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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 50 100 150 200 250 300 ... 302 303 304 305 306 ... 350 400 407 · «PREV / NEXT»
majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted April 26, 2016 12:16 AM

igrik said:
; grail inferno bonus
!!UN:C5015000/1/3; number of town


Nice. Thanks. Only two grails to go

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fred79
fred79


Disgraceful
Undefeatable Hero
posted April 26, 2016 01:27 AM

igrik said:

!?PI;    !!VRz1:S^PIRT^; !!FU25003:P137;
!?GM0; !!VRz1:S^PIRT^; !!FU25003:P137;

!?FU25003;   voice change
; x1 - monster number
!!UN:C4697553/4/?y1;
!!VRy2:S116*x1+y1+8;
!!UN:Cy2/4/?y3;
!!SN:K4/?z1/y3/1;



this didn't work. am i supposed to use this script as-is, or am i supposed to modify something to specify what i need?

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igrik
igrik


Promising
Known Hero
posted April 26, 2016 09:10 AM
Edited by igrik at 09:19, 26 Apr 2016.

Quote:
running this on 1.8 + wog, btw(i know, i know, don't yell at me)...

you are kidding? of course, will not work. This code for ERA II

But if you use ERA II, you must delete this code.
!?BF;
!!DO564546/0/41/1:P;

!?FU564546;
!!BMx16:T?y1;
!!if&y1=137:; if battle stack type is sharpshooters
!!VRz2:S^pirtattk.wav^;
!!VRz3:S^pirtdfnd.wav^;
!!VRz4:S^pirtkill.wav^;
!!VRz5:S^pirtmove.wav^;
!!VRz6:S^pirtwnce.wav^;
!!FU9999911:Py1/2/1;
!!FU9999911:Py1/3/5;
!!FU9999911:Py1/4/4;
!!FU9999911:Py1/5/0;
!!FU9999911:Py1/6/2;
!!en:;



download mod

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igrik
igrik


Promising
Known Hero
posted April 26, 2016 09:17 AM
Edited by igrik at 09:19, 26 Apr 2016.

Remove duplicate

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igrik
igrik


Promising
Known Hero
posted April 26, 2016 12:27 PM

; bonus grail Tower (open map)
!!UN:C5005757/4/0;  radius open map on the X size map (restore orig code = 6783944)
!!UN:C5012022/1/99;  number of town for AI (orig = 2)
!!UN:C6026512/1/99;  number of building (orig = 26)

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted April 26, 2016 02:44 PM
Edited by majaczek at 14:55, 26 Apr 2016.

Really thanks Igrik !!!

What About Aurora Borealis?

It seems I should start Preparing my scripted grails

EDIT: What Triggers I need for check Town Entrance?
I know I can Use:

!?OB98;
!?CM1;

But what more?
I need it also work for AI
AI doesn't Click

Maybe I need not Town entrance, but loop on the cities?
Or maybe both? (is it enough?)

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fred79
fred79


Disgraceful
Undefeatable Hero
posted April 26, 2016 04:28 PM

igrik said:
Quote:
running this on 1.8 + wog, btw(i know, i know, don't yell at me)...

you are kidding? of course, will not work. This code for ERA II

But if you use ERA II, you must delete this code.
!?BF;
!!DO564546/0/41/1:P;

!?FU564546;
!!BMx16:T?y1;
!!if&y1=137:; if battle stack type is sharpshooters
!!VRz2:S^pirtattk.wav^;
!!VRz3:S^pirtdfnd.wav^;
!!VRz4:S^pirtkill.wav^;
!!VRz5:S^pirtmove.wav^;
!!VRz6:S^pirtwnce.wav^;
!!FU9999911:Py1/2/1;
!!FU9999911:Py1/3/5;
!!FU9999911:Py1/4/4;
!!FU9999911:Py1/5/0;
!!FU9999911:Py1/6/2;
!!en:;



i don't have that script included, because i don't continue to use scripts that don't work. thanks for the era2 script anyway, though.

