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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 ... 286 287 288 289 290 ... 300 350 400 407 · «PREV / NEXT»
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 17, 2016 08:26 PM

Well, if you are out of ideas, the best way it to post your script then write below what you need more.

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payneinc
payneinc


Hired Hero
posted February 17, 2016 10:34 PM
Edited by payneinc at 22:37, 17 Feb 2016.

Ok I evidently missed something here. Could you take a look please?


ZVSE

!?FU33465124;
;set options from ini
!!VRvx16:Vzx16;

!#TM2:S1/999/1/255; [compatible with 78.erm]

!#SN:L^era.dll^/?y1 Ay1/^ReadStrFromIni^/?y2;
;
!#SN:Ey2/1/^Den of Thieves^/^Player settings^/^BLOD.ini^/?z2;
!#SN:Ey2/1/^Temple^/^Player settings^/^BLOD.ini^/?z3;
!#DO33465124/2/12/1;
!#SN:W^R97percentage^/v2;  den of thieves
!#SN:W^R96percentage^/v3;  temple


!?TM2;
; replace objects on first day
 !!SN:W^R97percentage^/?y3; den of thieves
 !!UN:U97/-1/?y-1;
 !!VRv1:S-1;
 !!DO32456132/1/y-1/1&y-1>097/y3;  Run through

 !!SN:W^R96percentage^/?y4; temple
 !!UN:U97/-1/?y-1;
 !!VRv1:S-1;
 !!DO32456133/1/y-1/1&y-1>096/y4;  Run through


!?FU32456132; if multiple choice
;x1: object ID
;x2 percentage
!!UN:Ux1/-1/-1/1;
!!VRy1:S1R9;
!!if&x1<>57:;
!!UN&y1<=x2v1/v2/v3; [delete]
!!UN&y1<=x2:Iv1/v2/v3/17/96;
!!en:;


!?FU32456133; if multiple choice
;x3: object ID
;x4 percentage
!!UN:Ux3/-1/-1/1;
!!VRy1:S1R9;
!!if&x3<>57:;
!!UN&y1<=x4v1/v2/v3; [delete]
!!UN&y1<=x4:Iv1/v2/v3/17/97;
!!en:;


{~Aqua}%Z1
{~Aqua}%Z2
{~Aqua}%Z3
{~Aqua}%Z4
{~Aqua}%Z5
{~Aqua}%Z6{~}^;

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 18, 2016 12:06 AM
Edited by Salamandre at 00:07, 18 Feb 2016.

Just say what you need, then I will see if I get the time to write for you. I have no idea what you want from that copy/paste.

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payneinc
payneinc


Hired Hero
posted February 18, 2016 08:43 AM
Edited by payneinc at 09:11, 18 Feb 2016.

Basically, It takes all the den of thieves and replaces them with sylvan homesteads then takes the all the temples and replaces them with enchanted towers when map loads (basically during wogification or there abouts). Like your script for adventure pillars, it pulls the percentage of dens and temples from a .ini file. I was planning on adding several more replacement parts to this as well but can do that after get the 2 to work. I was also hoping it would be compatible with adventure pillars when all was said and done but if not, "shrug". What replaces what is not really important as they are easy enough to switch out for another object, it is getting multiple different replacements going.


Oh and I have no idea why my last post replaced part of the script with emoticons, annoying.

Lets try this again, added and removed some comments to help clear some things up. Hope its a little more clear now.

ZVSE

!?FU33465124;
; set percentages from ini
!!VRvx16:Vzx16;

!#TM2:S1/999/1/255; [compatible with 78.erm]

!#SN:L^era.dll^/?y1 Ay1/^ReadStrFromIni^/?y2;

; Set up percentages from ini file
!#SN:Ey2/1/^Den of Thieves^/^Player settings^/^BLOD.ini^/?z2;
!#SN:Ey2/1/^Temple^/^Player settings^/^BLOD.ini^/?z3;
!#DO33465124/2/12/1:P;
!#SN:W^R97percentage^/v2;  den of thieves
!#SN:W^R96percentage^/v3;  temple


!?TM2;
; replace objects on first day
 !!SN:W^R97percentage^/?y3; den of thieves
 !!UN:U97/-1/?y-1;
 !!VRv1:S-1;
 !!DO32456132/1/y-1/1&y-1>0:P97/y3;  Run through

