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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 ... 24 25 26 27 28 ... 50 100 150 200 250 300 350 400 407 · «PREV / NEXT»
HIK
HIK

Tavern Dweller
Dungeon Lurker
posted July 19, 2008 06:16 PM

I used to have this really good and detailed Erm help in form of a web page ,but now I can't seem to be able to find it...

...it was brownish and had the name Bruno ,I think it was possibly made by him...

...can anyone help?

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misokiller
misokiller


Known hero
posted July 22, 2008 08:28 PM

question

Whats wrong with this:
ZVSE
!?OB5/169;

!!UN: Ov998/v999/v1000; [Delete boots]
!!UN:Iv998/v999/v1000/5/169; [Place boots]

!!ARv998/v999/v1000:M^{Halbierder's Boots}

You trip over a black chest and you found a Halbierder's Boots.^;

!?AE1&v998=169;
!!HE-1:Fd2/d3/d2/d2;
!?AE0&v998=169;
!!HE-1:Fd-2/d-3/d-2/d-2;

!#VRz429:S^{Halbierder's Boots}

Gives +2 to everything, and +1 to armor.^;
!#HT5/169:T429;

when i create new blank artifact every blank artifacts get its name?? how
____________
Sorry for my English. I am young and i am not from country where i need to speak english

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misokiller
misokiller


Known hero
posted July 23, 2008 07:23 AM

And one more question, How can i create combo artifact, i want to collect every blank artifact except horn and when i have everything, it will change into horn holded in shield hand.
____________
Sorry for my English. I am young and i am not from country where i need to speak english

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misokiller
misokiller


Known hero
posted July 23, 2008 06:34 PM

and can someone make me 3 persons:
paladin casting destroy undead, higher level, better dammage
Temple guardian casting precision ( or what is that spell), can it cast on herself/himself aoutomatically gained shooting skill
Sorcerrer(gnoll commander - i dont know their names)casting magic arrow, -1 spell point to hero every time when he cast/ when spell point =0, attacking hand-to-hand.
____________
Sorry for my English. I am young and i am not from country where i need to speak english

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 26, 2008 08:43 PM
Edited by Salamandre at 22:25, 26 Jul 2008.

I have this script which match number of monsters with attacker army health

ZVSE
[Battle with Sorceresses is trigger]
!?BA0&v998=19/v999=17/v1000=0;
!!BA:M1/0/?y-1/d; [Check defending monster type: y-1]
!!FU&y-1<>193:E; [Exit if not Sorceresses]
!!FU111:P; [Match strength of Sorceresses/Minotaur Kings to attacking army]

[Match strength of Sorceresses/Minotaur Kings to attacking army]
!?FU111;
!!BA:H0/?y1 H1/?y2; [Attacking Hero: y1, Defending Hero: y2]
!!FU&y2>=0:E; [Exit if there's a defending hero]
!!VRy-2:S0; [Initialize y-2 to 0]
!!DO112/0/6/1:Py1; [Determine hero's total army health: y-2]
!!VRy3:Sy-2 :85; [Number of Sorceresses and Minotaur Kings: y3]
!!VRy3&y3<6:S6; [Minimum of 6: y3]
!!VRy4:Sy3 :3; [Number for each stack (one third): y4]
!!BA:M1/0/193/y4 M1/1/79/y4 M1/2/193/y4 M1/3/79/y4 M1/4/193/y4 M1/5/79/y4; [Set stacks of Sorceresses and Minotaur Kings]

[Determine hero's total army health: y-2]
!?FU112;
!!HEx1:C0/x16/?y1/?y2; [Hero's army Type: y1, Number: y2]
!!FU|y1<0/y2=0:E; [Exit if nothing in slot]
!!MA:Py1/?y3; [Base health of creature: y3]
!!VRy4:Sy3 *y2; [Total health for stack: y4]
!!VRy-2:+y4; [Add stack's health to total health: y-2]

Any idea how to make that monsters stack is TWICE the attacker health?

Never mind, I found it.

Replace !!VRy4:Sy3 :3; with !!VRy4:Sy3 :2;

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Hell_Wizard
Hell_Wizard


Famous Hero
posted August 19, 2008 08:06 PM

Hey, Guys! Is there an editor where I use Java Scripts?

