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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 ... 268 269 270 271 272 ... 300 350 400 407 · «PREV / NEXT»
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 29, 2015 10:21 PM

Well, is this a recurrent error, it comes whatever you do? The code is from adventure cave script and in general that script is safe.

If is only a "one time error" there is no need to report.
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Era II mods and utilities

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Swaggy
Swaggy


Hired Hero
posted September 30, 2015 01:27 AM

Salamandre, can I ask you if you know any ERM tutorials/posts I could read to start ? is it worth learning it (I have already average programming knowledge, is it a hard/subtle language ?).

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 30, 2015 03:40 AM

There is a very well documented manual, then you have tons of mods, maps and stand alone scripts where you will find almost all you want to copy/paste, then modify. Then depends mostly on what you want to do.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted September 30, 2015 05:05 AM

i've been searching on here to no avail. is the WoG creatures' abilities hard-coded? is it possible to just remove/add a line of code to an existing script to disable an ability?

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bloodsucker
bloodsucker


Legendary Hero
posted October 01, 2015 12:02 AM

@fred79 - if you can add that hability with the Emerald Towers is a flagged hability. See !!MA:X and !!BM:F and Format FL.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted October 01, 2015 12:46 AM

@ bloodsucker: thanks for the help, but that's greek to me, man. do i have to create my own code, or are WoG creature abilities part of an existing code that can be simply gotten rid of or changed?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 01, 2015 01:11 AM

Each creature has its own code, so you must make a precise list, then submit it to OxFea, he alone may answer you.
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fred79
fred79


Disgraceful
Undefeatable Hero
posted October 01, 2015 02:37 AM
Edited by fred79 at 02:38, 01 Oct 2015.

i do still have my unfinished list of objects/creatures that need scripted for my object patch; maybe i can include it, since the creatures i want to change are in the patch. he will certainly have his work cut out for him, though.

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted October 07, 2015 12:23 AM
Edited by Hero_Of_Light at 23:06, 07 Oct 2015.

Is it just me, or does Snowman produce 72 Santa Gremlins every day?

Is there a way for Snowman to stop producing Santa Gremlins every day and get a fixed weekly growth (say 8)?

Anyone?
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 07, 2015 11:49 PM

I checked and it produces daily 4 SG. That option is hardcoded, maybe Bersy could fix it for next release.

But with a manual script it is possible to do it too, I guess. Try to do it on post visit !$OB[snowman-ID], check if any gremlins inside, and if not, set PO998 to greater than 0. Everyday, loop snowmen, and if PO998 value>0, set SG to 0 number. Then in timer, set PO to all snowmen to 0 each first day of the week.
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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted October 08, 2015 11:46 AM

I changed Santa gremlins in my mod with a much stronger unit (upgraded Lizard Warriors) and 72 each would amass a crowd. I wonder why was it changed.

I could live with 4 daily, cause 4x7=28 and this isn't that big a deal. I don't think I will add the script though.
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wenwuzerg
wenwuzerg

Tavern Dweller
posted October 08, 2015 01:12 PM
Edited by wenwuzerg at 13:13, 08 Oct 2015.

I have found a problem about multiple creature recruitment window set by CA#: D.
Though it works fine to me, AI won't recruit any creature from the new recruitment slot.
It seems that original AI recruit system doesn't recognize slots added by CA#: D.

Please solve that problem, thanks!

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 08, 2015 02:37 PM
Edited by Salamandre at 14:45, 08 Oct 2015.

HoL, bug fix:

ZVSE

!#SN:W^HoL_SG^/10; [change here the last value (1-14) for how many you want/week, not more than 14 or I have to change the code]

!$OB17/95;  [post-visit snowman]
!!HE-1:O?y1; [check hero owner]
!!DW998:O?y2; [check snowman's owner]
!!FU&y1<>y2:E; [exit if not same owner]
!!DW998:M0/173/?y3; [check in y3 number of available monsters]
!!PO998&y3<1:N15; [set PO to 15 to flag object]
!!PO998&y3>0:Ny3; [set to number of remaining monsters]

!#TM2:S1/999/1/255;
!?TM2;
!!OW:C?y1; [check current player]
!!OW:Iy1/?y2; [check if human/AI (0/1)]
!!FU&y2>0:E; [exit if AI player]
!!VRv4:Sc-1%7+1; [check day of the week]
!!SN:W^HoL_SG^/?y3;[what is our custom growth value]
!!UN:U17/95/?y-1;  [How many snowmen we have on map]
!!VRv1:S-1;
!!DO6318445/1/y-1/1&y-1>0:P17/95/v4/y3;[loop them all]

