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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 ... 287 288 289 290 291 ... 300 350 400 407 · «PREV / NEXT»
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 22, 2016 06:51 PM

Example from Alexander:

!!EA25:B10/1/97/19/100/0/5/10/15/20/30/35/40/45/100;  cast Chain after attack

!!EA25:B13/1/112/57/100/100/5/10/15/20/30/35/40/45/100; cast Titan L bolt BEFORE attack

0/5/10 etc are percentages for each level of experience. Means at level 1 experience, will have a chance of 5%, then 10% etc.

A creature will never cast on itself, game mechanics are unchanged.
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fred79
fred79


Disgraceful
Undefeatable Hero
posted February 22, 2016 07:31 PM
Edited by fred79 at 19:32, 22 Feb 2016.

Salamandre said:
A creature will never cast on itself, game mechanics are unchanged.


so what does "enchant with spell" mean under EA:B?





i tried using 97(cast spell after attack):

EA173:B7/1/97/60/100/100/100/100/100/100/100/100/100/100/100/;

...and still no hypnotize; which means the EA codes aren't what i need to make creature 173 cast hypnotize after an attack. can hypnotize even BE cast? i seem to remember it being a flaw in the original game.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 22, 2016 07:41 PM

!!EA195:B6/1/115/49/3/3/3/3/3/3/3/3/3/3/3; Mirth enchanted

B6-B13 abilities. B1-B5 stats, don't touch.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 22, 2016 07:44 PM

If hypnotize doesn't work this way, then will have to script it manually. However I would avoid such broken spell.
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fred79
fred79


Disgraceful
Undefeatable Hero
posted February 22, 2016 07:46 PM

Salamandre said:
!!EA195:B6/1/115/49/3/3/3/3/3/3/3/3/3/3/3; Mirth enchanted

B6-B13 abilities. B1-B5 stats, don't touch.


didn't work, but disabled the fire shield fix.

this really is a conundrum, to get these scripts to work together, and to get scripts to work how they should.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 22, 2016 07:48 PM

Usually they work, maybe post your entire script, you possibly made some error or skipped a detail.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted February 22, 2016 07:51 PM

Salamandre said:
Usually they work, maybe post your entire script, you possibly made some error or skipped a detail.


i'll have to get back to you on that, something just came up that i have to take care of.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted February 22, 2016 09:54 PM

Salamandre said:
Usually they work, maybe post your entire script, you possibly made some error or skipped a detail.


these are all the scripts i'm running in one timed event. once i get everything up and working for all the creatures i want, i'll post them into a permanent erm/ert file.

ZVSE

!?PI;
!!MA:X151/d-2; this takes fly from Diamond Dragons
!!MA:X151/d-8; this takes breath attack from Diamond Dragons
!!MA:X156/d-2; this takes fly from Ghost Behemoths
!!MA:X92/d-1; this takes double-wide from Rocs
!!MA:X93/d-1; this takes double-wide from Thunderbirds
!!MA:X172/d-8; this takes breath attack from Nightmare
!!MA:X86/d-32768; this takes double-attack from Wolf Rider
!!MA:X87/d-32768; this takes double-attack from Wolf Raider
!!MA:X66/d-1; this takes double-wide from Black Knights
!!MA:X195/d-1; this takes double-wide from Hell Steeds
!!MA:X195/d-8; this takes breath attack from Hell Steeds

!!EA173:B5/0/////////////;
!!EA173:B6/0/////////////;
!!EA173:B7/0/////////////;
!!EA173:B8/0/////////////;
!!EA173:B9/0/////////////;
!!EA173:B10/0/////////////;
!!EA173:B11/0/////////////;
!!EA173:B12/0/////////////; removes santa gremlins abilities

!!EA173:B6/1/102/70/1/1/1/1/1/1/1/1/1/1/1; fly
!!EA173:B7/1/97/60/100/100/100/100/100/100/100/100/100/100/100/; casts hypnotize after attack
!!EA173:B8/1/102/82/1/1/1/1/1/1/1/1/1/1/1; no retaliation

