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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 ... 307 308 309 310 311 ... 350 400 407 · «PREV / NEXT»
majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted July 11, 2016 05:46 PM

in my previous hookset tthere  were errors... here fixed version
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=6.5(May).2016

Author: majaczek

!?FU55125; //Enable Guards hook
!!SN:X?y1/1; //registers addres
!_!VRy11:S7721205; //not needed

ErmHandlerFunc receives two SN:X arguments: (Context pointer, ExecuteOverwrittenCode? = 1)
If you set ExecuteOverwrittenCode to 0, be sure to change context.RetAddr
Context structure (offsets in brackets):
: EDI (0), ESI (4), EBP (8), ESP (12), EBX (16), EDX (20), ECX (24), EAX (28)
: RetAddr (32)

!!VRy2:Sy1 +24; //y2 is pointer to ECX
!!UN:Cy2/4/?y3; //get ECX to y3
!!VRy99:S0; //set default y99, change it to 1 to fire Santa Guards

!_!VRy99&y3=14:S1; //test: give SG to centaur
!!VRy99&y3=230:S1; // Give SG to Master Archmage
!!VRy99&y3=252:S1; // Give SG to Red Wizard


!!UN&y99=1:Cy2/4/173; //set to Santa Gremlin


!?FU55126; //Advanced Guards type hook
!!SN:X?y1/1; //registers addres
!_!VRy11:S7721205; //not needed

ErmHandlerFunc receives two SN:X arguments: (Context pointer, ExecuteOverwrittenCode? = 1)
If you set ExecuteOverwrittenCode to 0, be sure to change context.RetAddr
Context structure (offsets in brackets):
: EDI (0), ESI (4), EBP (8), ESP (12), EBX (16), EDX (20), ECX (24), EAX (28)
: RetAddr (32)

!!VRy2:Sy1 +24; //y2 is pointer to ECX
!!UN:Cy2/4/?y3; //get ECX to y3

!!VRy3&y3=1:S138; halbardiers -> halfings
!!VRy3&y3=17:S215; battle dwarves -> dwarf defenders
!!VRy3&y3=43:S236; familiars -> scamps
!!VRy3&y3=57:S218; skeleton warriors -> skeleton archers
!!VRy3&y3=71:S233; Infernal Troglodytes -> phosporous troglodytes
!!VRy3&y3=85:S143; Hobgoblins -> Rogues
!!VRy3&y3=99:S143; Gnoll Maruders -> Rogues
!!VRy3&y3=119:S227; Sprites -> nymphs

!!UN:Cy2/4/y3; //store y3 to ECX



!?FU55127; //Creature SpellPower hook
!!SN:X?y1/1; //registers addres
!_!VRy11:S7721205; //not needed

ErmHandlerFunc receives two SN:X arguments: (Context pointer, ExecuteOverwrittenCode? = 1)
If you set ExecuteOverwrittenCode to 0, be sure to change context.RetAddr
Context structure (offsets in brackets):
: EDI (0), ESI (4), EBP (8), ESP (12), EBX (16), EDX (20), ECX (24), EAX (28)
: RetAddr (32)

!!VRy2:Sy1 +28; //y2 is pointer to EAX
!!UN:Cy2/4/?y3; //get EAX to y3
!!VRy4:Sy3; y4 = spellpower

!!VRy12:Sy1 +4; //y12 is pointer to ESI
!!UN:Cy12/4/?y13; //get ESI to y13
!!VRy14:Sy13 +52; y14 is pointer to creature type
!!UN:Cy14/4/?y15; y15 is creature type

!!if&y15>=243/y15<=251:; Town Guardian
!!VRy4:Sy3 *3;
!!VRy4&y15=248:Sy3 *5;   Dungeon Guardian
!!en:;

!!if|y15=13/y15=150:; Archangel or Supreme Archangel
!!VRy4:Sy3 *2;
!!en:;

!!if&y15=255:; Supreme Dracolich
!!VRy4:Sy3 *4;
!!en:;

!!if|y15=182/y15=191:; Astral Spirit
!!VRy4:Sy3 *2;
!!en:;

!!if&y15=225:; Void Elemental
!!VRy4:Sy3 :2 +1;
!!en:;


!!UN:Cy2/4/y4; //store y4 to EAX
!_!UN:R6/200;   //delay to make more stable



!?FU55128;   Ghost Hook
!!SN:X?y1/1; //registers addres

ErmHandlerFunc receives two SN:X arguments: (Context pointer, ExecuteOverwrittenCode? = 1)
If you set ExecuteOverwrittenCode to 0, be sure to change context.RetAddr
Context structure (offsets in brackets):
: EDI (0), ESI (4), EBP (8), ESP (12), EBX (16), EDX (20), ECX (24), EAX (28)
: RetAddr (32)

!!VRy2:Sy1 +28; // y2 is pointer to EAX
!!UN:Cy2/4/?y3; // get EAX to y3
!!VRy4:Sy3 +52; // y4 is pointer to creature type
!!UN:Cy4/4/?y5; // get Creature type to y5