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igrik
igrik


Promising
Known Hero
posted April 26, 2016 06:08 PM bonus applied by Maurice on 18 Dec 2017.

My last try.
fred79, maby this code

!?PI;  !!VRz100:S^PIRT^;  !!FU25003:P137;
!?GM0; !!VRz100:S^PIRT^;  !!FU25003:P137;

!?FU25003;
!!UN:C4697553/4/?y1;
!!VRy2:S116*x1+y1+8;
!!UN:Cy2/4/?y3;

!!UN:V?y91/?y92;
!!VRy93&y91=358:S40225400;
!!VRy93&y91=359:S9597416;
!!VRy93&y91=400:S9597416;
!!VRy4&y93=0:S0;
!!FU&y93=0:E;
!!VRy4:S100 *512 +y93;

!!UN:Cy4/1/?y5; !!UN:Cy3/1/y5;
!!VRy4:+1; !!VRy3:+1;
!!UN:Cy4/1/?y5; !!UN:Cy3/1/y5;
!!VRy4:+1; !!VRy3:+1;
!!UN:Cy4/1/?y5; !!UN:Cy3/1/y5;
!!VRy4:+1; !!VRy3:+1;
!!UN:Cy4/1/?y5; !!UN:Cy3/1/y5;

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted April 26, 2016 06:09 PM
Edited by majaczek at 18:26, 26 Apr 2016.

My first script of new Grails. Do you like it? I will work on it more :)

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=26.4(April).2016

!?OB98;
!!CAv998/v999/v1000:T?y2;
!!FU55447:Pv998/v999/v1000/y2/1;

!?CM1;
!!CM:I?y1;
!!FU:E;
!!CAv998/v999/v1000:T?y2;
!!FU55447:Pv998/v999/v1000/y2/2;

!?CM1;
!!CM:I?y1;
!!FU&y1<>26:E;
!!CAv998/v999/v1000:T?y2;
!!FU55447:Pv998/v999/v1000/y2/3;

!#TM2:S1/999/1/255;
!?TM2;
!!OW:C?y1; check current player
!!OW:Iy1/?y2; human/AI 0/1
!_!FU&y2<1:E; exit if human
!!UN:U98/-1/?y-1; count towns
!!VRv1:S-1;
!!DO55448/1/y-1/1:Py1; loop all towns
!?FU55448;
;x1 current player
!!UN:U98/-1/-1/1; town in v1-v3
!!CA1:O?y1; owner in y1
!!OW:Iy1/?y9;  human/AI 0/1
!_!FU&y9<1:E; exit if human
!_!FU&x1<>y1:E; exit if not current player
!!CAv1/v2/v3:T?y9;
!!FU55447:Pv1/v2/v3/y9/4; Call Grail Function

!?FU55447;
x1, x2, x3 - town position
x4         - town type
x5         - access type

!_!IF:M^Debug %X1 %X2 %X3 %X4 %X5^;
!!CAx1/x2/x3:B3/26;
!!FU&-1:E; exit if not built
!!CAx1/x2/x3:H0/?y5;
!!CAx1/x2/x3:H1/?y6;

!!if&x4=2:; Tower Grail
  !!HEy5&y5>-1:M0/1; !!HEy6&y6>-1:M0/1;
  !!HEy5&y5>-1:M1/1; !!HEy6&y6>-1:M1/1;
  !!HEy5&y5>-1:M2/1; !!HEy6&y6>-1:M2/1;
  !!HEy5&y5>-1:M3/1; !!HEy6&y6>-1:M3/1;
  !!HEy5&y5>-1:M4/1; !!HEy6&y6>-1:M4/1;
  !!HEy5&y5>-1:M5/1; !!HEy6&y6>-1:M5/1;
  !!HEy5&y5>-1:M6/1; !!HEy6&y6>-1:M6/1;
  !!HEy5&y5>-1:M7/1; !!HEy6&y6>-1:M7/1;
  !!HEy5&y5>-1:M8/1; !!HEy6&y6>-1:M8/1;
  !!HEy5&y5>-1:M9/1; !!HEy6&y6>-1:M9/1;
  !!IF&x5<>4:M^Visitor and Garrisoned Hero Lernt all Adventure Spells^;
!!en:;



