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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 ... 259 260 261 262 263 ... 300 350 400 407 · «PREV / NEXT»
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 18, 2015 09:04 AM

ZVSE


!?PI;
!!DO345112798/0/196/1:P; remove all abilities for all creatures at once (optional)
!!EA136:B6/1/67/43/1/1/1/1/1/1/1/1/1/1/1; add to enchanters reduce casting cost, enabled at every level (1)

!?FU345112798;
!!DO345112799/6/13/1:Px16;

!?FU345112799;
!!EAx1:Bx16//////////////;
____________
Era II mods and utilities

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CrazzieGamerPL
CrazzieGamerPL


Hired Hero
posted April 18, 2015 09:17 AM
Edited by CrazzieGamerPL at 09:18, 18 Apr 2015.

Thank you Salamandre once again you helped me a lot

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Neraus
Neraus


Promising
Legendary Hero
Pain relief cream seller
posted April 19, 2015 12:59 PM
Edited by Neraus at 14:37, 19 Apr 2015.

OxFEA said:
Function to change building position:

!!VRy1:S0; //city (e.g. Castle)
!!VRy2:S5; //building ID (e.g Tavern)

!!VRy6:S2; //frames num in new def
!!VRy3:S250; //new x
!!VRy4:S200; //new y

!!VRy5:Sy1 *44 +y2 *6 +6859276;

!!UN:Cy5/2/y6;
!!VRy5:+2;
!!UN:Cy5/2/y3;
!!VRy5:+2;
!!UN:Cy5/2/y4;


For more information try to see this post (with translator)
http://forum.df2.ru/index.php?showtopic=6803&view=findpost&p=192935


First of all thanks to Feanor for this great command, I have a question though, has somebody found a way to change the z coordinate of a building?

By that I mean the coordinate that dictates what building goes over the other.

I found through hex editing that there is some kind of table in which the buildings are set up in some kind of order, through that information I made an experiment, by changing a byte in the town area in the exe I was able to change the order of the town buildings, now, I'll see how and if I can do this change in ERM.

So, I've managed to do it, but it's not made in an easy way and requires a lot of trial and error, and probably cannot be replicated by copying the script.

If somebody has a simpler way to add this function to the script I would be most grateful.
(Also, sorry for the continous edits, I couldn't wait for an answer so I tried to do it alone again...)
____________
Noli offendere Patriam Agathae quia ultrix iniuriarum est.

ANTUDO

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CrazzieGamerPL
CrazzieGamerPL


Hired Hero
posted April 20, 2015 12:21 PM

Hey this is again me, i have a question, can somebody give me the script for alternate upgrades, the same that used HoL in his mode? It would really help me, so if anybody have it than please write it here. Yours

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CrazziegamerPL
CrazziegamerPL


Hired Hero
posted April 23, 2015 10:35 AM

Can somebody explain me what i'm doing wrong with this script, i have rode the tutorial on df2.ru that was linked by Neraus but still i'm having problem with this script, can somebody tell me what is wrong with it :

Quote:

ZVSE
!?PI;
!!VRy11:S6; //city (e.g. Stronghold)      
!!VRy12:S10; //building ID (e.g Vhall)

!!VRy16:S1; //frames num in new def  
!!VRy13:S678; //new x  
!!VRy14:S130; //new y

!!VRy15:Sy11 *44 +y12 *6 +6859276;

!!UN:Cy15/2/y16;  
!!VRy15:+2;
!!UN:Cy15/2/y13;
!!VRy15:+2;
!!UN:Cy15/2/y14;     //vhall


Game isn't crashing or something, it just doesn't work. i have used everything what i know (!? and !# where the first things that i did. I used !! as well but it doesn't work)

If somebody knows what i'm doing wrong then pls tell me :P

Yours

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Neraus
Neraus


Promising
Legendary Hero
Pain relief cream seller
posted May 04, 2015 02:24 PM
Edited by Neraus at 14:29, 04 May 2015.

Maybe I know, or maybe not...

Perhaps you should be putting it in a function, as I've read that y variables are exclusive to functions.

