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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 ... 272 273 274 275 276 ... 300 350 400 407 · «PREV / NEXT»
Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted October 29, 2015 08:31 PM

I've encountered a bug with the dwelling cost that is not there with the dwelling names for some reason. I'll post the scripts I use and see If you can figure this out.

As I said, to have a different town lineup in a scenario map and a different lineup in general you have to take these steps:

Make the default adjustments on an erm file and have a day one trigger to reset the changes to default. These changes should also be backed up with the txt files editing (since they are the default changes you want to keep).

Then, duplicate those commands and add the script to the single scenario of your choice (where you edit accordingly). The commands on the scenario should have an each day trigger, so that the special changes are always there.

So, here are the scripts:

Script one: Erm file.

**Conflux descriptions reset (for campaigns)

!#TM2:S1/999/1/255;
!?TM2;
!!VRy1:Sc0;
!!if&y1=1:;
!!VRz561:S^Thatched Hut^;
!!VRz562:S^The Thatched Hut allows you to recruit Halflings.^;
!!VRz563:S^Upg. Thatched Hut^;
!!VRz564:S^The Thatched Hut allows you to recruit Slingers.^;
!!VRz565:S^Sacred Grove^;
!!VRz566:S^The Sacred Grove allows you to recruit Satyrs.^;
!!VRz567:S^Upg. Sacred Grove^;
!!VRz568:S^The Sacred Grove allows you to recruit Fauns.^;
!!VRz569:S^Conflux^;
!!VRz570:S^The Conflux allows you to recruit Air Elementals.^;
!!VRz571:S^Upg. Conflux^;
!!VRz572:S^The Conflux allows you to recruit all types of Elementals and use them to train Elementalists.^;
!!VRz573:S^Crystal Garden^;
!!VRz574:S^The Crystal Garden allows you to recruit Spirit Dragons.^;
!!VRz575:S^Upg. Crystal Garden^;
!!VRz576:S^The Crystal Garden allows you to recruit Rainbow Dragons.^;
!!VRz577:S^Naiad's Waterfalls^;
!!VRz578:S^The Naiad's Waterfalls allow you to recruit Halcyons.^;
!!VRz579:S^Upg. Naiad's Waterfalls^;
!!VRz580:S^The Naiad's Waterfalls allow you to recruit Aethons.^;

!!FU222222:P8/31/0/561;[altar]
!!FU222222:P8/31/1/562;[description]
!!FU222222:P8/38/0/563;[altar]
!!FU222222:P8/38/1/564;[description]
!!FU222222:P8/32/0/565;[altar]
!!FU222222:P8/32/1/566;[description]
!!FU222222:P8/39/0/567;[altar]
!!FU222222:P8/39/1/568;[description]
!!FU222222:P8/33/0/569;[altar]
!!FU222222:P8/33/1/570;[description]
!!FU222222:P8/40/0/571;[altar]
!!FU222222:P8/40/1/572;[description]
!!FU222222:P8/34/0/573;[altar]
!!FU222222:P8/34/1/574;[description]
!!FU222222:P8/41/0/575;[altar]
!!FU222222:P8/41/1/576;[description]
!!FU222222:P8/35/0/577;[altar]
!!FU222222:P8/35/1/578;[description]
!!FU222222:P8/42/0/579;[altar]
!!FU222222:P8/42/1/580;[description]

!!FU101404:P8/30/1/5/0/0/0/0/0/0;[set cost]
!!FU101404:P8/37/1/0/1/0/1/1/1/0;[set cost]
!!FU101404:P8/31/1/5/0/5/0/0/0/0;[set cost]
!!FU101404:P8/38/1/5/0/5/0/0/0/0;[set cost]
!!FU101404:P8/32/1/5/0/5/0/0/0/0;[set cost]
!!FU101404:P8/39/1/5/0/5/0/0/0/0;[set cost]
!!FU101404:P8/33/1/0/2/0/2/2/2/0;[set cost]
!!FU101404:P8/40/1/0/5/0/5/5/5/0;[set cost]
!!FU101404:P8/34/1/0/0/0/0/10/10/0;[set cost]
!!FU101404:P8/41/1/0/0/0/0/5/5/0;[set cost]
!!FU101404:P8/35/1/10/10/0/0/0/0/0;[set cost]
!!FU101404:P8/42/1/10/10/0/0/0/0/0;[set cost]
!!FU101404:P8/36/1/0/10/0/10/10/10/0;[set cost]
!!FU101404:P8/43/1/0/10/0/10/10/10/0;[set cost]
!!en:;