 !!SN:W^R96percentage^/?y4; temple
 !!UN:U97/-1/?y-1;
 !!VRv1:S-1;
 !!DO32456133/1/y-1/1&y-1>0:P96/y4;  Run through

; replace Den of Thieves with Slyan Homesteads
!?FU32456132;
;x1: object ID
;x2 percentage
!!UN:Ux1/-1/-1/1;
!!VRy1:S1R9;
!!UN&y1<=x2:Ov1/v2/v3; [delete]
!!UN&y1<=x2:Iv1/v2/v3/17/96;

; replace Temples with Enchanted Towers
!?FU32456133;
;x3: object ID
;x4 percentage
!!UN:Ux3/-1/-1/1;
!!VRy1:S1R9;
!!UN&y1<=x4:Ov1/v2/v3; [delete]
!!UN&y1<=x4:Iv1/v2/v3/17/97;


{~Aqua}%Z1
{~Aqua}%Z2
{~Aqua}%Z3
{~Aqua}%Z4
{~Aqua}%Z5
{~Aqua}%Z6{~}^;

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fred79
fred79


Disgraceful
Undefeatable Hero
posted February 20, 2016 12:00 PM

i'm attempting to find a workaround to remove the fire shield ability from the hell steeds. this doesn't work:

!!EA195:B1/0/99/61/0/0/0/0/0/0/0/0/0/0/;
!!EA195:B2/0/99/61/0/0/0/0/0/0/0/0/0/0/;
!!EA195:B3/0/99/61/0/0/0/0/0/0/0/0/0/0/;
!!EA195:B4/0/99/61/0/0/0/0/0/0/0/0/0/0/;
!!EA195:B5/0/99/61/0/0/0/0/0/0/0/0/0/0/;
!!EA195:B6/0/99/61/0/0/0/0/0/0/0/0/0/0/;
!!EA195:B7/0/99/61/0/0/0/0/0/0/0/0/0/0/;
!!EA195:B8/0/99/61/0/0/0/0/0/0/0/0/0/0/;
!!EA195:B9/0/99/61/0/0/0/0/0/0/0/0/0/0/;
!!EA195:B10/0/99/61/0/0/0/0/0/0/0/0/0/0/;
!!EA195:B11/0/99/61/0/0/0/0/0/0/0/0/0/0/;
!!EA195:B12/0/99/61/0/0/0/0/0/0/0/0/0/0/;


does anyone know what would? i'm sure un:c would work, but i can't make heads or tails of hex-editing(i've tried, and get nowhere. i don't even know how to translate the results, or to find what i need amongst all the "info" presented).

someone really needs to post a un:c key for changing things. it's needed so bad in erm help, it's ridiculous.

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Hawaiing
Hawaiing


Adventuring Hero
posted February 20, 2016 02:52 PM

fred79 said:
i'm attempting to find a workaround to remove the fire shield ability from the hell steeds.



Have a try.
!?PI;
!!UN:C7727293/4/9999;
!!UN:C7735078/4/9999;
!?GM0;
!!UN:C7727293/4/9999;
!!UN:C7735078/4/9999;

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fred79
fred79


Disgraceful
Undefeatable Hero
posted February 20, 2016 06:38 PM

Hawaiing said:
fred79 said:
i'm attempting to find a workaround to remove the fire shield ability from the hell steeds.



Have a try.
!?PI;
!!UN:C7727293/4/9999;
!!UN:C7735078/4/9999;
!?GM0;
!!UN:C7727293/4/9999;
!!UN:C7735078/4/9999;


nope. that caused fire wall to be cast instead. but i think you're on the right track.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 20, 2016 08:47 PM

Works, fire shield is removed.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted February 21, 2016 12:10 AM

ah, it does work. i had it paired with the script that removes stack experience. once i got rid of that, the fire shield was gone.

now, the only issue is, that i can't pair the stack experience removal script with the fire shield removal script(which means, it is fearless, has a chance to cast fireball, etc). i want this creature to be entirely blank so that i can add what i want, but i can't pair the two scripts together. is there a workaround to this as well?

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Hawaiing
Hawaiing


Adventuring Hero
posted February 21, 2016 02:43 AM

fred79 said:
ah, it does work. i had it paired with the script that removes stack experience. once i got rid of that, the fire shield was gone.

now, the only issue is, that i can't pair the stack experience removal script with the fire shield removal script(which means, it is fearless, has a chance to cast fireball, etc). i want this creature to be entirely blank so that i can add what i want, but i can't pair the two scripts together. is there a workaround to this as well?