You could try this:

ZVSE
!?FU5696; (You can change this number to whatever you prefer)
!!VRy11:S6; //city (e.g. Stronghold)      
!!VRy12:S10; //building ID (e.g Vhall)

!!VRy16:S1; //frames num in new def  
!!VRy13:S678; //new x  
!!VRy14:S130; //new y

!!VRy15:Sy11 *44 +y12 *6 +6859276;

!!UN:Cy15/2/y16;  
!!VRy15:+2;
!!UN:Cy15/2/y13;
!!VRy15:+2;
!!UN:Cy15/2/y14;     //vhall
!?PI;
!!FU5696:P; (Remember to change this accordingly to the number you chose before)
!?GM0;
!!FU5696:P; (Same as above, the GM0 receiver is to make sure that when you load the game this change will be applied.)

Let me know if I'm wrong, It worked for me, but it moved the village hall, if that's what you mean by vhall, then you're good to go (If it works of course :P).

While I am at it, is there a way to use ERM to apply a binary patch during gameplay?
____________
Noli offendere Patriam Agathae quia ultrix iniuriarum est.

ANTUDO

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davide
davide

Tavern Dweller
posted May 07, 2015 09:59 AM

how to make a new script

I wish a script to extends "Skeleton Transformer" building of Necropolis.

I do not like to trasform a Titan/Dragon into a skeleton ...

I wish to trasform
- a Cavalier/Unicorn/Pegasus into a Black Knight
(2 pegasus -> 1 Black Knight for balance ?)
- Monk,Mage,Enchanter into Lich,
- all lives Dragons into Bone Dragon
- middle level human unit into Zombi/Mummy

Is it possible make it ?
(For step)

For balance purpose

The building could have multiple upgrade to trasform high level creature

The trasform could have a cost (resource ?)

Thanks

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 07, 2015 10:01 AM

davide said:

- all lives Dragons into Bone Dragon


This is what regular transformer does.

For others, yes it can be done. Need to learn erm.
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Era II mods and utilities

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davide
davide

Tavern Dweller
posted May 07, 2015 10:09 AM

Salamandre said:
davide said:

- all lives Dragons into Bone Dragon


This is what regular transformer does.

For others, yes it can be done. Need to learn erm.


Where to start to learn ERM ?

It is very incomprensible

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 07, 2015 10:17 AM

There is a manual. Then there are mods with thousand of hints and comments. Then there is motivation, or not.
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Era II mods and utilities

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davide
davide

Tavern Dweller
posted May 07, 2015 11:31 AM

Salamandre said:
There is a manual. Then there are mods with thousand of hints and comments. Then there is motivation, or not.


At least, where is the manual ?


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davide
davide

Tavern Dweller
posted May 09, 2015 11:27 PM

Salamandre said:
davide said:

- all lives Dragons into Bone Dragon


This is what regular transformer does.

For others, yes it can be done. Need to learn erm.


cavalier to black knignt too


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bloodsucker
bloodsucker


Legendary Hero
posted May 10, 2015 01:17 AM

davide said:

At least, where is the manual ?




Era Start Menu -> second column, second button from bottom.

This will help

and this too.

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davide
davide

Tavern Dweller
posted May 10, 2015 11:56 PM

bloodsucker said:

Era Start Menu -> second column, second button from bottom.

[url=http://www.jksit.se/howto.asp?part=3&page=1&tp=3&head=ERM%20-%20Scripting&number=71&sub=ERM-Beginners%201]This will help[/url]

[url=http://heroescommunity.com/viewthread.php3?TID=34352]and this too.[/url]


Thankyou very much


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Arthas
Arthas

Tavern Dweller
posted July 14, 2015 11:51 AM

i need a little help, so as i see, to download eraII i need heroes 3 complete / SoD...
well, i would like a link to any of these if possible

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 14, 2015 01:49 PM

Heroes III complete edition at GOG.
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Era II mods and utilities

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted July 14, 2015 07:32 PM

Hi,

iam trying to create my own script which allows one extra cast per round in combat if you have learned all of the four magic skills (earth,water,air,fire) on expert and i need a little help. iam new to erm scripting.
Overall this script will be part of my little mod collection "enhanced magic heroes" which i will probably release together with the reworked  "Crimson and Clover" map. the map has now XL size and is designed as a hotseat map and meant to be played together with your friend. The mods aim mostly at balancing out might vs magic heroes in the later stages of the game by buffing or altering underpowered "magic" skills. Anyway the map and the skill tweaks are already done. theres just this last script i want to make.