(It is just much Easier than ERM and not only for me, but for others like iRH)
____________

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Hell_Wizard
Hell_Wizard


Famous Hero
posted August 23, 2008 01:00 PM

Can someone figure out a script which can choose the heroes in the Tavern or the order of gaining secondary skills

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Aculias
Aculias


Responsible
Undefeatable Hero
Pretty Boy Angel Sacraficer
posted September 05, 2008 09:42 AM

LATINO HEAT!!!
____________
Dreaming of a Better World

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Hell_Wizard
Hell_Wizard


Famous Hero
posted September 20, 2008 09:23 PM

I have a question:

I and my friend want a multiplayer game, he wants Arch Devils instead of Devils and Antichrists (Hell Barons in my version of WoG) instead of Arch Devils. I want the same, but only with Tower: lvl.7 non-upg. Titan, upg. - Lord of Thunder. Here is my script:

ZVSE

!#UN:T3/7/0/42
!#UN:T3/7/1/153;
!#UN:T2/7/0/41;
!#UN:T2/7/1/152;

What's wrong?


____________

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 20, 2008 10:56 PM
Edited by Salamandre at 23:01, 20 Sep 2008.

Quote:
I
ZVSE

!#UN:T3/7/0/42
!#UN:T3/7/1/153;
!#UN:T2/7/0/41;
!#UN:T2/7/1/152;

What's wrong?




ZVSE

!?PI; [Start of game, post-instruction trigger]

[Set InfernoTown Troops]
!!UN:T3/6/0/55 T3/6/1/153;

-----------------------------------
[Set Tower Town Troops]
!!UN:T2/6/0/41 T2/6/1/152;


The buildings are numbered from 0 to 6. There is no number 7. The Archdevils are number 55.


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Hell_Wizard
Hell_Wizard


Famous Hero
posted September 21, 2008 07:24 PM

OMG, I allways forget the 0! Sorry. I'm weird sometimes, making such simple mistakes

Oh, and the trigger works even without the post instruction script
____________

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GrayFace
GrayFace


Promising
Known Hero
posted September 22, 2008 12:06 PM

Quote:
Can anybody tells me if the resource price of the Azure Dragon (20 mercury) is hard coded? I want to modify and it still remains 20 mercury. Look my lines code:
ZVSE
!#MA:C132/6/37000;
!#MA:C132/3/45;
!#MA132/2000;
The gold price is modified but resource price is still 20 mercury. Why?

Plus 45 sulfor that isn't displayed. Add !#MA:C132/1/0;

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Hell_Wizard
Hell_Wizard


Famous Hero
posted September 22, 2008 07:07 PM
Edited by Hell_Wizard at 18:36, 28 Sep 2008.

@GrayFace

I have some questions

1. Can a creature cost more than one resourse?

2. How do I understand which variables I need for renaming creatures?

3. Is there a function (!#UN:xX/Y) that completely replaces a creature with another one (x is the letter for the function which I don't know, X is the creature I want to replace and Y is the creature I wish to change the X with)

____________

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 28, 2008 06:59 PM
Edited by Salamandre at 19:07, 28 Sep 2008.

Quote:
@GrayFace

I have some questions

1. Can a creature cost more than one resourse?

2. How do I understand which variables I need for renaming creatures?

3. Is there a function (!#UN:xX/Y) that completely replaces a creature with another one (x is the letter for the function which I don't know, X is the creature I want to replace and Y is the creature I wish to change the X with)



I am not Gray face but I can answer:

1) No

2) any free z variable you can use, ex:

!#VRz152:S^Hell Wizard^; singular
!#VRz153:S^Hell Wizards^; plural
!#UN:G1/143/0/152 G1/143/1/153; the rogues(143) will be named Hell Wizard etc

3) I dont understand very well what you mean. You can have event which changes a creature to another ex:

!!HE-1:C1/171/139/1 C1/170/139/1 C1/136/139/1 C1/172/139/1 C1/169/139/1;

Means:

any artic sharphooter (170), lava s(171), enchanters (136), nightmares(172), war zealots (169) will bhe changed to peasants (139)

Works only for the hero who triggers the event.

the last "1" is for the quantity of creatures

To find which string variables (z) are not used by your scenario, look in all scripts which are activated and copy/paste all the z$$$ you see. You can use from z11 to z999.

z1-z10 are used by the majority of scripts, so dont bother to change them.