!!if|y5=159/y5=288:;  //if y5 is Ghost
  !!UN:Cy4/4/y5;
  !!UN:C7695514/4/y5;
!!en:;


**FU55129;
**Reserved for Knightmare Heroes


!?FU55130; Hell Steed Hook
!!SN:X?y1/0; //registers addres

ErmHandlerFunc receives two SN:X arguments: (Context pointer, ExecuteOverwrittenCode? = 1)
If you set ExecuteOverwrittenCode to 0, be sure to change context.RetAddr
Context structure (offsets in brackets):
: EDI (0), ESI (4), EBP (8), ESP (12), EBX (16), EDX (20), ECX (24), EAX (28)
: RetAddr (32)

!!VRy2:Sy1 +8; // y2 is pointer to EBP
!!UN:Cy2/4/?y3; // get EBP to y3
!!VRy4:Sy3 -44; // y4 is pointer to creature type
!!UN:Cy4/4/?y5; // get Creature type to y5

!!VRy10:Sy1 +32;

!!UN:Cy10/4/7719542;

!!UN|y5=195/y5=209:Cy10/4/7719490;

!?FU55131; Sorceress Hook
!!SN:X?y1/0; //registers addres

ErmHandlerFunc receives two SN:X arguments: (Context pointer, ExecuteOverwrittenCode? = 1)
If you set ExecuteOverwrittenCode to 0, be sure to change context.RetAddr
Context structure (offsets in brackets):
: EDI (0), ESI (4), EBP (8), ESP (12), EBX (16), EDX (20), ECX (24), EAX (28)
: RetAddr (32)

!!VRy2:Sy1 +8; // y2 is pointer to EBP
!!UN:Cy2/4/?y3; // get EBP to y3
!!VRy4:Sy3 -44; // y4 is pointer to creature type
!!UN:Cy4/4/?y5; // get Creature type to y5

!!VRy10:Sy1 +32;
!!UN:Cy10/4/7719481;
!!UN|y5=193/y5=276/y5=287:Cy10/4/7719289;

!?FU55132; //Enchanter Hook
!!SN:X?y1/0; //registers addres

ErmHandlerFunc receives two SN:X arguments: (Context pointer, ExecuteOverwrittenCode? = 1)
If you set ExecuteOverwrittenCode to 0, be sure to change context.RetAddr
Context structure (offsets in brackets):
: EDI (0), ESI (4), EBP (8), ESP (12), EBX (16), EDX (20), ECX (24), EAX (28)
: RetAddr (32)

!!VRy2:Sy1 +28; // y2 is pointer to EAX
!!UN:Cy2/4/?y3; // get EAX to y3
!!VRy4:Sy3 +34; // y4 is pointer to creature type
!!UN:Cy4/4/?y5; // get Creature type to y5

!!VRy10:Sy1 +32;
!!UN:Cy10/4/4489004;
!!UN|y5=136/y5=287:Cy10/4/4488930;

!?FU55133; //hellsteed hook 2
!!SN:X?y1/0; //registers addres

ErmHandlerFunc receives two SN:X arguments: (Context pointer, ExecuteOverwrittenCode? = 1)
If you set ExecuteOverwrittenCode to 0, be sure to change context.RetAddr
Context structure (offsets in brackets):
: EDI (0), ESI (4), EBP (8), ESP (12), EBX (16), EDX (20), ECX (24), EAX (28)
: RetAddr (32)
!!VRy2:Sy1 +8; // y2 is pointer to EBP
!!UN:Cy2/4/?y3; // get EBP to y3
!!VRy4:Sy3 -16; // y4 is pointer to creature type
!!UN:Cy4/4/?y5; // get Creature type to y5

!!VRy10:Sy1 +32;

!!UN:Cy10/4/7727322;
!!UN|y5=195/y5=209:Cy10/4/7727299;

!?FU55134; //hellsteed hook 3
!!SN:X?y1/0; //registers addres

ErmHandlerFunc receives two SN:X arguments: (Context pointer, ExecuteOverwrittenCode? = 1)
If you set ExecuteOverwrittenCode to 0, be sure to change context.RetAddr
Context structure (offsets in brackets):
: EDI (0), ESI (4), EBP (8), ESP (12), EBX (16), EDX (20), ECX (24), EAX (28)
: RetAddr (32)

!!VRy2:Sy1 +8; // y2 is pointer to EBP
!!UN:Cy2/4/?y3; // get EBP to y3
!!VRy4:Sy3 -12; // y4 is pointer to creature type
!!UN:Cy4/4/?y5; // get Creature type to y5

!!VRy10:Sy1 +32;
!!UN:Cy10/4/7735107;
!!UN|y5=195/y5=209:Cy10/4/7735084;

********************HOOK_CODE******************************
!?BA0&1000;
!!SN:L^EraPluginserm_hooker.era^/?y1 Ay1/^SetHook^/?y2;
!!SN:Ey2/1/7721199/55125; //enable guards
!!SN:Ey2/1/7466720/55126; //guards type
!!SN:Ey2/1/7721659/55127; //creature spellpower