EDIT: I didn't saw popup after clicking on town twice, so I probably have to make another trigger :P

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fred79
fred79


Disgraceful
Undefeatable Hero
posted April 27, 2016 03:08 AM

igrik said:
My last try.
fred79, maby this code

!?PI;  !!VRz100:S^PIRT^;  !!FU25003:P137;
!?GM0; !!VRz100:S^PIRT^;  !!FU25003:P137;

!?FU25003;
!!UN:C4697553/4/?y1;
!!VRy2:S116*x1+y1+8;
!!UN:Cy2/4/?y3;

!!UN:V?y91/?y92;
!!VRy93&y91=358:S40225400;
!!VRy93&y91=359:S9597416;
!!VRy93&y91=400:S9597416;
!!VRy4&y93=0:S0;
!!FU&y93=0:E;
!!VRy4:S100 *512 +y93;

!!UN:Cy4/1/?y5; !!UN:Cy3/1/y5;
!!VRy4:+1; !!VRy3:+1;
!!UN:Cy4/1/?y5; !!UN:Cy3/1/y5;
!!VRy4:+1; !!VRy3:+1;
!!UN:Cy4/1/?y5; !!UN:Cy3/1/y5;
!!VRy4:+1; !!VRy3:+1;
!!UN:Cy4/1/?y5; !!UN:Cy3/1/y5;



PROGRESS! all of the sounds for creature 137 now work, except for the death sound(i think because of the aforementioned fact that death is actually a "multiple" event, and requires more to script); creature 137's death has no sound at all.

i don't suppose you could give this one last try? with the complete script, i can replace all of the sounds for the wog creatures that i replaced. please? :)

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igrik
igrik


Promising
Known Hero
posted April 27, 2016 09:29 AM
Edited by igrik at 09:34, 27 Apr 2016.

The script works with the sound of death. I checked.
Note that in Lod your sound of death don't play!!!

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fred79
fred79


Disgraceful
Undefeatable Hero
posted April 27, 2016 09:40 AM
Edited by fred79 at 11:00, 27 Apr 2016.

igrik said:
The script works with the sound of death. I checked.
Note that in Lod your sound of death don't play!!!


i just checked my sound in both my lod, and in sal's mod(to cover all the bases). they both play.


edit: found something out. i used your script to change another creature's sounds; and everything worked, even the death sound. so now i have to try and figure out why creature 137's death sound won't play, using your script. the issue isn't with your script; it has to be with something else. and i already tried removing all of the other scripts besides your sound script for the creature, with no luck. i'm utterly perplexed. logically, everything should work.


edit 2: HALLELUJAH! with everything pointing to the death sound itself as the issue(even though it played in the .snd file), i ran it through audacity, and saved it as a new file. my guess is, the sound file wasn't in 16-bit wav format. and now it works! now i can FINALLY fix ALL the sounds for the wog creatures i replaced!

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted April 27, 2016 03:00 PM

Hey! I scripted new grails for Tower and Conflux...
For tower it is learning all adventure spells (including fly and DD)
For Conflux it is something I call Stealth Level
Stealth Level is Like leveling with YNewLevelUpScreen but it doesn't increase level (it increase StealthLevel Variable for the Hero) and costs based on level and stealthlevel. I am thinking out how to calculate the price
I don't Yet prepared Grail script for Inferno... Any Ideas?

Really thanks to Igrik for codes for blanking Tower and Inferno Grail. Gently Please help me with Conflux Grail? Please?

