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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 ... 277 278 279 280 281 ... 300 350 400 407 · «PREV / NEXT»
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 04, 2015 10:19 PM

No idea, but you really should try to debug such things, is easy. When you write a code like !!MA:O112/8; then add while in game:

!?CM0;
!!MA:O112/?y1;
!!IF:M^%Y1^;

If y1 value is reported 8 then the creature is conflux. if is reported -1 then it means your code didn't activate, so at least we know from where to start.

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted December 04, 2015 10:55 PM

You see that's the thing, If I play it in single scenario, since the maps are now saved as WOG maps, then everything runs smoothly. However, when I start them as campaigns then the RoE kicks in and since in RoE there was no Conflux, the Elementals are Neutral.

For instance, in my mod, I set Diamond and Gold Golems to Tower. Since Tower was in RoE this change works fine (with the same command). The problem is that in RoE the towns were 8 so this command:

!!MA115/8; [Conflux]

due to the fact that Conflux does not exist, it makes them default creatures (neutral). That's why I was asking If there's a way for a plugin to solve the two issues I stated above.

Again it is no big deal. I just thought I'd ask if it's possible.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 04, 2015 11:03 PM
Edited by Salamandre at 23:06, 04 Dec 2015.

I am not sure saving maps as wog maps can solve the problem, you should first save them as SoD maps, using sod editor, then see if in pure sod the elementals are still neutral (wog is not adding conflux, only the wog creatures/objects). If they are it means that the RoE maps have some block inside, then only a specialist in map internal codes as THIS GUY could help.

If they are conflux after saving with sod, then and only then convert them to wog.

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted December 05, 2015 12:14 AM
Edited by Hero_Of_Light at 00:20, 05 Dec 2015.

It was a good idea but still no... I am guessing that the RoE campaigns are coded in their own way, no matter how you manipulate the map. I changed them to SoD scenarios and still the save game icon was RoE.

It remains a weird thing though, because some elements of SoD and WoG were added regardless. For instance, I managed to add Sir Mullich (AB hero) in a RoE campaign and AB and WoG creatures as well. Still, why do Elementals remain Neutral and Citadel Moats don't cause damage, I don't know. It must be hardcoded.

For example I added some psychic Elementals in the game. They are Conflux creatures. Still, the original 4 Elementals remain neutral. Probably it is the way the developers intended it prior to AB expansion and so they kept it like this and in SoD. I guess this is no ERM related, rather than original game related.

Oh, well, as I said, no biggy.
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potmdehex
potmdehex


Known Hero
professional ERM™ scripter
posted December 05, 2015 07:52 AM
Edited by potmdehex at 08:10, 05 Dec 2015.

Never thought I would make a post in this god-forsaken thread but here goes:
Salamandre said:
I am not sure saving maps as wog maps can solve the problem, you should first save them as SoD maps, using sod editor, then see if in pure sod the elementals are still neutral (wog is not adding conflux, only the wog creatures/objects).

I see why you give this advice from a general troubleshooting perspective, but the reality is that WoG format is 99.9% SoD format (the by far closest formats of all) and thus _does_ add e.g Conflux in the same way SoD does. Another thing to note is that you can put e.g Confluxes and other non-RoE objects on RoE format maps and still play them in Heroes 3 Complete.

Some words on campaigns:
To start with a bit of a bombshell, there is no RoE campaign in Heroes 3 Complete. Not a single one. The RoE campaigns are actually AB campaigns.

The RoE .h3c format is vastly different from SoD, AB and Heroes Chronicles .h3c (while these amongst each other are however similar). The RoE .h3c format starts directly from the first byte with h3m data for the maps. It contains _only_ h3m data for each map consecutively in the campaign.