!!SN:Ey2/1/7695135/55128; //Ghost Hook

!!SN:Ey2/1/7735075/55134; //Hell Steed Hook 3
!!SN:Ey2/1/7727290/55133; //Hell Steed Hook 2
!!SN:Ey2/1/7719481/55130; //Hell Steed Hook
!!SN:Ey2/1/7719276/55131; //Sorceress Hook
!!SN:Ey2/1/4488921/55132; //Enchanter Hook
!?BA1&1000;
!!SN:L^EraPluginserm_hooker.era^/?y1 Ay1/^UnsetHook^/?y2;

!!SN:Ey2/1/4488921;
!!SN:Ey2/1/7719276;
!!SN:Ey2/1/7719481;
!!SN:Ey2/1/7727290; //Hell Steed Hook 2
!!SN:Ey2/1/7735075; //Hell Steed Hook 3

!!SN:Ey2/1/7695135;   !!UN:C7695514/4/159;

!!SN:Ey2/1/7721199;
!!SN:Ey2/1/7466720;
!!SN:Ey2/1/7721659;
************************************************************

!?BA0; !!UN:C5127994/4/56; //restore skeleton
!_?BA1; !?BG;
!_!BU:C?y99; !_!FU&y99=0:E;
!!VRy1:S5127994; necromancy unit address
!!VRy2:S56; default is skeleton

!!BH0:N?y3; !!BH1:N?y4; !!VRy5:S-1;
!_!HEy3&y3>-1:O?y6; !_!HEy4&y4>-1:O?y7;
!_!VRy5&y3>-1/y6>-1:Sy3;
!_!VRy5&y4>-1/y7>-1:Sy4;


!_!if&y5>-1:;
!!VRy9:S0; !!VRy10:S0;
!_!HEy5:S12/?y9;
!!HEy3&y3>-1:S12/?y9;
!!HEy4&y4>-1:S12/?y10;
!!VRy9&y9<y10:Sy10;
!!VRy2&y9=2:S57; skeleton warior
!!VRy2&y9=3:S218; skeleton archer
!_!en:;

!_!IF:M^Necro %Y5 raises %Y2 at necromancy %Y9^;

!!UN:Cy1/4/y2; apply unit


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fred79
fred79


Disgraceful
Undefeatable Hero
posted July 14, 2016 05:42 PM

Hawaiing said:
fred79 said:
i've tried everything but UN:C to remove fire shield from creature 171, and i'm not having any luck. any UN:C guru's out there that can help?

also, i need to remove the casting ability from creature 136(enchanter). again, i need the UN:C code for that. thanks in advance, guys. :)


Try this.
!!UN:C7727548/4/9999; remove 171# fire shield
!!UN:C7735412/4/9999; remove 171# fire shield

!!UN:C4608221/2/59792; remove 136# casting ability


i tried both of those, and neither worked on either creature. here are my current scripts(minus the leprechaun script), in case there is a conflict somewhere:

ZVSE

!?PI;
!!MA:X136/d-4; removes shoot ability from enchanters
!!MA:X137/d4096; no melee penalty for sharpshooters
!!MA:X139/d33554432; leprechauns wait in battle
!!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:X173/d1024; mind spell immunity from santa gremlins
!!MA:X87/d-32768; removes double 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:X168/d-128; removes king 1 from gornyches
!!MA:X168/d-524288; removes attack-all from gornyches
!!MA:X168/d-8; removes breath attack from gornyches
!!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
!!MA:X193/d-4; removes shoot ability from sorceresses
!!MA:X193/d-2; removes fly from sorceresses
!!MA:X193/d65536; no retal against sorceresses
!!MA:X66/d1024; mind spell immunity for black knights
!!MA:X67/d1024; mind spell immunity for dread knights
!!MA:X84/d1024; mind spell immunity for cyber dead
!!MA:X85/d1024; mind spell immunity for cyber zombies
!!MA:X86/d1024; mind spell immunity for mutant trees
!!MA:X87/d1024; mind spell immunity for radiated trees
!!MA:X97/d1024; mind spell immunity for juggernauts
!!MA:X156/d1024; mind spell immunity for dreadnaughts
!!MA:X141/d1024; mind spell immunity for deep ones
!!MA:X144/d1024; mind spell immunity for abyssal deep ones
!!MA:X169/d1; tunnel slugs are 2-hex
!!MA:X169/d1024; mind spell immunity for tunnel slugs
!!MA:X169/d-4; removes shoot ability from tunnel slugs
!!MA:X169/d131072; always neutral morale
!!MA:X171/d-4; removes shoot ability from dryads
!!MA:X171/d2; dryads can fly

