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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 ... 269 270 271 272 273 ... 300 350 400 407 · «PREV / NEXT»
LarvaExotech
LarvaExotech

Tavern Dweller
posted October 11, 2015 11:37 PM

Thank you!

I would want to ask one question more. I remember from few years ago when I was ERM scripting, that there was a possibility to change secondary skill percentages (like armorer and sorcery) to use values from other skills.

I even remember a table in ERM Help HTMLs that showed every skill ID and particual % value associated with this.

There was a ERM command that allowed you for example Armorer to use Archery values, which means from here on out, Armorer reduced damage by 10/25/50% as Archery do.

Unfortunately I cannot find this command now, I am looking through ERM Help with no success

And about this spell thing I've asked before I think there was an ERM command for this. I was writing erm scripts last time 4-5 years ago, long time. But I remember there was a command that allowed to show some arbitary animation (without BM:V) and from my memory 'snapshots' I remember that there was possiblity to make Armageddon animation but it only covered like 1/3 of screen.


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LarvaExotech
LarvaExotech

Tavern Dweller
posted October 11, 2015 11:49 PM

LarvaExotech said:
Thank you!

I would want to ask one question more. I remember from few years ago when I was ERM scripting, that there was a possibility to change secondary skill percentages (like armorer and sorcery) to use values from other skills.

I even remember a table in ERM Help HTMLs that showed every skill ID and particual % value associated with this.

There was a ERM command that allowed you for example Armorer to use Archery values, which means from here on out, Armorer reduced damage by 10/25/50% as Archery do.

Unfortunately I cannot find this command now, I am looking through ERM Help with no success

And about this spell thing I've asked before I think there was an ERM command for this. I was writing erm scripts last time 4-5 years ago, long time. But I remember there was a command that allowed to show some arbitary animation (without BM:V) and from my memory 'snapshots' I remember that there was possiblity to make Armageddon animation but it only covered like 1/3 of screen.




Aah sorry for double posting, but I found it and perhaps it will be useful to someone. It is in ERM Help in ERM Tutorials section level expert. Basically it works like setting skill level to more than expert (for example level 6 will take values from next skill in list from expert level).

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Hawaiing
Hawaiing


Adventuring Hero
posted October 12, 2015 04:28 AM

LarvaExotech said:
Hello! I have few questions about ERM:

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





Sorry for my broken english.
ZVSE
!?CM4; [Examples]
!!CM:F?y1 I?y2 S?y3;
!!FU|y1<>512/y2<>2005/y3<>14:E; [RightClickOn TextWindow]
!!CM:R0;
!!VRz3:S^SGEXPL.DEF^;[def_name]

default flag = 0#BM:V flag = bottom & transparent
!!FU9999916:P0/3/93/100/0/0/0;[Use 0#BM:V to display <SGEXPL.DEF> at a battlefield position,like Hex_93]

user defined=center & not transparent
!!FU9999917:P0/3/21/1/0/1;[Use 0#BM:V to show <SGEXPL.DEF> on stack_21#]

!?FU9999916;[display def at Hex0-186]
**x1=BM:V NUM(0-82) (some of them donot goes well,you can modify the pos_flag & transparent_flag  to show correct)
**x2=Z-war Indexer (donot use z-1~z-10)
**x3=battlefield position(0-186)
**x4=delay time(100) default=100
**x5=pos_flag(0-4)(0-1 would be better) default=0
**(=0 bottom;=1 center; =2/3/4 others)
**x6=transparent_flag(0-no,1-yes) default=0
**x7=user defined(0-no,1-yes)when 1-yes,you should set x5&x6
!!FU|x1<0/x1>82/x2<0/x2>1000:E;[wrong index]
!!VRx3|x3<0/x3>186:S93;        [wrong position]
!!VRx4&x4<0:S100;
!!VRx5|x5<0/x5>4:S0;
!!VRx6|x6<0/x6>1:S0;
!!UN:C6919200/4/?y20;
!!VRy21:Sy20 +78568;
!!VRy22:Sy20 +78572;
!!UN:C4454270/4/?y1;[BM:V]
!!UN:Cy21/4/0 Cy22/4/-1;
!!VRy2:Sx1 *12 +y1;
!!VRy3:Sy2 +8;
!!VRy4:Sx2 *512 +9597416;[z-war]
!!VRy5:Sx6 *256 +x5;
!!UN:Cy2/4/?y10;
!!UN:Cy3/4/?y11;
!!UN:Cy2/4/y4;  [new one]
!!UN&x7<>0:Cy3/4/y5;           [user defined]
!!SN:E4810128/2/y20/x1/x3/x4/0;[display def]
!!UN:Cy2/4/y10;      [reset]
!!UN&x7<>0:Cy3/4/y11;[reset]
!!UN:Cy21/4/0 Cy22/4/-1;[clear memory]