AB and up campaigns start with data about the campaign before the actual h3m data comes. This data contains campaign region, starting bonuses for each map and so. Heroes 3 Complete uses the AB format for the RoE campaigns because it is actually not compatible with actual RoE campaigns. You may have noticed that the Campaign Editor actually lacks an RoE format option. My guess is that there actually never existed a campaign editor for RoE, campaign region and starting bonuses etc were simply hardcoded.

In the same way, I think you are on the right track with RoE campaigns still being hardcoded in their own way in Heroes 3 Complete. Since they are now AB format, some things that were previously hardcoded has been moved into the map, but it is likely that other things are still hardcoded for them. The elemental issue you are struggling with could be one such thing. What you say about savegames is true, but if you actually run the campaign as a custom campaign you will see that the savegame is AB (or SoD/WoG if you changed campaign version to one of these) and all mechanics should be as well.

Btw, if you put an actual RoE campaign in your maps folder of Heroes 3 Complete it won't even show up in the list as that format is not supported.

I know nothing about ERM/WoG/ERA etc, but creating a normal mod that disables the hardcoding of RoE campaigns should not be that hard.

tl;dr:
Yes, probably hardcoded behavior for RoE campaigns. You probably cannot solve this by simply changing the .h3c/.h3ms inside.

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted December 05, 2015 11:30 AM

Yes I figured out as much, thanks for the reply.

I guess it is the more rational explanation. They wanted the Elementals to be Neutral in RoE and the citadel NOT to inflict any damage. I guess there's nothing we can do about it.

Interestingly enough though, the fact that I managed to make the original campaigns to work with WoG does offer new possibilities. I could add AB/ WoG creatures, dwellings and features in the campaigns and enrich them. It's good to have this ability, because it will allow to revisit the old magic feeling of original Heroes, while playing my mod at the same time.

Thank you both for replies, much appreciated.
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felipe
felipe


Known Hero
Editing Heroes Without Limits
posted December 07, 2015 06:07 AM

new creetures - amethyst

So, I am using amethyst "mod" for a while to add new creatures, but now I have an unexpected problem. When I am adding the 256 creature it all works well, but I can't configure it's stack abilities. !!EA256: isn't read at all, but !!EA255: is ok. WHY? I can figure it out that I need to add some rolls somewhere to avoid that problem, but where? I tried add lines to Crexpmod.txt crexpbon.txt the last one are not read for number beyond 255. I am becoming out of ideas.

Any suggestion?

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted December 08, 2015 03:36 PM

sorry for asking again, but what is UN:C code for disabling werewolf abilities? (the ones conflicting with Amethyst) ?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 08, 2015 03:50 PM

I already gave it once to you, just browse back this thread. Or do exactly what I did to find the answer, open Hero of Light last mod then search inside its erm file, there are a lot of blocks given by OxFea, including werewolf.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted December 08, 2015 05:51 PM

Salamandre said:
HoL mod has then all:

!!UN:C7762908/4/9999


is it this answer? sorry I ignored it  as it weren't marked as answer to  me :(

if you make me sure it is  this I'll use it

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 08, 2015 06:37 PM

yes.
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felipe
felipe


Known Hero
Editing Heroes Without Limits
posted December 09, 2015 03:08 PM

Ok. I have a battle between human x AI and AI don't have hero. Is there a way to change the creatures experience of AI during the battle?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 09, 2015 03:28 PM

Yes, for example script from Ice Arrow mod:

!?BF&1000;
!!BA:H0/?y1 H1/?y2;
!!HEy1:O?y3;  get attacker owner
!!HEy2&y2>-1:O?y4; get defender owner
!!DO25115/0/6/1&y3<>6:P; process stacks 0-7 if attacker not teal (this you modify to fit hero/no hero settings)
!!DO25115/21/27/1&y4<>6:P; stacks 22-28 if neutral or not teal (same)

;set to ace level stacks 0-20/21-41
!?FU25115;
!!VRy1:Sx16+1*-1;
!!EAy1:E10/12/d/d;

Don't do this in BA trigger, only BF and BR. BA will cause bugs, as army slots do not yet have stacks ID.