!!DO3561124/6/13/1:P169; removes tunnel slug stack exp abilities
!!DO3561124/6/13/1:P66; removes black knight stack exp abilities
!!DO3561124/6/13/1:P67; removes dread knight stack exp abilities
!!DO3561124/6/13/1:P136; removes enchanter stack exp abilities
!!DO3561124/6/13/1:P137; removes sharpshooter stack exp abilities
!!DO3561124/6/13/1:P84; removes goblin stack exp abilities
!!DO3561124/6/13/1:P85; removes hobgoblin stack exp abilites
!!DO3561124/6/13/1:P90; removes ogre stack exp abilities
!!DO3561124/6/13/1:P91; removes ogre mage stack exp abilities
!!DO3561124/5/13/1:P92; removes roc stack abilities
!!DO3561124/5/13/1:P93; removes thunderbird stack abilities
!!DO3561124/6/13/1:P96; removes behemoth stack exp abilities
!!DO3561124/6/13/1:P97; removes ancient behemoth stack exp abilities
!!DO3561124/6/13/1:P132; removes azure dragon stack exp abilities
!!DO3561124/6/13/1:P156; removes ghost behemoth stack exp abilities
!!DO3561124/6/13/1:P140; removes boar stack exp abilities
!!DO3561124/6/13/1:P141; removes old mummy stack exp abilities
!!DO3561124/6/13/1:P144; removes troll stack exp abilities
!!DO3561124/6/13/1:P171; removes dryad stack exp abilities
!!DO3561124/6/13/1:P192; removes sylvan centaurs stack exp abilities
!!DO3561124/6/13/1:P193; removes sorceress stack exp abilities

!!EA171:B5/0/115/29/0/0/0/0/0/0/0/0/0/0/0; remove fire shield
!!EA171:B6/0/115/29/0/0/0/0/0/0/0/0/0/0/0; remove fire shield
!!EA171:B7/0/115/29/0/0/0/0/0/0/0/0/0/0/0; remove fire shield
!!EA171:B8/0/115/29/0/0/0/0/0/0/0/0/0/0/0; remove fire shield
!!EA171:B9/0/115/29/0/0/0/0/0/0/0/0/0/0/0; remove fire shield
!!EA171:B10/0/115/29/0/0/0/0/0/0/0/0/0/0/0; remove fire shield
!!EA171:B11/0/115/29/0/0/0/0/0/0/0/0/0/0/0; remove fire shield
!!EA171:B12/0/115/29/0/0/0/0/0/0/0/0/0/0/0; remove fire shield

!!EA137:B6/1/102/115/1/1/1/1/1/1/1/1/1/1/1; shoot when adjacent

!!EA139:B5/1/102/117/1/1/1/1/1/1/1/1/1/1/1; aura of resistance
!!EA139:B6/1/87/43/100/100/100/100/100/100/100/100/100/100/100; magic resistance
!!EA139:B7/1/103/43/100/100/100/100/100/100/100/100/100/100/100; damage resistance

!!EA66:B6/1/107/42/100/100/100/100/100/100/100/100/100/100/100; curse
!!EA66:B7/1/101/43/100/100/100/100/100/100/100/100/100/100/100; hand of death
!!EA67:B6/1/107/42/100/100/100/100/100/100/100/100/100/100/100; curse
!!EA67:B7/1/101/43/100/100/100/100/100/100/100/100/100/100/100; hand of death

!!EA169:B6/1/119/66/1/1/1/1/1/1/1/1/1/1/1; blind immunity
!!EA169:B7/1/119/83/1/1/1/1/1/1/1/1/1/1/1; slow immunity

!!EA94:B8/0/75/15/0/0/0/0/0/0/0/0/0/0/0; remove earthquake
!!EA95:B8/0/75/15/0/0/0/0/0/0/0/0/0/0/0; remove earthquake
!!EA86:B6/1/119/66/1/1/1/1/1/1/1/1/1/1/1; blind immunity
!!EA87:B6/1/119/66/1/1/1/1/1/1/1/1/1/1/1; blind immunity
!!EA87:B7/1/99/73/1/1/1/1/1/1/1/1/1/1/1; casts disease
!!EA97:B6/1/119/58/1/1/1/1/1/1/1/1/1/1/1; all spells immune
!!EA156:B6/1/119/58/1/1/1/1/1/1/1/1/1/1/1; all spells immune

!!EA132:B6/1/98/1/1/1/1/1/1/1/1/1/1/1/1; reduce target defense
!!EA132:B8/1/75/16/100/100/100/100/100/100/100/100/100/100/100; ice bolt
!!EA132:B9/1/119/67/1/1/1/1/1/1/1/1/1/1/1; cold spells immune
!!EA132:B10/1/104/131/2/2/2/2/2/2/2/2/2/2/2; frost dragons hate phoenixes
!!EA131:B12/1/104/132/2/2/2/2/2/2/2/2/2/2/2; phoenixes hate frost dragons

!!EA193:B6/1/102/102/1/1/1/1/1/1/1/1/1/1/1; fearless
!!EA193:B7/1/70/43/1/1/1/1/1/1/1/1/1/1/1; causes fear

!!DO3561124/6/13/1:P168; removes gornych stack exp abilities
!!DO3561124/6/13/1:P173; removes santa gremlin stack exp abilities