!!UN:C7727293/4/9999;remove 195# fire shield
!!UN:C7735078/4/9999;remove 195# fire shield
!!UN:C7719484/4/9999;remove 195# fire wall

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payneinc
payneinc


Hired Hero
posted February 21, 2016 06:17 AM

Well, I got the script working, sort of. I can replace 8 objects with 8 new objects but everything beyond that does not switch out. Here is the link to the relative files if anyone cares to take a look for me :)

[url=http://www.4shared.com/file/6ID24iCZba/BLOD.html]BLod.ini[/url]
[url=http://www.4shared.com/file/h1SZYC7Xba/DenSylvan2.html]DenSylvan 2[/url]


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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 21, 2016 11:14 AM

Is hard to fix anything, as it takes several posts only to know what's about -I still don't know, then you post ini and erm file on a site I can't download from -too many advertisings, while it should display as Era-mod so I can see all parameters. On the script you pasted here, there were many things I don't understand as:

1) where is first day specified (for objects changes)
2) what do the "aqua" z vars at the end of script, out of no where, wrong syntax and so.

What I asked you is:

1) put down the type/subtype of all objects which replace each other then write a comment asking what to do with.

Instead you give a script with errors then we must guess what to do with. And now you upload parts of a mod, so after dloading them I must manually create a mod then manage your files, in order to see them working.  

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payneinc
payneinc


Hired Hero
posted February 21, 2016 08:21 PM

Salamandre said:
Is hard to fix anything, as it takes several posts only to know what's about -I still don't know, then you post ini and erm file on a site I can't download from -too many advertisings, while it should display as Era-mod so I can see all parameters.


My apologies. I am new to this posting for help so format of what to do and how to post is still fuzzy to me. Since 4shared is obviously an issue, what would be a good site to host any files I post in the future?


Quote:
What I asked you is:

1) put down the type/subtype of all objects which replace each other then write a comment asking what to do with.

Instead you give a script with errors then we must guess what to do with. And now you upload parts of a mod, so after dloading them I must manually create a mod then manage your files, in order to see them working.  


Again, my apologies, still new to this. Will get it right next go around. Once you suggest a new site for hosting files I shall post the test mod I been using to test the script.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted February 22, 2016 09:30 AM
Edited by fred79 at 15:13, 22 Feb 2016.

Hawaiing said:
fred79 said:
ah, it does work. i had it paired with the script that removes stack experience. once i got rid of that, the fire shield was gone.

now, the only issue is, that i can't pair the stack experience removal script with the fire shield removal script(which means, it is fearless, has a chance to cast fireball, etc). i want this creature to be entirely blank so that i can add what i want, but i can't pair the two scripts together. is there a workaround to this as well?


!!UN:C7727293/4/9999;remove 195# fire shield
!!UN:C7735078/4/9999;remove 195# fire shield
!!UN:C7719484/4/9999;remove 195# fire wall


thank you very much. hell steed is now entirely blank, and fresh for scripting. in case anyone needs it, here is the script in it's entirety, that gets rid of all the hell steed's abilities, and makes it a single-hex melee creature(without any magic abilities):

ZVSE

!?PI;

!!MA:X195/d-1; removes double-wide from Hell Steeds
!!MA:X195/d-8; removes breath attack from Hell Steeds

!!EA195:B6/0/////////////;
!!EA195:B7/0/////////////;
!!EA195:B8/0/////////////;
!!EA195:B9/0/////////////;
!!EA195:B10/0/////////////;
!!EA195:B11/0/////////////;
!!EA195:B12/0/////////////; removes hell steed stack exp abilities

!!UN:C7727293/4/9999; removes hell steed fire shield
!!UN:C7735078/4/9999; removes hell steed fire shield
!!UN:C7719484/4/9999; removes hell steed fire wall
!?GM0;
!!UN:C7727293/4/9999; removes hell steed fire shield
!!UN:C7735078/4/9999; removes hell steed fire shield
!!UN:C7719484/4/9999; removes hell steed fire wall


again, thank you for helping me, hawaiing. i'm curious: do you have a UN:C key for scripting(meaning, all in one text file, for easy reference)? because something like that would be invaluable to scripters, as UN:C codes extracted by hex editing aren't in ERM help. they desperately need to be, for all of us who can't make heads or tails of hex editing.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 22, 2016 02:23 PM
Edited by Salamandre at 15:01, 22 Feb 2016.