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felipe
felipe


Known Hero
Editing Heroes Without Limits
posted December 09, 2015 04:45 PM

Salamandre said:
Yes, for example script from Ice Arrow mod:

!?BF&1000;
!!BA:H0/?y1 H1/?y2;
!!HEy1:O?y3;  get attacker owner
!!HEy2&y2>-1:O?y4; get defender owner
!!DO25115/0/6/1&y3<>6:P; process stacks 0-7 if attacker not teal (this you modify to fit hero/no hero settings)
!!DO25115/21/27/1&y4<>6:P; stacks 22-28 if neutral or not teal (same)

;set to ace level stacks 0-20/21-41
!?FU25115;
!!VRy1:Sx16+1*-1;
!!EAy1:E10/12/d/d;

Don't do this in BA trigger, only BF and BR. BA will cause bugs, as army slots do not yet have stacks ID.


thanks.

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felipe
felipe


Known Hero
Editing Heroes Without Limits
posted December 09, 2015 09:11 PM

shot

I'm trying to make the centaur captain shoot. I have learned how to do that a long tima ago, but I forget and a can't find the topic. I changed cranim and I gave shoot to the centaur, but I think I am not adding the correct shoot def. I tried ccentshot.def and centshot.def

Any tip?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 09, 2015 09:29 PM

I am rather sure the vanilla def has shooting frames, so no need of changing anything. Then you add shooting ability, either with flag

!!MA:X14/?i;
!!VRi:|4;
!!MA:X14/i;

or with experience.
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felipe
felipe


Known Hero
Editing Heroes Without Limits
posted December 09, 2015 09:42 PM

Salamandre said:
I am rather sure the vanilla def has shooting frames, so no need of changing anything. Then you add shooting ability, either with flag

!!MA:X14/?i;
!!VRi:|4;
!!MA:X14/i;

or with experience.


It wasn't working, but I find the way at older posts:

!?FU6000;

Make sure the creature number is valid
!!VRx3&x1=1/x2<2:S16;
!!VRx3&x1=1/x2>197:S16;
!!FU|x2<2/x2>197:E;

Get the correct address
!!VRx2:+7961526;

Do what they ask us to do
!!UN&x1=0:Cx2/1/x3;
!!UN&x1=1:Cx2/1/?x3;

!#MA:X15/?i;
!#VRi:|21;
!#MA:X15/i;
!#MA:N15/16;
!#FU6000:P0/15/11;

Thanks for the reply Sal

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 09, 2015 09:46 PM

It works, but it needs to add number of shots (MA#:N).

Then it will not work if stack experience is enabled, as it will conflict with the shooting this one gives at next levels. So, you use flag when stack experience isn't enabled, and you use EA:B when is enabled.

That shooting script is for creatures which don't have the missile graphic coded and such things. You don't need it for centaurs.

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felipe
felipe


Known Hero
Editing Heroes Without Limits
posted December 09, 2015 09:57 PM

Salamandre said:
It works, but it needs to add number of shots (MA#:N).

Then it will not work if stack experience is enabled, as it will conflict with the shooting this one gives at next levels. So, you use flag when stack experience isn't enabled, and you use EA:B when is enabled.

That shooting script is for creatures which don't have the missile graphic coded and such things. You don't need it for centaurs.


I was using:
!!EA15:B8/1/102/83/0/0/0/0/0/0/1/1/1/1/1; *centaur ev shot
!!EA15:B9/1/102/69/2/2/2/2/2/2/2/1/1/1/1;
!!EA15:B10/1/79/43/0/0/0/0/0/0/2/2/3/4/5;

and it dind't work. The game crashed.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 09, 2015 10:16 PM

That's weird, the same script with centaurs (ID=14) works. I tested with flags for centaur captains and it works, when stack experience not enabled. Maybe some conflict somewhere, dunno.
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