I have managed to get one extra cast (with the four skills on expert) per combat with the following script. but i want one extra cast each round. so the magic hero can actually start dealing damage with his spells instead of for example removing the slow from his troops.



ZVSE


!#VRv1150:S0;
!#VRv1151:S0;
!#VRv1152:S0;
!#VRv1153:S0;
!#VRv1154:S0;


!?OB16/8/0; [When object at (8,16,0) is visited]
!!OW:C?y1; [get current player color and save in y1   ]
!!HE-1:N?y2;  [get current Hero Number und speichern in y2]
!!HE-1:S14/?v1150; [check if Hero has Expert Magic and save in variable v1150]
!!HE-1:S15/?v1151; [check if Hero has Expert Magic and save in variable v1151]
!!HE-1:S16/?v1152; [check if Hero has Expert Magic and save in variable v1152]
!!HE-1:S17/?v1153; [check if Hero has Expert Magic and save in variable v1153]

!!IF&v1150=3/v1151=3/v1152=3/v1153=3:M^'Hallo du hast alle Elemente gemeistert'^; [get message which says you are now "master of the elements"]

!!VRv1154&v1150=3/v1151=3/v1152=3/v1153=3:S100;  [if all skills on expert and building is visited set v1154 on 100   probably a bad way to do this, better use a flag?]

!!VRy3:S1; [unnecessary just for testing]
!!IF&y3=1:M^'Der Wert von V1150,V1151,V1152,V1153 ist %V1150,%V1151,%V1152,%V1153'^; [unnecessary just for testing]

!?LE16/12/0; [unnecessary just for testing]
!!HE-1:S17/0; [unnecessary just for testing]
!!IF:M^Du verlierst eine deiner Magien^; [unnecessary just for testing]
!!IF:M^Der Wert von v1154 beträgt %V1154^; [unnecessary just for testing]


!?BG;
!!BG:A?y2; [get type of action]
!!BG:Q?y3; [get current acting side]
!!BHy3:N?y4; [get acting hero number if any]
!!BG:E?y5; [get destination monster stack]

!!VRy7:S0;
!!VRy7&y3=0/-600:S1; [check flag by side for allowing extra spell]
!!VRy7&y3=1/-601:S1;

!!BH0:M?y50; !!BH1:M?y51;
!!BH1&v1154=100/y7=1:M0; !!BH0&v1154=100/y7=1:M0;[re-enable spellcasting only if v1154=100]

!!IF&y50=1:V600/1; [set flag 600 true to remember extra spell was granted]
!!IF&y51=1:V601/1;


what would be a good way to get the extra cast every round of combat(so two cast in total per combat round)? should i work with v997 which stores the current combat round? or a loop function?
i have tried several ways already, but failed, as i said iam new to erm. maybe you can give me a hint.

thanks a lot

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 14, 2015 07:57 PM

Kingslayer asked me for nearly same thing, here is the script I sent (depends if player has the black orb, you do the changes):

ZVSE

**Cast twice if hero has orb of vulnerability on
**flags 200,201,202
**v444

!?BA0&1000;
!!IF:V202/0;
!!BA:H0/?v2;
!!BA:H1/?v3; check att/defender
!!HEv2:A2/93/?y1/?y2; check where is the orb
!!HEv3&v3>=0:A2/93/?y3/?y4;
!!FU&y2<1/y4<1:E;  no orb, exit
!!IF:V202/1;
!!VRv444&y2=1:S0;  set the side which will cast twice
!!VRv444&y4=1:S1;
!!IF:V200/1 V201/0;

!?BG0&1000/202;
!!BG:A?v1;
!!FU&v1<>1:E;
!!BG:Q?v1; **added check for side
!!FU&v1<>v444:E;
!!IF&200:V201/1;
!!IF:V200/0;

!?BR&1000/202;
!!IF:V200/1;

!?BG1&1000/201/202;
!!BHv444:M0;  side=v444
!!IF:V201/0;

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Era II mods and utilities

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Arthas
Arthas

Tavern Dweller
posted July 14, 2015 10:22 PM

well, since i live away, i guess, no mods for me..