!?FU6318445;
;x1,x2 [dwelling type/subtype]
;x3 [day of the week]
;x4 [your choice]
!!UN:Ux1/x2/-1/1; [snowman in v1/v2/v3]

!!if&x3=1:; [first day of the week]
!!DW1:M0/173/x4;
!!PO1:Nx4;
!!en:;

!!if&x3<>1:; [rest of the week]
!!PO1:N?y1;
!!DW1&y1=15:M0/173/0; [set to 0 if already recruited]
!!FU&y1=15:E; [exit if gremlins recruited]
!!DW1&y1<15:M0/173/y1; [set to y1 if only partially recruited]
!!en:;

wenwuzerg

Yes, that feature is for human only, AI will not use it and I see no one available to fix it.

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted October 08, 2015 06:16 PM

Thanks Salamandre it works OK. It doesn't accumulates creatures though if the "dwellings accumulate creatures" option is on. I don't use it myself anyways so it is no big deal.

It's just that I wonder what went wrong and the 4 per day bonus was transformed into the whopping 72 per day growth. Maybe it has something to do with the fact that I disabled the guards:

!?PI;
!!UN:C7721205/4/222;  ***Guards***

!?GM0;
!!UN:C7721205/4/222;  ***Guards***

Since the creature was changed I thought the Santa Guards should go. Do you think that's why the hardcoded growth malfunctioned? If so there may be a roundabout, since i don't really mind the +4 per day, it's just that 72 is way too much
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Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 08, 2015 06:34 PM

Well, the snowman is clearly bugged so for now all we can is set its growth to normal. No way I can make it work with "creatures cumulate", because we don't have a precise number of growth, you say 72, I got 4. Bugged.
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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted October 09, 2015 06:45 PM

I encountered another bug that may not be erm related per se, but still bothers me.

I use crexpbon.txt to change some of the creatures special abilities around. So here is the tricky part.

No matter what I change to this txt file the creature bonuses are the same as the ones before.

For instance, say I gave (in the past) Air Elementals the fly ability through crexpbon.txt and it works OK, no worries.

Now, If I want to delete this ability, or edit it, or even add a new one, I go again to the txt file and edit it accordingly.

When I enter the game however, Air Elementals still have the Fly ability. Nothing I did was found in the game.

Here is the insane part. Even If I completely delete the txt file, the abilities for my first edit are still there! Note, the file is missing but the abilities are there.

The only solution would be to edit the abilities through erm, but I seriously can't figure out why (and seriously HOW) is this happening.

I tried deleting the file, reinstaling my mod, even copy the original crexpbon.txt file but still, the experience bonuses are set as default in my first edit. Truly mind-bending.

Does anyone know why could this be happening? It doesn't really make sense.
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Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


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

This could have two reasons to exist, I think. One is that you replaced core files in Heroes3.lod (or whatever the name is)or you placed modified txt in core data. Another reason could be that your cache isn't cleaned properly, have you tried to reboot computer?

And a thirst reason, basic inattention. It happened me by the past to observe paranormal events when working on mods, as changing the data 1000 tiles and still have the old one pooping, reboot computer, same, it drove me crazy.

And finally it was just that I was changing the files in other mod, not in the one I had to.
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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted October 09, 2015 08:33 PM

No it is not any of those reasons. I encountered it too many times to be a mistake and I double check any action. Furthermore my mod is top priority on mod manager so it wouldn't matter if I had an older crexpbon.txt file in one of the other lods.

I am just saying it is one of the mysteries. just like the Santa growth set to 72
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LarvaExotech
LarvaExotech

Tavern Dweller
posted October 10, 2015 11:31 PM

Hello! I have few questions about ERM:

1) Is it possible with ERM to display battleground animation in other way than with !!BM:V ?

2) Is it possible to extend the list from Format SI?

3) Is it possible to change cursor when I *hover* mouse pointer over a creature in combat? Like on Tent turn, cursor changes to First Aid cursor when mouse is over creature, but changes to "cannot" when it is not.


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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 11, 2015 09:34 PM
Edited by Salamandre at 21:35, 11 Oct 2015.

1) I saw chinese examples where they do it with UN:C hacks. But good luck to find infos in their forums, this is harder than adding a 10th town. (if Hawaiing see this, he will give them I think)

2) Pretty sure not, no one added a spell till now.

3) Yes, try MM, example:

!?MM0;
!!MM:D?i; get mouse position in battle
!!FU|i<1/i>188:E; exit if outside battlefield
!!BU:Ei/?y1; get stack at position
!!if&y1>-1:; if stack there and alive, change cursor to gnoll flail
!!UN:R7/0/0; (enable cursor change)
!!UN:R5/4/9;
!!en:;
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