!?FU222222;
*Change the building's name&description , ByHawaiing
*x1=TownType(0-8)
*x2=building_ID(0-43)
*x3=0 - building name,1- building description
*x4=z-var or ert index(1-1000,>=100000)
!!VRy10:S0;
!!VRy11:S0;
!!VRy12:S0;
!!if&x2<17:;[ID=0-16]
!!VRy10&x2=15:Sx1*44+6968420;[15=Resource Silo]
!!VRy11&x2=15:Sx1*44+6977692;
!!VRy10&x2<>15:Sx2*4+6972748;
!!VRy11&x2<>15:Sx2*4+6979212;
!!en:;
!!if&x2>=17/x2<30:;[ID=17-29]
!!VRy10:Sx1*11+x2*4+6968312;
!!VRy11:Sx1*11+x2*4+6977584;
!!en:;
!!if&x2>=30:;[ID=30-43]dwelling
!!VRy10:Sx1*14+x2*4+6972056;
!!VRy11:Sx1*14+x2*4+6973876;
!!en:;
!!VRy12&x4>0/x4<1001:Sx4*512+9597416;[Z-var]
!!if&x4>=100000:;[ERT]
!!SN:E7824928/1/x4;
!!VRy12:Sv1;
!!en:;
!!FU|y10=0/y11=0/y12=0:E;
!!UN&x3=0:Cy10/4/y12;
!!UN&x3=1:Cy11/4/y12;


!?FU101404;
**get/set town buiding cost , Hawaiing
*x1=TownType 0-8
*x2=BuidingID 0-43
*x3=0 get value, 1 set value
*x4-x10=Resource value=Wood/Mercury/Ore/Sulfur/Crystal/Gems/Gold
!!FU|x1<0/x1>8/x2<0/x2>43:E;
!!FU&x2>25/x2<30:E;
!!if&x2>=0/x2<=16:;
!!VRy1:Sx2*28+6979936;
!!en:;
!!if&x2>=17/x2<=25:;
!!VRy2:Sx2-17*28;
!!VRy1:Sx1*252+y2+6980420;
!!en:;
!!if&x2>=30/x2<=43:;
!!VRy2:Sx2-30*28;
!!VRy1:Sx1*392+y2+6985856;
!!en:;
!!VRy3:Sy1; !!VRy4:Sy1+4;
!!VRy5:Sy1+8; !!VRy6:Sy1+12;
!!VRy7:Sy1+16; !!VRy8:Sy1+20;
!!VRy9:Sy1+24;
!!if&x3=0:;[get]
!!UN:Cy3/4/?x4 Cy4/4/?x5 Cy5/4/?x6 Cy6/4/?x7;
!!UN:Cy7/4/?x8 Cy8/4/?x9 Cy9/4/?x10;
!!el:;[set]
!!UN:Cy3/4/x4 Cy4/4/x5 Cy5/4/x6 Cy6/4/x7;
!!UN:Cy7/4/x8 Cy8/4/x9 Cy9/4/x10;

Script Two: Single Scenario map:

!#TM2:S1/999/1/255;
!?TM2;
!!UN:T8/1/0/112; [Air]
!!UN:T8/1/1/166; [Storm]
!!UN:T8/2/0/115; [Water]
!!UN:T8/2/1/167; [Ice]
!!UN:T8/3/0/114; [Fire]
!!UN:T8/3/1/164; [Energy]
!!UN:T8/4/0/113; [Earth]
!!UN:T8/4/1/165; [Magma]
!!UN:T8/5/0/120; [Psychic]
!!UN:T8/5/1/121; [Magic]
!!MA:U112/166; [upg]
!!MA:U113/165; [upg]
!!MA:U114/164; [upg]
!!MA:U115/167; [upg]
!!MA:G112/6; [Growth]
!!MA:G113/4; [Growth]
!!MA:G114/5; [Growth]
!!MA:G115/6; [Growth]
!!MA:L112/1; // set Monster Level
!!MA:L113/4; // set Monster Level
!!MA:L114/3; // set Monster Level
!!MA:L115/2; // set Monster Level