!?FU9999917;[display def on a stack]
**x1=BM:V NUM(0-82) (some of them donot goes well,you can modify the pos_flag & transparent_flag  to show correct)
**x2=Z-war Indexer (donot use z-1~z-10)
**x3=stackID 0-41 ( not for 149#Tower)
**x4==pos_flag(0-4)(0-1 would be better) default=0
**(=0 bottom;=1 center; =2/3/4 others)
**x5=transparent_flag(0-no,1-yes) default=0
**x6=user defined(0-no,1-yes)when 1-yes,you should set x4&x5
!!FU|x1<0/x1>82/x2<0/x2>1000:E;
!!FU|x3<0/x3>41:E;
!!BMx3:T?y41 N?y42;
!!FU|y41<0/y41=149/y42<1:E;    [BM:V not for empty stack]
!!VRx4|x4<0/x4>4:S0;
!!VRx5|x5<0/x5>1:S0;
!!UN:C6919200/4/?y20;
!!VRy21:Sy20 +78568;
!!VRy22:Sy20 +78572;
!!UN:C4454270/4/?y1;
!!UN:Cy21/4/0 Cy22/4/-1;
!!VRy2:Sx1 *12 +y1;
!!VRy3:Sy2 +8;
!!VRy4:Sx2 *512 +9597416;
!!VRy5:Sx5 *256 +x4;
!!UN:Cy2/4/?y10;
!!UN:Cy3/4/?y11;
!!UN:Cy2/4/y4;
!!UN&x6<>0:Cy3/4/y5;
!!BMx3:Vx1;
!!UN:Cy2/4/y10;
!!UN&x6<>0:Cy3/4/y11;
!!UN:Cy21/4/0 Cy22/4/-1;

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larvaexotech
larvaexotech

Tavern Dweller
posted October 12, 2015 12:05 PM

Hawaiing said:

Sorry for my broken english.
ZVSE
(...)


Thank you my friend!

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted October 18, 2015 09:06 PM

How to disable werewolf ability? the one which crashes with amethyst?
(I am making the mod with amethyst and wanna it bugfree)

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 18, 2015 10:22 PM

HoL mod has then all:

!!UN:C7762908/4/9999
____________
Era II mods and utilities

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larvaexotech
larvaexotech

Tavern Dweller
posted October 21, 2015 05:02 PM

Is it possible with ERM to disable standard creature abilities % to cast spell when attacking (like medusa, unicorn?)?

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Hawaiing
Hawaiing


Adventuring Hero
posted October 22, 2015 04:00 PM

larvaexotech said:
Is it possible with ERM to disable standard creature abilities % to cast spell when attacking (like medusa, unicorn?)?


Yes.And what's your point?Disable all of them?

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted October 26, 2015 07:03 PM

Hi,

i have a question. While in battle is it possible to make a script that when my hero cast a spell, that he immediately casts a spell again on a random enemy creature?
I tried with !?BG trigger for hero cast and !!BH#:C#1/#2/#3/#4; receiver  but i couldnt get it to work.
Is the problem that there needs to an action from a creature before the hero can cast again? Or do i need to renable spellcasting?
And one more question. The  #2 - Position to cast in !!BH receiver means the position on the battlefield right? e.g: 68 ? How can i find out all the positions from the enemy creatures?
Can't it be done with the slot number for enemy creature? Like
-> cast on slot number 3 from enemy hero ?

Thanks

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted October 26, 2015 09:51 PM

Is there a way to change Conflux lineup and dwelling names and descriptions in a map (just this particular scenario) even when I have a WoG option that does that already?