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Hell_Wizard
Hell_Wizard


Famous Hero
posted September 28, 2008 09:12 PM

1. Thanks for the names

2. I mean to completely replace one creature with another. For example: replace all Halbaldiers (1) with Archers (2). Then !#UN:x1/2. The "x" is the letter I ask about (if it exists). If there is none, can I know how to replace creatures in ALL dwellings on a map?
____________

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 28, 2008 09:43 PM
Edited by Salamandre at 21:45, 28 Sep 2008.

You cant replace them in dwelling over the map. But you can make halberdiers available in any town by changing the creatures. You already know that script.


You can script a dwelling in the map to give a specific monster.

EX

!?OB85/33/1:S;
!!CB85/33/1:M193/17;

Creature bank at 85/33/1 will give 17 sorceresses. But only one time.

If you want to change archers dwelling to portals of glory then use the Object.exe and change manually the properties.


So if you want an archers dwelling to give archangels you can do it with  this script. Eventually you can use a message to not confuse the player.

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Hell_Wizard
Hell_Wizard


Famous Hero
posted September 28, 2008 10:05 PM

So there is no script for all dwellings of one type. sad.

Hey, how can I set a variable number in ERM, ex. 1 - 5 Hell Hounds (may be 1, 2, 3, 4 or 5)
____________

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 28, 2008 10:07 PM

You can do infinite things. I dont really understand what you trying to script there. Can you give us a view on what your scenario will look like? Only one creature everywhere?

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Hell_Wizard
Hell_Wizard


Famous Hero
posted September 28, 2008 10:23 PM

No, I can't say what I am doing. You will learn, but not now, It's forbidden for me to say.
____________

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Hell_Wizard
Hell_Wizard


Famous Hero
posted September 29, 2008 02:31 PM

Is there an update of the Peasant tax script?

The old one is:

ZVSE

!#TM81:S2/999/1/255;

!?TM81;

!!FU40600;

!?FU4060;
!!VRv4029:S0;                           [v4029 = default cost of creatures]
!!VRv4030:S0;                           [v4030 = default q-ty of Peasants]

!!DO4057/0/155/1;

!!VRv4029&v4029>0::500;                 [v4029 = cost of creatures divided by 500]
!!VRv4029&v4029<0:S0;                   [just check]
!!VRv1&v4029=0:S0;
!!VRv1&v4029>0:Sv4029*-1;

!!OW:C?y1;                              [y1 = current player]
!!OW&x1=0:Ry1/6/dv1;                    [reduce gold for upkeep]
!!OW&x1=0:Ry1/6/dv4030;                 [peasants tax]
!!OW&x1=0:Ry1/6/?x2;
!!OW&x1=0/x2<0:Ry1/6/0;                 [if gold < 0, set to 0]

!?FU4057;
!!OW:C?y1;                              [y1 = current player]
!!HEx16?y2;                           [y2 = hero's owner]
!!DO4058/0/6/1&y1=y2x16;

!?FU4058;                               [x1 = hero number]
!!HEx1:C0/x16/?y1/?y2;                  [y1 = type of monster, y2 = q-ty]
!!VRv4030&y1=139:+y2;
!!MA&y1<>139/y1>-1: Cy1/6/?y4;          [y4 = cost of gold for monster type y1]
!!VRy4&y1<>139/y1>-1:*y2;
!!VRv4029&y1<>139/y1>-1:+y4;            [v4029 = Upkeep]

!?CM0;

!!FU40601;
!!CM:S?v1 I?v2;                         [Check if it's a right-click on the Adventure options button]
!!CM&v1=14/v2=9:R0;                     [Disable standard right-click message]
!!IF&v1=14/v2=9:Q1/36/v4029/4^Army upkeep is {%V4029} gold per day.^;

When I put it into a map it doesn't work and displayes much error messages.
____________

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