!!MA:X173/d+1024; santa gremlins get mind spell immunity

!!UN:C7721205/4/222; removes santa gremlin guards
!?GM0;
!!UN:C7721205/4/222; removes santa gremlin guards

!!EA136:B6/0/////////////;
!!EA136:B7/0/////////////;
!!EA136:B8/0/////////////;
!!EA136:B9/0/////////////;
!!EA136:B10/0/////////////;
!!EA136:B11/0/////////////;
!!EA136:B12/0/////////////; removes enchanter stack exp abilities

!!EA66:B6/0/////////////;
!!EA66:B7/0/////////////;
!!EA66:B8/0/////////////;
!!EA66:B9/0/////////////;
!!EA66:B10/0/////////////;
!!EA66:B11/0/////////////;
!!EA66:B12/0/////////////; removes black knight stack exp abilites

!!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

!!EA195:B6/1/115/49/3/3/3/3/3/3/3/3/3/3/3; Mirth enchanted

!!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
____________

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 22, 2016 10:03 PM
Edited by Salamandre at 22:07, 22 Feb 2016.

Well, a trigger (!?) will enable every receiver (!!) coming after.

So when you write:

!?PI; <-- trigger
!!MA
!!MA
!!EA
etc

!?GM0; <-- second trigger, only activates when you reload game
!!UN:C
!!EA
etc

the second trigger (GM0) activates next commands so if you use EA commands only on GM0 they will activate only when you reload game.

Then your flag commands are wrong, flags do not add using d+x things

Will look tomorrow evening, it I get some time, and correct all this.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted February 22, 2016 10:12 PM

Salamandre said:
Well, a trigger (!?) will enable every receiver (!!) coming after.

So when you write:

!?PI; <-- trigger
!!MA
!!MA
!!EA
etc

!?GM0; <-- second trigger, only activates when you reload game
!!UN:C
!!EA
etc

the second trigger (GM0) activates next commands so if you use EA commands only on GM0 they will activate only when you reload game.

Then all your flag commands are wrong, there are no such d-8, d+8 things.

Will look tomorrow evening, it I get some time, and correct all this.


everything else works how it should. the flag commands are correct. that's how i made 2-hex creatures 1 hex, got rid of special attacks, fly, etc(and those all were possible thanks to help from oxfea's originals). those all are legit. the only 2 that don't work(1 if you don't count hypnotize, because it's flawed anyway), is the mirth script. i'm sure it works by itself, but if you remember, the UN:C codes that hawaiiing gave me initially caused the others to not work, and he had to modify them to fit like puzzle pieces with the rest, which is what i believe has to happen with the mirth script, however it can.

however, i'll see if i can seperate the scripts into different events. if there's a specific order to these, that may be where the inconsistencies lie.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 22, 2016 10:15 PM

Mirth does not work because you put it after the GM0 script, while it should be after !?PI.
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fred79
fred79


Disgraceful
Undefeatable Hero
posted February 22, 2016 10:18 PM

thanks. i'll try reordering them and see what happens, then report back. i appreciate your help.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 22, 2016 10:22 PM

Try now:

