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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 336 pages long: 1 40 80 120 160 200 240 ... 278 279 280 281 282 ... 320 336 · «PREV / NEXT»
bloodsucker
bloodsucker


Supreme Hero
posted December 10, 2015 12:16 PM

I must be missing something but is there a way to copy/paste the bit structure from creature A to creature B? If it is possible, do you know if I can use this to have two in game creatures that are basicaly the same?

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felipe
felipe


Known Hero
Editing Heroes Without Limits
posted December 10, 2015 01:28 PM
Edited by felipe at 13:32, 10 Dec 2015.

Salamandre said:
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.


Centaurs already shoot at wog with experience. Probably they configured something.

Well, I am glad that it is working with that function I mentioned, but I would like to use some "shoot.def" I found and I don't know how to do that. That function have limited shoot.def to use. If someone knows another way pls tell me.

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felipe
felipe


Known Hero
Editing Heroes Without Limits
posted December 11, 2015 03:35 PM

DL comand

Hi every body,

I want to know about the dialog command. Is there a topic talking about it or does anybody suggest a easy understandably mod which I can study? I was looking to sagamosa, but I'm having a bad time to understand the command.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 11, 2015 06:36 PM

You are not exactly a newbie but I think will fit

DL for newbies
____________
All my Era II mods

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felipe
felipe


Known Hero
Editing Heroes Without Limits
posted December 11, 2015 08:52 PM

Salamandre said:
You are not exactly a newbie but I think will fit

DL for newbies


Wonderful Sal, as usual. Thanks

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted December 12, 2015 12:51 PM
Edited by majaczek at 12:57, 12 Dec 2015.

how to make creature immune  to death stare without making it undead?
how to  fix yona to include new creatures?

EDIT: I get conditional "bad erm syntax" in Amethyst Upgrades script, do  you  know where error lures? also "!!CA not castle" errors randomly/conditionally (it  continues with 0 aligment - castle else it works despite error)

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felipe
felipe


Known Hero
Editing Heroes Without Limits
posted December 13, 2015 12:51 PM

F11

When I press F11 a message saying that the script was refreshed appears, but the script is still the old one. Does anyone have that problem?

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felipe
felipe


Known Hero
Editing Heroes Without Limits
posted December 14, 2015 06:43 PM

Hi

I am trying to take out a hint text of an object.

t tried:
!?CM0;
!!CM?v1/?v2/?v3; postion
!!OBv1/v2/v3:M-1/1/0; * hint

AND

!!OBv1/v2/v3:B; *tira hint

But the hint still appears.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 14, 2015 08:21 PM

OB:M is not about hint, but about the message you get when visiting the object. Hint is OB:H.

For example, to remove hint for object in v1-v3,

!!VRz2:S^^; empty z2 var
!!OBv1/v2/v3:Hz2; set to z2 var (empty)

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felipe
felipe


Known Hero
Editing Heroes Without Limits
posted December 14, 2015 11:38 PM

Salamandre said:
OB:M is not about hint, but about the message you get when visiting the object. Hint is OB:H.

For example, to remove hint for object in v1-v3,

!!VRz2:S^^; empty z2 var
!!OBv1/v2/v3:Hz2; set to z2 var (empty)


The problem Sal is that this command will open an empty dialog box. I want that nothing appear at all.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 15, 2015 12:12 AM

Well, you can block any dialog by CM:R0, so

!?CM0;
!!CM:P?y1/?y2/?y3; get click location in y1/y2/y3
!!CM&y1=x/y2=y/y3=z:R0; block any reaction if y1=x, y2=y and y3=z

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felipe
felipe


Known Hero
Editing Heroes Without Limits
posted December 15, 2015 01:19 AM
Edited by felipe at 02:39, 15 Dec 2015.

Salamandre said:
Well, you can block any dialog by CM:R0, so

!?CM0;
!!CM:P?y1/?y2/?y3; get click location in y1/y2/y3
!!CM&y1=x/y2=y/y3=z:R0; block any reaction if y1=x, y2=y and y3=z


CM:R0 was exactly what I was searching for. Thanks a lot.

New question.

I need to know if the hint of a windmill is set to visited or not.

Whit !!MLy80/y81/y82:B?y86/?y87; I can know it's resources, but it doesn't mean that the player knows if it was visited or not. An AI may have visited it before.

HE:V doesn't work neither

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 15, 2015 10:38 AM

!!MLy80/y81/y82:B?y86/?y87; y87 stores resource quantity
;y87>0 not visited
;y87<1 visited


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zmudziak22
zmudziak22


Famous Hero
posted December 15, 2015 12:05 PM

Majaczek, as I tested Gorgons death vs All creatures, creatures immune to death stare are all Necropolis units, gargolyes, golems, mummy, and elementals creatures. You have make a unit non-living.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted December 15, 2015 02:29 PM

thanks, didn't thought about it
so they had be to either undead or non-living, non-undead?
really thanks! I would make Necropolis Guardian still undead, but rest of guardians would be non-living, non-undead...

