1:Sv2:10*-1; mithril value to deduct
!!VRy3:Sv2:10+100000*-1;
!!VRz2:S^%V2 additional tiles^;
!!UN:A98/9/z2; change boots of speed description
!!IF:Q1/7/y3/8/98/1^Be the winds in your back, traveler. Today your horse can cover %V2 tiles, enjoy the view!^;
!!OW:R-1/7/dy1; remove mithril
!!VRv2:*100;
!!HE-1:Wdv2; give movement
!!UN:A98/9/0; restore boots of speed
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Era II mods and utilities

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bloodsucker
bloodsucker


Legendary Hero
posted April 03, 2015 07:52 PM

If I put an * before ZVSE the ERM interpreter will not try to read it, right? Or do I have to comment the instructions bellow any way?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 03, 2015 08:10 PM

How could I know? Try it.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted April 04, 2015 04:29 AM

question: i have an idea for a set of artifacts, one for each hero color. what i want these artifacts to do, is create alliances. when a hero(or AI) acquires one of these artifacts in-game, they immediately get that specific color as an ally, for as long as they hold that color's artifact. if that hero gets defeated, the artifact is passed to the victor, same as any other artifact(and then the benefit is passed to the new owner).

the idea is fun, i think. you could have players scrambling to take out heroes based on what they are carrying, so they can have an ally. it'll give a little more variation to games, imo.

so, what it comes down to, is can this be done?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 04, 2015 01:16 PM

The scripting part is easy, adding 8 new artifacts is cumbersome, unless you want them to replace the wog artifacts.

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