!!IF:M^I Don't wan't to be rude. Please Help if you have time. I just Gently please, because it's needed for my mod and I couldn't hack the codes myself ^;

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fred79
fred79


Disgraceful
Undefeatable Hero
posted April 27, 2016 03:14 PM

majaczek said:
I don't Yet prepared Grail script for Inferno... Any Ideas?


some ideas:

1. all inferno creatures get bloodlust during battles.

2. inferno creatures get significantly increased attack or defense when fighting on volcanic terrain.

3. decrease enemy sight radius with volcanic ash.

4. with battles on volcanic ground, random fires pop up(like quicksand, only visible).

5. all inferno creatures get the ability to cast fire wall or inferno.


off the top of my head. anyway, what do you think?

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted April 27, 2016 03:33 PM

fred79 said:
majaczek said:
I don't Yet prepared Grail script for Inferno... Any Ideas?


some ideas:

1. all inferno creatures get bloodlust during battles.

2. inferno creatures get significantly increased attack or defense when fighting on volcanic terrain.

3. decrease enemy sight radius with volcanic ash.

4. with battles on volcanic ground, random fires pop up(like quicksand, only visible).

5. all inferno creatures get the ability to cast fire wall or inferno.


off the top of my head. anyway, what do you think?


1. boring
2. nice but no
3. IDK
4. it would work better with firewalls but IDK
5. as caster don't work with amethyst, as creexpo would work badly

I think I may need something very cool (or rather very hot )
I suppose I won't use "only" on inferno creatures or Lava
I think such things as teach all fire spells or Each hero learns experience once per hero or something, but I want something both powerful and interesting

more ideas?

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fred79
fred79


Disgraceful
Undefeatable Hero
posted April 27, 2016 03:45 PM

nope, tapped out. just trying to stay awake.

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted April 28, 2016 02:47 PM

@Salamandre

I need help with the script you gave me regarding the morale reducing artifacts.

The thing is that the part of the morale and luck reduction was added to an older script you gave me that grants other bonuses on battlefield as well. However, the script that you gave me exits if no hero on defending side. The problem is that the whole script exits and so the other bonuses are not given as well as the artifact reduction.

Can you make this script exit ONLY for this part and not the rest? By that I mean that If there's no hero on the other side then the script doesn't exit altogether but disregards these lines that I post here.

!!BA:H0/?v9711 H1/?v9712;
;art 149, 150, 152, 153, 155
!!FU&v9712<0:E; exit if no hero on other side
***IF NO HERO IS PRESENT THEN DON'T EXECUTE ALL THESE LINES FROM HERE ON***
!!HEv9711:A2/149/d/?y20;  [check for artifact]
!!HEv9712&y20>0:R0/d-1;  [morale bonus]
!!HEv9712&v9712>-1:A2/149/d/?y21;  [check for artifact]
!!HEv9711&y21>0:R0/d-1;  [morale bonus]
!!HEv9711:A2/150/d/?y22;  [check for artifact]
!!HEv9712&y22>0:R0/d-1;  [morale bonus]
!!HEv9712&v9712>-1:A2/150/d/?y23;  [check for artifact]
!!HEv9711&y23>0:R0/d-1;  [morale bonus]
!!HEv9711:A2/152/d/?y24;  [check for artifact]
!!HEv9712&y24>0:R1/d-1;  [luck bonus]
!!HEv9712&v9712>-1:A2/152/d/?y25;  [check for artifact]
!!HEv9711&y25>0:R1/d-1;  [luck bonus]
!!HEv9711:A2/153/d/?y26;  [check for artifact]
!!HEv9712&y26>0:R1/d-1;  [luck bonus]
!!HEv9712&v9712>-1:A2/153/d/?y27;  [check for artifact]
!!HEv9711&y27>0:R1/d-1;  [luck bonus]
!!HEv9711:A2/155/d/?y28;  [check for artifact]
!!HEv9711&y28>0:R0/d3;  [morale bonus]
!!HEv9711&y28>0:R1/d3;  [luck bonus]
!!HEv9712&y28>0:R0/d-3;  [morale bonus]
!!HEv9712&y28>0:R1/d-3;  [luck bonus]
!!HEv9712&v9712>-1:A2/155/d/?y29;  [check for artifact]
!!HEv9712&y29>0:R0/d3;  [morale bonus]
!!HEv9712&y29>0:R1/d3;  [luck bonus]
!!HEv9711&y29>0:R0/d-3;  [morale bonus]
!!HEv9711&y29>0:R1/d-3;  [luck bonus]