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Hero_Of_Light
Hero_Of_Light


Promising
Supreme Hero
posted December 15, 2015 03:17 PM

I was wondering if there's a way to make the mushroom rings in Dungeon (upgraded) to work as a Den of thieves (meaning that they add further information in Thieves Guild or even full information). I know this was implemented in HotA but I think it would be nice to add it in ERA as well.
____________
Not idly do the leaves of Lorien fall.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted December 15, 2015 03:49 PM
Edited by majaczek at 16:09, 15 Dec 2015.

my code uses
Quote:


!!BA:P?y1/?y2/?y3;





and y3 is  always 1 (both dungeon and surface).
I have  to  locate battle since I need to check variable named from town position, but couldn't use

Quote:

!!CA-1:P?y1/?y2/?y3;




in battle (instant crash)

how to fix it?
(note if i change y3 to zero manually it  works for surface but hmm in underground  there are castles too).

edit: fixed
Quote:

!!CA-1:P?y1/?y2/?y3;
!!VRy3:Sv1000; //yes it works in BF trigger



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OxFEA
OxFEA


Promising
Famous Hero
feanor on DF2.ru
posted December 15, 2015 03:59 PM
Edited by OxFEA at 16:03, 15 Dec 2015.

Quote:
I was wondering if there's a way to make the mushroom rings in Dungeon (upgraded) to work as a Den of thieves (meaning that they add further information in Thieves Guild or even full information). I know this was implemented in HotA but I think it would be nice to add it in ERA as well.



!!UN:C6127612/1/255; - amount of lines in town TG
255 - as usual (by number of taverns), 1..5 - precise amount

Set on click at Dungeon tavern, return on click at another town, don't forget about Castle Brotherhood

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Hero_Of_Light
Hero_Of_Light


Promising
Supreme Hero
posted December 15, 2015 04:24 PM

I don't get it.

First of I don't want it to work only on Dungeon tavern, that is not how it is supposed to work in my opinion. I'll give an example:

Suppose you have two towns, a Stronghold and a Dungeon. With two towns, the Thieves Guild gives some information (SAME in each town).

If Dungeon has mushroom rings build then it should work as IF you had THREE towns and so Thieves Guild should add even more info (in either town not in Dungeon only).

I guess what I would ask is for a universal command, that just adds one tavern in your kingdom for each mushroom rings and thus gives more info in Thieves Guild.
____________
Not idly do the leaves of Lorien fall.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted December 15, 2015 04:59 PM

here is code I previously get and tweaked
Quote:
ZVSE
_WARNING_#1=IMPORTANT! This file is not in a plain text format. NEVER use any editor except ERM_S for making any kind of changes!
ERMS_PoweredBy=ERM Scripter v. 2004.10.5.945
ERMS_ScriptDate=31.8(August).2015

Thanks for great help to Hawaiing !

!?BG0;
!!BG:A?y1 H?y2 S?y3 Q?y4;
!_!FU|y1<>1/y2<0/y3<66/y3>69:E;
!!UN:C5909376/4/522067228;[reset old hard code]

!!FU|y1<>1/y2<0/y3<66/y3>69:E;

!!UN:C6919200/4/?y10;
!!VRy13:Sx1*4+21452+y10;
!!UN:Cy13/4/?y14;
!!VRy15:Sy10+21440;
!!UN:Cy15/4/?y16;
!!SN:E5133040/2/y14/y3/y16;

!_!FU|y1<>1/y2<0/y3<66/y3>69:E;

!!VRy17:Sv1;[skillLevel]
!!VRy17&y17<0:S0;
!!VRy17&y17>3:S3;
!!HEy2:S12/?y12;
!!if&y12>0:;
!!UN:C5909376/4/623191333;[disable summon spell and rewrite it]
!!FU55419&y3=66:Py4/66/159;
!!FU55419&y3=67:Py4/67/159;
!!FU55419&y3=68:Py4/68/159;
!!FU55419&y3=69:Py4/69/159;
!!FU:E;
!!en:;
!!if&y17>1:;
!!UN:C5909376/4/623191333;
!!if&y3=66:; Fire Magic
!!FU55419&y17=2:Py4/66/129;
!!FU55419&y17=3:Py4/66/202;
!!FU:E;
!!en:;
!!if&y3=69:; Air Magic
!!FU55419&y17=2:Py4/67/127;
!!FU55419&y17=3:Py4/67/208;
!!FU:E;
!!en:;
!!if&y3=68:; Water Magic
!!FU55419&y17=2:Py4/68/123;
!!FU55419&y17=3:Py4/68/224;
!!FU:E;
!!en:;
!!if&y3=67:; Earth Magic
!!FU55419&y17=2:Py4/69/125;
!!FU55419&y17=3:Py4/69/201;
!!FU:E;
!!en:;
!!en:;

!?FU55419;[summon creature]
*x1=0-1,x2=spellNUM(66-67,for Effect),x3=creature_type
!!UN:C6919200/4/?y10;[pCombatManager]
!!VRy11:Sx1*4+21460+y10;
!!UN:Cy11/4/?y12;[spellPower]
!!VRy13:Sx1*4+21452+y10;
!!UN:Cy13/4/?y14;[hero]
!!VRy15:Sy10+21440;
!!UN:Cy15/4/?y16;
!!SN:E5133040/2/y14/x2/y16;
!!VRy17:Sv1;[skillLevel]
!!VRy17&y17<0:S0;
!!VRy17&y17>3:S3;
!!SN:E5927824/2/y10/x2/x3/y12/y17;
!!VRy18:Sx1*4+78504+y10;
!!UN:Cy18/4/-1;[disable one elemental type limit]




it works nice but one thing: when summoning is done by creature, not only it is casted as basic (normal elemenal) but also [disable one elemental type limit] doesn't work.

please help me with the second, I may life with first.

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