!!VRz561:S^Altar of Air^;
!!VRz562:S^The Altar of Air allows you to recruit Air Elementals.^;
!!VRz563:S^Temple of Thunder^;
!!VRz564:S^The Temple of Thunder allows you to recruit Storm Elementals.^;
!!VRz565:S^Altar of Water^;
!!VRz566:S^The Altar of Water allows you to recruit Water Elementals.^;
!!VRz567:S^Temple of Ice^;
!!VRz568:S^The Temple of Ice allows you to recruit Ice Elementals.^;
!!VRz569:S^Altar of Fire^;
!!VRz570:S^The Altar of Fire allows you to recruit Fire Elementals.^;
!!VRz571:S^Temple of Energy^;
!!VRz572:S^The Temple of Energy allows you to recruit Energy Elementals.^;
!!VRz573:S^Altar of Earth^;
!!VRz574:S^The Altar of Earth allows you to recruit Earth Elementals.^;
!!VRz575:S^Temple of Magma^;
!!VRz576:S^The Temple of Magma allows you to recruit Magma Elementals.^;
!!VRz577:S^Altar of Thought^;
!!VRz578:S^The Altar of Thought allows you to recruit Astromancers.^;
!!VRz579:S^Temple of Magic^;
!!VRz580:S^The Temple of Magic allows you to recruit Pandemoniums.^;
;
!!FU222222:P8/31/0/561;[altar]
!!FU222222:P8/31/1/562;[description]
!!FU222222:P8/38/0/563;[altar]
!!FU222222:P8/38/1/564;[description]
!!FU222222:P8/32/0/565;[altar]
!!FU222222:P8/32/1/566;[description]
!!FU222222:P8/39/0/567;[altar]
!!FU222222:P8/39/1/568;[description]
!!FU222222:P8/33/0/569;[altar]
!!FU222222:P8/33/1/570;[description]
!!FU222222:P8/40/0/571;[altar]
!!FU222222:P8/40/1/572;[description]
!!FU222222:P8/34/0/573;[altar]
!!FU222222:P8/34/1/574;[description]
!!FU222222:P8/41/0/575;[altar]
!!FU222222:P8/41/1/576;[description]
!!FU222222:P8/35/0/577;[altar]
!!FU222222:P8/35/1/578;[description]
!!FU222222:P8/42/0/579;[altar]
!!FU222222:P8/42/1/580;[description]
;
!!FU101404:P8/30/1/5/0/5/0/0/0/300;[set cost]
!!FU101404:P8/37/1/0/0/0/0/0/0/300;[set cost]
!!FU101404:P8/31/1/0/0/5/0/0/0/1500;[set cost]
!!FU101404:P8/38/1/2/2/0/0/0/2/1500;[set cost]
!!FU101404:P8/32/1/0/0/5/0/0/0/1500;[set cost]
!!FU101404:P8/39/1/0/5/5/0/0/0/2000;[set cost]
!!FU101404:P8/33/1/5/0/5/0/0/0/2000;[set cost]
!!FU101404:P8/40/1/0/5/5/0/0/0/2000;[set cost]
!!FU101404:P8/34/1/0/0/10/0/0/0/2000;[set cost]
!!FU101404:P8/41/1/0/0/0/5/0/0/1000;[set cost]
!!FU101404:P8/35/1/5/2/5/2/2/2/3000;[set cost]
!!FU101404:P8/42/1/0/3/0/3/3/3/3000;[set cost]
!!FU101404:P8/36/1/10/10/10/0/0/0/10000;[set cost]
!!FU101404:P8/43/1/10/10/10/0/0/0/10000;[set cost]

!?FU222222;
*Change the building's name&description , ByHawaiing
*x1=TownType(0-8)
*x2=building_ID(0-43)
*x3=0 - building name,1- building description
*x4=z-var or ert index(1-1000,>=100000)
!!VRy10:S0;
!!VRy11:S0;
!!VRy12:S0;
!!if&x2<17:;[ID=0-16]
!!VRy10&x2=15:Sx1*44+6968420;[15=Resource Silo]
!!VRy11&x2=15:Sx1*44+6977692;
!!VRy10&x2<>15:Sx2*4+6972748;
!!VRy11&x2<>15:Sx2*4+6979212;
!!en:;
!!if&x2>=17/x2<30:;[ID=17-29]
!!VRy10:Sx1*11+x2*4+6968312;
!!VRy11:Sx1*11+x2*4+6977584;
!!en:;
!!if&x2>=30:;[ID=30-43]dwelling
!!VRy10:Sx1*14+x2*4+6972056;
!!VRy11:Sx1*14+x2*4+6973876;
!!en:;
!!VRy12&x4>0/x4<1001:Sx4*512+9597416;[Z-var]
!!if&x4>=100000:;[ERT]
!!SN:E7824928/1/x4;
!!VRy12:Sv1;
!!en:;
!!FU|y10=0/y11=0/y12=0:E;
!!UN&x3=0:Cy10/4/y12;
!!UN&x3=1:Cy11/4/y12;