Can you help me please?
____________
Not idly do the leaves of Lorien fall.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted April 28, 2016 04:10 PM

Hey! HoL You gave me Idea what my new artifact would do :)

Quote:

!#UN:A22/108/46/47/48/49/50/51; !#UN:A108/3/1;
Pendant of Courage is combined from all +1 luck and +1 morale artifacts




Maybe New Pendant of Courage (+6 Morale, +6 Luck, Mind Immunity if counting all parts), Should set opponent Morale and luck to -3 ?

Currently it give no bonus for combining.

Note: It needs 6th_slot plugin to work. It should use Bad_Luck plugin.

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bloodsucker
bloodsucker


Legendary Hero
posted April 28, 2016 08:36 PM

majaczek said:
more ideas?
Commanders get a special skill only available if they are Demoniacs or Heretics.
I would say get better percentage of charmed creatures but I'm aware your mod already has a strong commanders component and I'm not sure what the new ones do but I know they all have special habilities.

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted April 28, 2016 09:17 PM

@Salamandre

I think I fixed the problem but I want you to see If this is correct ERM scripting:

Instead of exiting If no hero is there, I made the script work If defending hero IS there. Is this the correct way to use this command?

!!BA:H0/?v9711 H1/?v9712;
;art 149, 150, 152, 153, 155
!!if&v9712>0:; If hero on other side <---- Here
!!HEv9711:A2/149/d/?y20;  [check for artifact]
!!HEv9712&y20>0:R0/d-1;  [morale bonus]
!!HEv9712&v9712>-1:A2/149/d/?y21;  [check for artifact]
!!HEv9711&y21>0:R0/d-1;  [morale bonus]
!!HEv9711:A2/150/d/?y22;  [check for artifact]
!!HEv9712&y22>0:R0/d-1;  [morale bonus]
!!HEv9712&v9712>-1:A2/150/d/?y23;  [check for artifact]
!!HEv9711&y23>0:R0/d-1;  [morale bonus]
!!HEv9711:A2/152/d/?y24;  [check for artifact]
!!HEv9712&y24>0:R1/d-1;  [luck bonus]
!!HEv9712&v9712>-1:A2/152/d/?y25;  [check for artifact]
!!HEv9711&y25>0:R1/d-1;  [luck bonus]
!!HEv9711:A2/153/d/?y26;  [check for artifact]
!!HEv9712&y26>0:R1/d-1;  [luck bonus]
!!HEv9712&v9712>-1:A2/153/d/?y27;  [check for artifact]
!!HEv9711&y27>0:R1/d-1;  [luck bonus]
!!HEv9711:A2/155/d/?y28;  [check for artifact]
!!HEv9711&y28>0:R0/d3;  [morale bonus]
!!HEv9711&y28>0:R1/d3;  [luck bonus]
!!HEv9712&y28>0:R0/d-3;  [morale bonus]
!!HEv9712&y28>0:R1/d-3;  [luck bonus]
!!HEv9712&v9712>-1:A2/155/d/?y29;  [check for artifact]
!!HEv9712&y29>0:R0/d3;  [morale bonus]
!!HEv9712&y29>0:R1/d3;  [luck bonus]
!!HEv9711&y29>0:R0/d-3;  [morale bonus]
!!HEv9711&y29>0:R1/d-3;  [luck bonus]
!!en:;
____________
Not idly do the leaves of Lorien fall.

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