!!EA173:B6/1/102/70/1/1/1/1/1/1/1/1/1/1/1; fly
!!EA173:B7/1/107/50/100/100/100/100/100/100/100/100/100/100/100/; casts basic sorrow after attack
!!EA173:B8/1/102/82/1/1/1/1/1/1/1/1/1/1/1; no retaliation

!!DO3561124/6/13/1:P172; 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
!!EA172:B7/1/75/74/100/100/100/100/100/100/100/100/100/100/100/; casts paralyze after attack

!!EA142:B6/1/75/71/100/100/100/100/100/100/100/100/100/100/100/; casts poison after attack
!!EA142:B7/1/75/74/100/100/100/100/100/100/100/100/100/100/100/; casts paralyze after attack

!!DO3561124/6/13/1:P195; removes hell steed stack exp abilities

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

!!EA168:B11/1/104/192/30/30/30/30/30/30/30/30/30/30/30; rocs hate ayssids
!!EA192:B11/1/104/168/10/10/10/10/10/10/10/10/10/10/10; ayssids hate rocs

!!EA141:B6/1/104/140/55/55/55/55/55/55/55/55/55/55/55; deep ones hate sea monsters
!!EA144:B6/1/104/140/50/50/50/50/50/50/50/50/50/50/50; abyssal deep ones hate sea monsters
!!EA173:B9/1/104/140/40/40/40/40/40/40/40/40/40/40/40; cthulhi hate sea monsters
!!EA140:B6/1/104/141/2/2/2/2/2/2/2/2/2/2/2; sea monsters hate deep ones
!!EA140:B7/1/104/144/2/2/2/2/2/2/2/2/2/2/2; sea monsters hate abyssal deep ones
!!EA140:B8/1/104/173/2/2/2/2/2/2/2/2/2/2/2; sea monsters hate cthulhi

!!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
!!UN:C7994557/1/5; removes nightmare death stare
!!UN:C7727580/4/9999; remove mirth from sylvan centaurs
!!UN:C7735444/4/9999; remove mirth from sylvan centaurs
!?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
!!UN:C7994557/1/5; removes nightmare death stare
!!UN:C7727580/4/9999; remove mirth from sylvan centaurs
!!UN:C7735444/4/9999; remove mirth from sylvan centaurs
!!UN:C4608221/2/59792; remove sea dogs casting ability

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

!?FU77007;
!!SN:X?y1/?y2;
!!BMy1:T?y4;
!!SN&y4=144:X?y1/?y2/1; disable 144 regenerate

!?FU6000;
!!VRx3&x1=1/x2<2:S12;
!!VRx3&x1=1/x2>197:S12;
!!FU|x2<2/x2>197:E;
!!VRx2:+7994814;
!!UN&x1=0:Cx2/1/x3;
!!UN&x1=1:Cx2/1/?x3;
**PIRT
!#MA:X137/?i;
!#VRi:|4;
!#MA:X137/i;
!#MA:N137/16;
!#FU6000:P0/137/12;

!?FU6000;
!!VRx3&x1=1/x2<2:S16;
!!VRx3&x1=1/x2>197:S16;
!!FU|x2<2/x2>197:E;
!!VRx2:+7961526;
!!UN&x1=0:Cx2/1/x3;
!!UN&x1=1:Cx2/1/?x3;

!#MA:X137/?i;
!#VRi:|4;
!#MA:X137/i;
!#MA:N137/16;
!#FU6000:P0/137/12;

!?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;

!?PI;  !!VRz100:S^CTHU^;  !!FU25003:P173;
!?GM0; !!VRz100:S^CTHU^;  !!FU25003:P173;

!?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;

!?PI;  !!VRz100:S^SLUG^;  !!FU25003:P169;
!?GM0; !!VRz100:S^SLUG^;  !!FU25003:P169;

!?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;

!?PI;  !!VRz100:S^DDRA^;  !!FU25003:P151;
!?GM0; !!VRz100:S^DDRA^;  !!FU25003:P151;

!?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;

!?PI;  !!VRz100:S^ARAC^;  !!FU25003:P172;
!?GM0; !!VRz100:S^ARAC^;  !!FU25003:P172;

!?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;

!?PI;  !!VRz100:S^SPUK^;  !!FU25003:P193;
!?GM0; !!VRz100:S^SPUK^;  !!FU25003:P193;

!?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;

!?PI;  !!VRz100:S^ASSI^;  !!FU25003:P192;
!?GM0; !!VRz100:S^ASSI^;  !!FU25003:P192;

!?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;

!?PI;  !!VRz100:S^SATY^;  !!FU25003:P195;
!?GM0; !!VRz100:S^SATY^;  !!FU25003:P195;

!?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;

!?PI;  !!VRz100:S^ROCC^;  !!FU25003:P168;
!?GM0; !!VRz100:S^ROCC^;  !!FU25003:P168;

!?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;



thank you very much for your help, btw. :)