!?FU101404;
**get/set town buiding cost , Hawaiing
*x1=TownType 0-8
*x2=BuidingID 0-43
*x3=0 get value, 1 set value
*x4-x10=Resource value=Wood/Mercury/Ore/Sulfur/Crystal/Gems/Gold
!!FU|x1<0/x1>8/x2<0/x2>43:E;
!!FU&x2>25/x2<30:E;
!!if&x2>=0/x2<=16:;
!!VRy1:Sx2*28+6979936;
!!en:;
!!if&x2>=17/x2<=25:;
!!VRy2:Sx2-17*28;
!!VRy1:Sx1*252+y2+6980420;
!!en:;
!!if&x2>=30/x2<=43:;
!!VRy2:Sx2-30*28;
!!VRy1:Sx1*392+y2+6985856;
!!en:;
!!VRy3:Sy1; !!VRy4:Sy1+4;
!!VRy5:Sy1+8; !!VRy6:Sy1+12;
!!VRy7:Sy1+16; !!VRy8:Sy1+20;
!!VRy9:Sy1+24;
!!if&x3=0:;[get]
!!UN:Cy3/4/?x4 Cy4/4/?x5 Cy5/4/?x6 Cy6/4/?x7;
!!UN:Cy7/4/?x8 Cy8/4/?x9 Cy9/4/?x10;
!!el:;[set]
!!UN:Cy3/4/x4 Cy4/4/x5 Cy5/4/x6 Cy6/4/x7;
!!UN:Cy7/4/x8 Cy8/4/x9 Cy9/4/x10;

!?GM0;
!!FU222222:P8/31/0/561;[altar]
!!FU222222:P8/31/1/562;[description]
!!FU222222:P8/38/0/563;[altar]
!!FU222222:P8/38/1/564;[description]
!!FU222222:P8/32/0/565;[altar]
!!FU222222:P8/32/1/566;[description]
!!FU222222:P8/39/0/567;[altar]
!!FU222222:P8/39/1/568;[description]
!!FU222222:P8/33/0/569;[altar]
!!FU222222:P8/33/1/570;[description]
!!FU222222:P8/40/0/571;[altar]
!!FU222222:P8/40/1/572;[description]
!!FU222222:P8/34/0/573;[altar]
!!FU222222:P8/34/1/574;[description]
!!FU222222:P8/41/0/575;[altar]
!!FU222222:P8/41/1/576;[description]
!!FU222222:P8/35/0/577;[altar]
!!FU222222:P8/35/1/578;[description]
!!FU222222:P8/42/0/579;[altar]
!!FU222222:P8/42/1/580;[description]


The problem is this. When you start the single scenario, the changes occur and all is OK. New dwelling names, new costs etc. Even If you load the game the changes are there.

The problem is when you load a completely different scenario (with a Conflux on it). Then the default names work OK, but the building cost remain the changed ones from the previous scenario (and not the default ones).

Can somebody help me with this? It's really close to making it work completely, its a pity to let it go now.
____________
Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 29, 2015 10:05 PM

!!FU101404 must be in all GM0 triggers. This is what loads the costs.

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted October 29, 2015 10:21 PM

Yes but If I add it to all GM0? triggers then:

If I load a game of the campaign (in which the changes are made) after I played a different single scenario the costs are wrong because of the GM0 trigger. They will be set right the next day, but still it is a bug. I don't get why this doesn't apply to the dwelling names changes.

I have half a mind of discarding the building cost script altogether and edit the cost of the buildings to a satisfactory sum for both town lineups. I don't know what else can I do.
____________
Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 29, 2015 10:24 PM

I don't understand.

a) you play game with data changed. This changed data is set to "load game" too. This session you play one map, you can't reload another game.

b) You quit game, reenter, now reload the other game where data was original.