ZVSE

!?PI;
!!MA:X151/d-2; this takes fly from Diamond Dragons
!!MA:X151/d-8; this takes breath attack from Diamond Dragons
!!MA:X156/d-2; this takes fly from Ghost Behemoths
!!MA:X92/d-1; this takes double-wide from Rocs
!!MA:X93/d-1; this takes double-wide from Thunderbirds
!!MA:X172/d-8; this takes breath attack from Nightmare
!!MA:X86/d-32768; this takes double-attack from Wolf Rider
!!MA:X87/d-32768; this takes double-attack from Wolf Raider
!!MA:X66/d-1; this takes double-wide from Black Knights
!!MA:X195/d-1; this takes double-wide from Hell Steeds
!!MA:X195/d-8; this takes breath attack from Hell Steeds
!!MA:X173/d+1024; santa gremlins get mind spell immunity
!!DO3561124/6/13/1:P173;  removes santa abilities
!!DO3561124/6/13/1:P136;  removes enchanters abilities
!!DO3561124/6/13/1:P66;  removes b knights abilities
!!DO3561124/6/13/1:P195;  removes h steeds abilities
;
!!UN:C7721205/4/222; removes santa gremlin guards
!!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
;
!!EA173:B6/1/102/70/1/1/1/1/1/1/1/1/1/1/1; fly
!!EA173:B7/1/97/60/100/100/100/100/100/100/100/100/100/100/100/; casts hypnotize after attack
!!EA173:B8/1/102/82/1/1/1/1/1/1/1/1/1/1/1; no retaliation
!!EA195:B6/1/115/49/3/3/3/3/3/3/3/3/3/3/3; Mirth enchanted

!?FU3561124;
!!EAx1:Bx16//////////////;

!?GM0;
!!UN:C7721205/4/222; removes santa gremlin guards
!!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
____________
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fred79
fred79


Disgraceful
Undefeatable Hero
posted February 22, 2016 11:10 PM
Edited by fred79 at 23:44, 22 Feb 2016.

damn, i just reordered what was needed to move and went through the testing, and you have a new string for me to test once i come back to post the results.

i'll certainly give them a go, because for some reason, after ordering them the right way, everything works(even hypnotize did once, lol), EXCEPT that now the wolf riders act like war machines(no number associated in battle/doesn't move/disappears after battle).

weird, that that one issue springs up outta nowhere like that(because i didn't move or change that one at all). i'll give your code a go and see if it fixes the issue. thanks.

btw, here's the reordered code that works exactly how it should, but with the wolf riders acting like war machines(i got rid of the enchanters code, as i was only prepping to replace that creature, and haven't yet):

ZVSE

!?PI;
!!MA:X151/d-2; removes fly from diamond dragons
!!MA:X151/d-8; removes breath attack from diamond dragons
!!MA:X156/d-2; removes fly from ghost behemoths
!!MA:X92/d-1; removes 2-hex from rocs
!!MA:X93/d-1; removes 2-hex from thunderbirds
!!MA:X172/d-8; removes breath attack from nightmare
!!MA:X87/d-32768; removes 2x-attack from wolf raider
!!MA:X66/d-1; removes 2-hex from black knights
!!MA:X195/d-1; removes 2-hex from hell steeds
!!MA:X195/d-8; removes breath attack from hell steeds
!!MA:X173/d+1024; mind spell immunity for santa gremlins

!!EA173:B6/0/////////////;
!!EA173:B7/0/////////////;
!!EA173:B8/0/////////////;
!!EA173:B9/0/////////////;
!!EA173:B10/0/////////////;
!!EA173:B11/0/////////////;
!!EA173:B12/0/////////////; removes santa gremlin abilities

!!EA173:B6/1/102/70/1/1/1/1/1/1/1/1/1/1/1; fly
!!EA173:B7/1/97/60/100/100/100/100/100/100/100/100/100/100/100/; santa gremlins casts hypnotize after attack
!!EA173:B8/1/102/82/1/1/1/1/1/1/1/1/1/1/1; no retaliation

!!EA66:B6/0/////////////;
!!EA66:B7/0/////////////;
!!EA66:B8/0/////////////;
!!EA66:B9/0/////////////;
!!EA66:B10/0/////////////;
!!EA66:B11/0/////////////;
!!EA66:B12/0/////////////; removes black knight stack exp abilites

!!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

!!EA195:B6/1/115/49/3/3/3/3/3/3/3/3/3/3/3; mirth enchanted

!!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
!!UN:C7721205/4/222; removes santa gremlin guards
!?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
!!UN:C7721205/4/222; removes santa gremlin guards





edit: nope. same issue with your code. wolf riders act like war machines. it doesn't make sense.