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted July 14, 2016 05:51 PM
Edited by majaczek at 18:19, 14 Jul 2016.

use amethyst2.dll
it has 3 hooks for Hell Steed magic
just use proper filename and set all 3 values to zero

PS: it needs amethyst.cfg with max creature number (may be same as original) and necromancy.cfg

original monsters in necromancy.cfg
Quote:

56 56 56
58 60 64





EDIT: so 195.cfg would be:
Quote:

isHellSteed=0
isHellSteed2=0
isHellSteed3=0




first one is casting firewall
2&3 is about fireshield probably
it worked reverse way
(adding hellsteed features to another creatures when setting  to 1)

EDIT: What is the mod name you are using? I may add the name to checklist :| of course mines first (I can't yet use it to support any modfolder, so I use checklists - if not one - then another)

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 14, 2016 05:53 PM

hola, it didnt blow your pc?

Remove all !?FU25003 but only one. Let it untouched when receiver as !!FU25003;

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fred79
fred79


Disgraceful
Undefeatable Hero
posted July 14, 2016 07:05 PM
Edited by fred79 at 19:08, 14 Jul 2016.

majaczek said:
use amethyst2.dll


if that's for era 2, i can't use it yet. this is all for era 1.8.


majaczek said:
EDIT: What is the mod name you are using? I may add the name to checklist


i'm not using any mods atm, just changing out creatures and fixing their properties(among other things). i don't have a name for it yet, but when it's complete and ready to be released(with the other stuff i plan on releasing), it'll be "fred's creature scripts"(because these scripts are specifically for my own layout, which will probably be bundled in a "fred's homm3 layout" mod, or something.

what i may do, is just bundle everything together, and release it as a bulk package. like how people play certain member's mods using their own lods, and whatnot. it'd probably be easier on people that way.


@ sal: not sure what you mean. the scripts i have work so far as-is; i'm pretty hesitant to modify anything existing. i'd rather just tie-in new scripts.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted July 14, 2016 07:38 PM

fred79 said:
majaczek said:
use amethyst2.dll


if that's for era 2, i can't use it yet. this is all for era 1.8.




this plugin was for  both ERA and ERA II. first there were amethyst.dll which was for ERA I, then it shown it also works with ERA II, but doesn't accept mod folders. then I made on top of amethyst.dll a plugin amethyst2.dll - it checks some specific modpaths I pointed, and if it fails it at last gasp try to use path from amethyst.dll (the first one) which is heroes3era\data\amethyst.cfg and heroes3era\data\creatures\*.cfg (there  is additional file heroes3era\data\necromancy.cfg)

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igrik
igrik


Promising
Known Hero
posted July 14, 2016 08:53 PM

Quote:
@ sal: not sure what you mean. the scripts i have work so far as-is; i'm pretty hesitant to modify anything existing. i'd rather just tie-in new scripts

It is not good to perform the function of 25003 and over again.

That's right:
!?PI;
!!VRz100:S^SLUG^;  !!FU25003:P169;
!!VRz100:S^DDRA^;  !!FU25003:P151;
!!VRz100:S^ARAC^;  !!FU25003:P172;
!!VRz100:S^SPUK^;  !!FU25003:P193;
!!VRz100:S^ASSI^;  !!FU25003:P192;
!!VRz100:S^SATY^;  !!FU25003:P195;
!!VRz100:S^ROCC^;  !!FU25003:P168;

!?GM0;
!!VRz100:S^SLUG^;  !!FU25003:P169;
!!VRz100:S^DDRA^;  !!FU25003:P151;
!!VRz100:S^ARAC^;  !!FU25003:P172;
!!VRz100:S^SPUK^;  !!FU25003:P193;
!!VRz100:S^ASSI^;  !!FU25003:P192;
!!VRz100:S^SATY^;  !!FU25003:P195;
!!VRz100:S^ROCC^;  !!FU25003:P168;

!?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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fred79
fred79


Disgraceful
Undefeatable Hero
posted July 14, 2016 09:47 PM

thanks for showing me how to slim down some of that. hopefully the whole script still works afterward.

tho, i still need the scripts that will work for(with?) what i asked before.