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted July 15, 2015 08:24 PM

CrazzieGamerPL said:
Can somebody explain me what i'm doing wrong with these scripts?

Quote:
ZVSE
!?FU11111;
!!VRx10:Sx4;
!!VRv1:C8/7/2;
!!VRx4&x10>0:Sx10+7960963;
!!VRx5&x10>0:Sx10+7960775;
!!VRx6&x10>0:Sx10+7960587;
!!UN&x10>0:Cx4/1/?y1 Cx5/1/?y2 Cx6/1/?y3;
!!UN:Cx7/1/?y4 Cx8/1/?y5 Cx9/1/?y6;
!!VRv1&x10>0:Cy1/y2/y3/y4/y5/y6;

!!VRx4:Sx1+7960963;
!!VRx5:Sx1+7960775;
!!VRx6:Sx1+7960587;

!!UN:Cx4/1/v1 Cx5/1/v2 Cx6/1/v3;
!!UN&x10>0:Cx7/1/y4 Cx8/1/y5 Cx9/1/y6;
!!MA:Bx1/3;
!!VRy1:S8700+x1;
!!VRvy1:Sx2*10000+x3;

!#FU11111: P16/37/3;


!?FU11112;
!!BMx16:T?y1 N?y2 H?y3;
!!FU&y1<0|y1>196/y2<1/y3<1:E;
!!VRy4:S8700+y1;
!!FU&vy4<1:E;
!!VRy5:Svy4:10000;
!!BMx16:U4/y5;

!?BR&1000;
!!DO11112/0/41/1: P;

!?BG0;
!!VRv9215:C-1/-1/-1/-1/-1;
!!BG:A?y10 N?y11;

!!FU&y10<>10|y11<0/y11>41:E;
!!BMy11:T?y3;
!!FU|y3<0/y3>196:E;

!!VRy4:Sy3+8700;
!!FU&vy4<1:E;
!!BG:E?v9215;
!!VRv9216:Sy3;

!!VRy5:Svy4:10000;
!!BMy11:Gy5/?v9217/?v9218;


!?BG1&v9215<>-1;

!!BM21: P?y1;
!!VRy7: Sv9216+8700;
!!FU&vy7<1:E;
!!VRy5:Svy7:10000;
!!VRy6:Sy5*10000;
!!VRy8:Svy7-y6;

!!FU&y8<1:E;
!!BMv9215:Gy5/?y1/?y3;
!!BMv9215&v9217>0:Gy5/v9217/v9218;
!!BMv9215&y3=>v9218/y8>v9217/y1>0:Gy5/y8/y3;
!!VRv9215:S-1;
!!BU:R;


I checked like 10 times in a row and i don't see any error. This script should allow creature with nr. 17 (i believe these were dwarves) to cast cure spell. But whenever i'm trying to lunch game i'm getting huge error about that script. Can somebody help me please :)? I did space betwen : P so there will be no emoticons xD


CrazzieGamerPL said:
I can translate for you :) :

Quote:
!#FU11111:Pnr_stworzenia/zaklęcie/liczba_tur_lub_moc;**tą linijkę można kopiować


nr stworzenia - means the number of creature (for example 1 is pikeman etc.)

zaklecie - spell nr. (37 is cure)

luczba tur lub moc - means the number of turns/power of the spell

So the whole line should look like this i believe :

!#FU11111:P17/37/10;


nice... but i want to dump the 3 values beeing subject for UN:C for every creature in era to simple ini file. the reason is i need the values of original casters to type them in as numbers in amethyst. somebody could provide a script?

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