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted October 29, 2015 10:32 PM

The bug occurs when:

You start the campaign, play a little, then load a single scenario (say that you're bored with the campaign and want to play a single scenario game you started earlier).

I guess it's a longshot but it could happen, and that's kinda bothering me. A mod should be bug fee (hence all the immense testing of all possibilities).

Again, the bug will occur just for the day you load the game. Next day the "every day" trigger will fix it. But still you can save, load the game and build a dwelling with the wrong cost before you end your turn. So it is a bug.

I might return Conflux to its original cost anyway and be done with it. However, it is good to have the script (and its full possibilities) available.
____________
Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 29, 2015 10:36 PM

Hero_Of_Light said:
The bug occurs when:
You start the campaign, play a little, then load a single scenario (say that you're bored with the campaign and want to play a single scenario game you started earlier).


I already told you that this is not always possible with wog. What bothers you, that people will waste 5 seconds to close and restart the game? In civilization 5 it takes 5 minutes to close and restart because a mod is bugging. Be happy...

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted October 29, 2015 10:45 PM

Yeah, OK, I don't say that it is a big deal, I just say there might be a workaround it. If not it's OK, maybe I'll use the dwelling cost script maybe I won't.

To be honest, I am working on a new update in which Conflux would be changed quite a lot. To have Conflux dwellings cost only precious resources (not gold) as it was in my previous versions of my mod might be original but it is impractical and feels wrong (creatures are bought with money but buildings aren't). So I might switch to the classical costs after all.

In any case, I'll see what I can do with the bug. The think that messes with my head is that while the script is symmetrical for both functions (they both have the same layout), the function that changes the building names works flawlessly but the cost changing doesn't. Maybe there's something wrong with it, I don't know.
____________
Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 29, 2015 10:48 PM
Edited by Salamandre at 22:51, 29 Oct 2015.

it depends on mods activated. Is there an external script for all maps? Then is hard. is there a script in each map? Then is easy.

For instance, my map tew4 uses a lot of flags and vars. If a player decides to restart game when he already played half map, then the game is screwed, because those flags will stay if he doesn't exit. So I had to create a function which cleans ALL the flags and variables in instructions and this solved my problem.

but yours is way much complicated, as you use UN:C hacks, so there are no vars to clean. This is the dark side of wog, you won't find those sorcery in erm manual, and on purpose. But is also very powerful and spectacular, up to you to pick your side.
____________
Era II mods and utilities

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted October 29, 2015 10:58 PM
Edited by Hero_Of_Light at 21:29, 31 Oct 2015.

Yeah, my concern is at first for the general single scenario playing of my mod and then for the campaigns. So my priority is to have a (as much as it can be) flawless general script.

Anyways, it's getting late and I have to work tomorrow. I am leaning towards a general dwelling cost that will work on both sides well. Easiest solution to my problems.

Thanks for your help and concern.

***EDIT***

I have a nice idea about a creature but I don't know If that's even possible so I thought I'd ask.

In my mod I made the Elementalist a creature (instead of a hero) and I thought I could add a planeswalker creature as well. I thought of a cool creature special ability as well.

Can a creature be made to ignore all obstacles? And by this I don't mean flying. I mean to be able to tread on a battlefield obstacle and by that I mean to end its turn on an obstacle, making it impossible to be attacked, except by magic or archer creature (or another planeswalker obviously).

The cool thing about this is that it can make remove obstacle a spell that you can actually need to win. I think it will be a nice special creature ability that will be available only to this creature.

The question is, is this even possible? I've also been wondering about the Fire Wall spell, and how it would be more useful if it could be cast even on a creature directly (and not in empty space). Hell Steeds ignore obstacles when casting Fire Wall, and I know for a fact that If a script places additional creatures on the battlefield they will be placed even if there's an obstacle there.

What do you think? Is it possible?
____________
Not idly do the leaves of Lorien fall.

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ChaosSlayer
ChaosSlayer

Tavern Dweller
posted October 31, 2015 09:49 PM

Hello!

I am very new here and a few questions.
Please forgive me my ignorance, as I tried browsing the forums for last few days, trying to find answers to my questions but I could not locate them. Perhaps they are here, I am just a bit lost in all the info available.