lol, checked again before i posted. i'm such a dumbass. wolf riders don't attack twice, only wolf raiders do. it was unnecessary code anyway. as soon as i removed the code, wolf riders acted as they should. issue fixed. thanks for your help, sal.

fixed the code above, too. all works how it should.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted February 23, 2016 11:44 PM

another hard-coded issue, that the talented UN:C guys can help me with: i need to remove death stare from the nightmares(creature 172). i need the code to be able to work with what i already have for it:

!!MA:X172/d-8; removes breath attack from nightmare

!!EA172:B6/0/////////////;
!!EA172:B7/0/////////////;
!!EA172:B8/0/////////////;
!!EA172:B9/0/////////////;
!!EA172:B10/0/////////////;
!!EA172:B11/0/////////////;
!!EA172:B12/0/////////////; removes nightmare stack exp abilities

!!EA172:B6/1/75/71/100/100/100/100/100/100/100/100/100/100/100/; casts poison after attack



also, is there a way to increase the spell damage of poison, just for this creature? because it's pretty weak atm, and i want to ramp it up a bit. i need to do this for both the nightmare(great spider); and creature 142, the nomad(giant scorpion).

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Hawaiing
Hawaiing


Adventuring Hero
posted February 24, 2016 09:32 AM

fred79 said:
another hard-coded issue, that the talented UN:C guys can help me with: i need to remove death stare from the nightmares(creature 172).



!!UN:C7994557/1/5; remove 172# death stare

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bloodsucker
bloodsucker


Legendary Hero
posted February 24, 2016 10:36 AM

fred79 said:
...

Uau, I'm glad to read your words in this thread. Maybe is time for me to learn to draw too...

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fred79
fred79


Disgraceful
Undefeatable Hero
posted February 24, 2016 03:19 PM

Hawaiing said:
fred79 said:
another hard-coded issue, that the talented UN:C guys can help me with: i need to remove death stare from the nightmares(creature 172).



!!UN:C7994557/1/5; remove 172# death stare


tested it, and the script works with everything. thanks, i appreciate your help.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted February 24, 2016 03:21 PM
Edited by fred79 at 22:34, 25 Feb 2016.

bloodsucker said:
fred79 said:
...

Uau, I'm glad to read your words in this thread. Maybe is time for me to learn to draw too...


it's fun. give it a try.
------------

edit: is it possible to replace conflux with a town that only has 7 recruitable creatures, instead of the standard 14? or would it be simpler to create an object that opens up like a town(meaning, having a townscreen), that recruits 7 creatures? would i be better off attempting this with my own version of the dragon peaks mod? did that ever work without issues?

==========================

i am in need of more UN:C magic. this time, i need to remove mirth from creature 192. here is the code that fixes the rest, that has to be compatible:

!!MA:X192/d2; sylvan centaurs can fly
!!MA:X192/d-4; removes shoot ability from sylvan centaurs
!!MA:X192/d-32768; removes double attack from sylvan centaurs

!!EA192:B6/0/////////////;
!!EA192:B7/0/////////////;
!!EA192:B8/0/////////////;
!!EA192:B9/0/////////////;
!!EA192:B10/0/////////////;
!!EA192:B11/0/////////////;
!!EA192:B12/0/////////////; removes sylvan centaurs stack exp abilities


thanks in advance.

(oh, and you were right about the + sign with the MA scripts, sal. you just have to put the number next to the + sign for the script to work)

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 25, 2016 10:55 PM

Actually there is a fast way to remove all scripted abilities (not hardcoded.

example:

!!DO3561124/6/13/1:P#;  Removes all EA abilities of ID = #
!!DO3561124/6/13/1:P$;  Removes all EA abilities of ID = $
etc, just change the ID at the end.

!?FU3561124;
!!EAx1:Bx16//////////////;


This way you don't need to write any longer EA#:B6/////, EA#:B7//// up to 13.

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