What I mean to ask is this:

In my mod, I have scripted a new Conflux lineup. In a scenario I want to script another Conflux town lineup (just for the scenario). How can I make the lineup of the scenario overlap the lineup I set in the WoG option?
____________
Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 26, 2015 10:05 PM

@HoL, if your mod is upper (priority) in the mods list, then it will override WoG options. You can also add a text file (look at scenarios structure) where you prohibit any other scripts but yours.

@RerryR, if you want the hero to cast a second spell, without your manual trigger, then is easy. You must first find if the hero casted a spell, this is done in !?BG1 trigger. Then find what was the action, !!BG:A?y1 and continue if y1 returns 1 -hero casted a spell.

Then you just cast a spell from one of your stacks. !!BM[stack_number]:C.....

To find position of enemy stacks, do a loop (!!DO) on all his stacks, then ask with BU:E is stack is alive, then ask position with BM:P, then cast your spell there (BM:C) + you need to add animation with BM:V.
____________
Era II mods and utilities

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bloodsucker
bloodsucker


Legendary Hero
posted October 26, 2015 10:23 PM

Hero_Of_Light said:
In a scenario I want to script another Conflux town lineup (just for the scenario). How can I make the lineup of the scenario overlap the lineup I set in the WoG option?


Why don't u use a flag? If it's the scenario then flag is true so call function 1 if not call function 2.
I have already changed the names of buildings in Castle once but I used the txt files, namely Bldgspec.txt. You don't need ERM for that. On the other hand, if u decide to do it via ERM please PM me when you have results, I can use that too.

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted October 27, 2015 11:56 AM

Is there a way for these commands to be executed on day 2?

!!UN:T8/1/0/112; [Air]
!!UN:T8/1/1/166; [Storm]
!!UN:T8/4/0/113; [Earth]
!!UN:T8/4/1/165; [Magma]
!!UN:T8/3/0/114; [Fire]
!!UN:T8/3/1/112; [Energy]
!!UN:T8/2/0/115; [Water]
!!UN:T8/2/1/167; [Ice]
!!UN:T8/5/0/120; [Spirit Dragon]
!!UN:T8/5/1/121; [Rainbow]
!!MA:U112/166; [upg]
!!MA:U113/165; [upg]
!!MA:U114/164; [upg]
!!MA:U115/167; [upg]
____________
Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 27, 2015 02:28 PM

ZVSE

!#TM2:S1/999/1/255;
!?TM2;
!!VRy1:Sc0;
!!if&y1=2:;
;your script here
!!en:;
____________
Era II mods and utilities

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted October 27, 2015 03:39 PM
Edited by Hero_Of_Light at 15:52, 27 Oct 2015.

OK, thanks, it works!

Do you think it possible to edit:

town dwelling names
town dwelling descriptions
and town dwellings cost

through ERM? I've already edited them through txt files, but I want to give special building's names and descriptions in a single scenario map through scripting.
____________
Not idly do the leaves of Lorien fall.

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bloodsucker
bloodsucker


Legendary Hero
posted October 27, 2015 05:50 PM
Edited by bloodsucker at 17:51, 27 Oct 2015.

Hero_Of_Light said:
I want to give special building's names and descriptions in a single scenario map through scripting.

For me the biggest problem was the limited number of free z vars. Just to remane some heroes, give them new biographies and change specialties description I runned out of vars. That's why I decided to edit the txt files.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 27, 2015 06:31 PM

I don't know any way of changing Buildings names with erm. For description we can go around with right click script but still will get original string when hover mouse on.
____________
Era II mods and utilities

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted October 27, 2015 06:44 PM

It's OK, not that important.

I do think that you could edit dwelling cost with ERM though. Is there a way to do at least that?
____________
Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 27, 2015 06:51 PM

I don't see any command doing that in erm. Now, I am sure OxFea of Hawaiing can work around with UN:C and find a way to assign z vars to such things, now is only a matter of how much you pay for.
____________
Era II mods and utilities

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted October 27, 2015 06:59 PM

PAY!?!?! Never!

It's OK, I'll leave the cost as well. As long as the town lineup works, I'm content
____________
Not idly do the leaves of Lorien fall.

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