Basically, here is my story. I am an avid HOMM-3 fan. Its one of my most favorite games along with Master of Orion 2 and Civ4. I am also a modder, and also worked on a huge mod for Civ4, and had some thoughts about HOMM-3. I am generally satisfied with basic gameplay but there are few things I always wanted to change. Specially, combat stats of some of the units, and some of the heroes specializations.
I do understand that people here are very advanced coders and worked on entire HUGE projects, but I was wondering if there exists (or there a way) to have something like a creature editor to alter just the creature stats without touching anything else in the game?

Once again, I am sorry if this is very obvious and I was unable to find it.

Thank You very much!


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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 31, 2015 09:59 PM

Well, there is no external editor because wog is the editor, and quite complete. Changing a few values in creatures or heroes is very easy and requires only the basics of erm.


@Hol, no idea how to do that. This is changing battle mechanics and probably could be done by several workaround, like fake obstacle graphics, change passability during AI turn but would require a lot of code anyway.


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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted October 31, 2015 10:29 PM
Edited by Hero_of_Light at 15:08, 02 Nov 2015.

Well, it's OK. I had another idea that's easy to do. I can give them the remove obstacle spell before attacking through Creature Stack Experience. I'll think this over.

**EDIT**

I have a problem with this script. I use a script to change some hero portraits in my custom campaigns. This is the script:

!!HE147:L2^Hpl005r.pcx^; [set portrait]
!!HE147:L1^Hps005r.pcx^;

This command changes hero portrait for hero 147. While it works OK I have the problem that it doesn't change back after the scenario is over (as it should). The problem occurs when I load a different campaign game.

For instance, say that I used this command to make Christian have a different hero portrait in a campaign. Now, If I start a new campaign that has christian on it, the portrait is fine, the original. However, If I LOAD a different campaign that has Christian on it, then Christian's hero portrait is the one that I placed in the previous campaign!

The thing about it is that even If I quit the game and restart, when I Load again the portrait is still the changed one (which means that the game remembers the change forever and Christian has the new portrait even if I quit the game).

If I start a single scenario however, Christian keeps his original portrait intact (even If I started a campaign where I changed the portrait before).

Is there another way to change the hero portraits and refrain from this permanent change?
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 02, 2015 04:35 PM

Where is your script? In map or external, ie mod? As I said, campaigns do not work properly in Era, I have the 2.47 version where campaigns work, but it has other bugs not yet corrected. If your script is external, then nothing can be done. If script is in each map but doesn't work, then is Era bug.
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Era II mods and utilities

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted November 02, 2015 06:30 PM
Edited by Hero_Of_Light at 18:45, 02 Nov 2015.

The script is used in each map. I get what you mean, because when the script is used on single scenarios nothing goes wrong.

There is a way (though a quite painful at that). I can go to each campaign and use this command.

!!HE3:L3/3;   [restore original portrait]
!!HE6:L3/6;   [restore original portrait]

wherever I need the hero portrait restored. It's a drag, but I don't see any other way around it.

The thing with this command is that it doesn't work with external script in campaigns. If it did I wound just paste it once in my mod script and be done with it.

BTW, am I using this command correct? Is hero number written twice?
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 02, 2015 06:54 PM

There is no specification in erm what $ means. Try a 1 value then report if it works (I guess yes), I will add it into erm help for further scripts.

Just use this script, when your hero has custom portrait, then tell me if okay:

!?CM0; (when right click on map)
!!HE6:L3/1;
!!IF:M^portrait changed^;

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted November 02, 2015 07:21 PM
Edited by Hero_Of_Light at 20:20, 02 Nov 2015.

No need, I tested my version of the script posted above. It works OK.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 02, 2015 08:43 PM

okay thanks, so 1 is the generic parameter, like in DL commands.
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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted November 02, 2015 10:56 PM

No I tested it like this:

!!HE3:L3/3;   [restore original portrait]
!!HE6:L3/6;   [restore original portrait]

and it worked. I don't know if it will work with 1 as well.

If you want I'll test it tomorrow, but I don't think it necessary as the above example works.
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Felipe
Felipe


Known Hero
Editing Heroes Without Limits
posted November 08, 2015 01:45 PM

Change income

Hi guys,

I was trying to change a players income.
The trigger:
!!OW:Rv1/6/d250;

worked, but when, at the game, the player select "kingdom overview" the income is still the same (as expected). How can change de kigdom overview income?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 08, 2015 04:33 PM

You can't. That check is about valid and in-game mechanics, will look for how many towns, mines, estates heroes and so. All erm codes occur after that check.

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