That is not the entire code, all UN:C codes need to be reformulated when reload game (!?GM0). And of course there is no UN:C magical key, each address has to be found alone, upon request then test. As a few modders already asked some, such addresses can be found in Phoenix mod, HoL mods then in some scenarios as well.

Also addresses are subject to modifications between WoG version (wog 3.58 uses others than Era) so an universal and "forever" list will not come up soon.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted February 22, 2016 03:22 PM
Edited by fred79 at 17:11, 22 Feb 2016.

Salamandre said:
That is not the entire code, all UN:C codes need to be reformulated when reload game (!?GM0). And of course there is no UN:C magical key, each address has to be found alone, upon request then test. As a few modders already asked some, such addresses can be found in Phoenix mod, HoL mods then in some scenarios as well.

Also addresses are subject to modifications between WoG version (wog 3.58 uses others than Era) so an universal and "forever" list will not come up soon.


thanks for the info. updated the post.

i've run into a new issue. i'm attempting to make the hell steeds cast mass "mirth" in battles, at the beginning. i've tried using the EA format, with some interesting results:

!!EA195:B1/1/74/49/1/1/1/1/1/1/1/1/1/1/1/;

(this causes hell steeds to cast "mirth" on the creature they are about to attack. lol)
------------
!!EA195:B1/1/112/49/9999/9999/9999/9999/9999/9999/9999/9999/9999/9999/9999/;

(this causes hell steeds to cast "mirth" on friendly creatures, but not hell steeds; before attacking; and not at the start of battle)
-----------
while this, which i thought would make the hell steeds cast "mirth" on themselves, doesn't give the hell steed the "mirth" ability at all:

!!EA195:B1/1/115/49/9999/9999/9999/9999/9999/9999/9999/9999/9999/9999/9999/;




edit: and another possible issue i'm running into: i can't get creature 173 to cast hypnotize for anything(this codes' right, correct? because it shows up in the cr.exp. box... is it just because the game almost never casts hypnotize, if ever?):

!!EA173:B7/1/112/60/99999/99999/99999/99999/99999/99999/99999/99999/99999/99999/99999/;

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 22, 2016 06:28 PM

There are some restrictions about abilities, like two of same kind can't work both. For example, cast magic arrow after attack and cast another damage spell won't work at same time. So if your code has two abilities, as cast slow then cast hypnotize, only one will work.

Also, in Alexander the Great erm file (alexander.erm), at !?PI line you will find an exhaustive list of EA codes, almost everything, since that map, all modders just copy from it, with minor modifications. This is because your "9999" values are not correct, that table is for percentages for each experience level. Just borrow from that map some "cast something after attack" then replace with hypnotize ID.


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fred79
fred79


Disgraceful
Undefeatable Hero
posted February 22, 2016 06:34 PM

Salamandre said:
There are some restrictions about abilities, like two of same kind can't work both. For example, cast magic arrow after attack and cast another damage spell won't work at same time. So if your code has two abilities, as cast slow then cast hypnotize, only one will work.

Also, in Alexander the Great erm file (alexander.erm), at !?PI line you will find an exhaustive list of EA codes, almost everything, since that map, all modders just copy from it, with minor modifications. This is because your "9999" values are not correct, that table is for percentages for each experience level. Just borrow from that map some "cast something after attack" then replace with hypnotize ID.




but what about my "mirth" casting issue? is there any way to fix that, or what am i missing?

as for the hypnotize issue, i'll check out the alexander.erm, and see if i can't find my answers there.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 22, 2016 06:38 PM

Mirth is a beneficial spell, so is in category "has spell applied", not "cast spell on enemy". Thus, if correctly coded, the creature will be enchanted with mirth when battle starts.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted February 22, 2016 06:47 PM

Salamandre said:
Mirth is a beneficial spell, so is in category "has spell applied", not "cast spell on enemy". Thus, if correctly coded, the creature will be enchanted with mirth when battle starts.


why doesn't this script work the way it should, then?

!!EA195:B1/1/115/49/9999/9999/9999/9999/9999/9999/9999/9999/9999/9999/9999/; hell steeds cast mirth on themselves



is it the 9999's? i tried it with 1's, and it made no difference. i want the code automatically cast at the beginning of battle, and it's not cast at all.

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