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igrik
igrik


Promising
Known Hero
posted July 15, 2016 12:01 AM

try this

!?GM0;  !!FU297000:P;
!?PI;   !!FU297000:P;
!!MA:X136/d-4; removes shoot ability from enchanters
!!MA:X137/d4096; no melee penalty for sharpshooters
*!MA:X139/d33554432; leprechauns wait in battle            !use only in a battle
!!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:X173/d1024; mind spell immunity from santa gremlins
!!MA:X87/d-32768; removes double 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:X168/d-128; removes king 1 from gornyches
!!MA:X168/d-524288; removes attack-all from gornyches
!!MA:X168/d-8; removes breath attack from gornyches
!!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
!!MA:X193/d-4; removes shoot ability from sorceresses
!!MA:X193/d-2; removes fly from sorceresses
!!MA:X193/d65536; no retal against sorceresses
!!MA:X66/d1024; mind spell immunity for black knights
!!MA:X67/d1024; mind spell immunity for dread knights
!!MA:X84/d1024; mind spell immunity for cyber dead
!!MA:X85/d1024; mind spell immunity for cyber zombies
!!MA:X86/d1024; mind spell immunity for mutant trees
!!MA:X87/d1024; mind spell immunity for radiated trees
!!MA:X97/d1024; mind spell immunity for juggernauts
!!MA:X156/d1024; mind spell immunity for dreadnaughts
!!MA:X141/d1024; mind spell immunity for deep ones
!!MA:X144/d1024; mind spell immunity for abyssal deep ones
!!MA:X169/d1; tunnel slugs are 2-hex
!!MA:X169/d1024; mind spell immunity for tunnel slugs
!!MA:X169/d-4; removes shoot ability from tunnel slugs
!!MA:X169/d131072; always neutral morale
!!MA:X171/d-4; removes shoot ability from dryads
!!MA:X171/d2; dryads can fly
!!MA:X137/d4 N137/16;

!!DO3561124/6/13/1:P66; removes black knight stack exp abilities
!!DO3561124/6/13/1:P67; removes dread knight stack exp abilities
!!DO3561124/6/13/1:P84; removes goblin stack exp abilities
!!DO3561124/6/13/1:P85; removes hobgoblin stack exp abilites
!!DO3561124/6/13/1:P90; removes ogre stack exp abilities
!!DO3561124/6/13/1:P91; removes ogre mage stack exp abilities
!!DO3561124/5/13/1:P92; removes roc stack abilities
!!DO3561124/5/13/1:P93; removes thunderbird stack abilities
!!DO3561124/6/13/1:P96; removes behemoth stack exp abilities
!!DO3561124/6/13/1:P97; removes ancient behemoth stack exp abilities
!!DO3561124/6/13/1:P132; removes azure dragon stack exp abilities
!!DO3561124/6/13/1:P136; removes enchanter stack exp abilities
!!DO3561124/6/13/1:P137; removes sharpshooter stack exp abilities
!!DO3561124/6/13/1:P140; removes boar stack exp abilities
!!DO3561124/6/13/1:P141; removes old mummy stack exp abilities
!!DO3561124/6/13/1:P144; removes troll stack exp abilities
!!DO3561124/6/13/1:P156; removes ghost behemoth stack exp abilities
!!DO3561124/6/13/1:P169; removes tunnel slug stack exp abilities
!!DO3561124/6/13/1:P171; removes dryad stack exp abilities
!!DO3561124/6/13/1:P192; removes sylvan centaurs stack exp abilities
!!DO3561124/6/13/1:P193; removes sorceress stack exp abilities

!!EA137:B6/1/102/115/1/1/1/1/1/1/1/1/1/1/1; shoot when adjacent

!!EA139:B5/1/102/117/1/1/1/1/1/1/1/1/1/1/1; aura of resistance
!!EA139:B6/1/87/43/100/100/100/100/100/100/100/100/100/100/100; magic resistance
!!EA139:B7/1/103/43/100/100/100/100/100/100/100/100/100/100/100; damage resistance

!!EA66:B6/1/107/42/100/100/100/100/100/100/100/100/100/100/100; curse
!!EA66:B7/1/101/43/100/100/100/100/100/100/100/100/100/100/100; hand of death
!!EA67:B6/1/107/42/100/100/100/100/100/100/100/100/100/100/100; curse
!!EA67:B7/1/101/43/100/100/100/100/100/100/100/100/100/100/100; hand of death

!!EA169:B6/1/119/66/1/1/1/1/1/1/1/1/1/1/1; blind immunity
!!EA169:B7/1/119/83/1/1/1/1/1/1/1/1/1/1/1; slow immunity

!!EA94:B8/0/75/15/0/0/0/0/0/0/0/0/0/0/0; remove earthquake
!!EA95:B8/0/75/15/0/0/0/0/0/0/0/0/0/0/0; remove earthquake
!!EA86:B6/1/119/66/1/1/1/1/1/1/1/1/1/1/1; blind immunity
!!EA87:B6/1/119/66/1/1/1/1/1/1/1/1/1/1/1; blind immunity
!!EA87:B7/1/99/73/1/1/1/1/1/1/1/1/1/1/1; casts disease
!!EA97:B6/1/119/58/1/1/1/1/1/1/1/1/1/1/1; all spells immune
!!EA156:B6/1/119/58/1/1/1/1/1/1/1/1/1/1/1; all spells immune

!!EA132:B6/1/98/1/1/1/1/1/1/1/1/1/1/1/1; reduce target defense
!!EA132:B8/1/75/16/100/100/100/100/100/100/100/100/100/100/100; ice bolt
!!EA132:B9/1/119/67/1/1/1/1/1/1/1/1/1/1/1; cold spells immune
!!EA132:B10/1/104/131/2/2/2/2/2/2/2/2/2/2/2; frost dragons hate phoenixes
!!EA131:B12/1/104/132/2/2/2/2/2/2/2/2/2/2/2; phoenixes hate frost dragons

!!EA193:B6/1/102/102/1/1/1/1/1/1/1/1/1/1/1; fearless
!!EA193:B7/1/70/43/1/1/1/1/1/1/1/1/1/1/1; causes fear

!!DO3561124/6/13/1:P168; removes gornych stack exp abilities
!!DO3561124/6/13/1:P173; removes santa gremlin stack exp abilities

!!EA173:B6/1/102/70/1/1/1/1/1/1/1/1/1/1/1; fly
!!EA173:B7/1/107/50/100/100/100/100/100/100/100/100/100/100/100/; casts basic sorrow after attack
!!EA173:B8/1/102/82/1/1/1/1/1/1/1/1/1/1/1; no retaliation

!!DO3561124/6/13/1:P172; 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
!!EA172:B7/1/75/74/100/100/100/100/100/100/100/100/100/100/100/; casts paralyze after attack

!!EA142:B6/1/75/71/100/100/100/100/100/100/100/100/100/100/100/; casts poison after attack
!!EA142:B7/1/75/74/100/100/100/100/100/100/100/100/100/100/100/; casts paralyze after attack

!!DO3561124/6/13/1:P195; removes hell steed stack exp abilities

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

!!EA168:B11/1/104/192/30/30/30/30/30/30/30/30/30/30/30; rocs hate ayssids
!!EA192:B11/1/104/168/10/10/10/10/10/10/10/10/10/10/10; ayssids hate rocs

!!EA141:B6/1/104/140/55/55/55/55/55/55/55/55/55/55/55; deep ones hate sea monsters
!!EA144:B6/1/104/140/50/50/50/50/50/50/50/50/50/50/50; abyssal deep ones hate sea monsters
!!EA173:B9/1/104/140/40/40/40/40/40/40/40/40/40/40/40; cthulhi hate sea monsters
!!EA140:B6/1/104/141/2/2/2/2/2/2/2/2/2/2/2; sea monsters hate deep ones
!!EA140:B7/1/104/144/2/2/2/2/2/2/2/2/2/2/2; sea monsters hate abyssal deep ones
!!EA140:B8/1/104/173/2/2/2/2/2/2/2/2/2/2/2; sea monsters hate cthulhi

!?FU297000;
; UN:C hacks
!!FU6000:P0/137/12;
!!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
!!UN:C7994557/1/5;     removes nightmare death stare
!!UN:C7727580/4/9999;  remove mirth from sylvan centaurs
!!UN:C7735444/4/9999;  remove mirth from sylvan centaurs
!!UN:C4608221/2/59792; remove sea dogs casting ability
!!UN:C7727548/4/9999;  remove 171# fire shield
!!UN:C7735412/4/9999;  remove 171# fire shield
!!UN:C4608221/2/59792; remove 136# casting ability

; mon voice
!!VRz100:S^SLUG^;  !!FU25003:P169;
!!VRz100:S^DDRA^;  !!FU25003:P151;
!!VRz100:S^ARAC^;  !!FU25003:P172;
!!VRz100:S^SPUK^;  !!FU25003:P193;
!!VRz100:S^ASSI^;  !!FU25003:P192;
!!VRz100:S^SATY^;  !!FU25003:P195;
!!VRz100:S^ROCC^;  !!FU25003:P168;

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

!?FU6000;
!!VRx3&x1=1/x2<2:S12;
!!VRx3&x1=1/x2>197:S12;
!!FU|x2<2/x2>197:E;
!!VRx2:+7994814;
!!UN&x1=0:Cx2/1/x3;
!!UN&x1=1:Cx2/1/?x3;

!?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;

!?FU77007;
!!SN:X?y1/?y2;
!!BMy1:T?y4;
!!SN&y4=144:X?y1/?y2/1; disable 144 regenerate

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 15, 2016 12:16 AM

igrik cleaned the mess
____________
Era II mods and utilities

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted July 15, 2016 05:00 PM

how would look like txt file put into Objects folder if it have  to describe monster 197, and use CAdv197.def file?

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wogofgods
wogofgods

Tavern Dweller
posted July 16, 2016 06:15 AM
Edited by wogofgods at 06:15, 16 Jul 2016.

(not ERM related) how does the game know which .def file to use for a creature in battle? (Objects.txt has adventure map .def names and CRANIM.TXT has animation info but I can't seem to find anything about .def names for battle)

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted July 16, 2016 03:36 PM

wogofgods said:
(not ERM related) how does the game know which .def file to use for a creature in battle? (Objects.txt has adventure map .def names and CRANIM.TXT has animation info but I can't seem to find anything about .def names for battle)

it's hardcoded. I  mean there is a list or something in exe file.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted July 18, 2016 04:54 PM

which address to hook to set Rougue special abiliity on/off?
I want to  add this hook to amethyst2

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Puppet_Master
Puppet_Master


Adventuring Hero
Villain
posted July 18, 2016 06:11 PM

4E605C push 0000008Fh; - rogue

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted July 18, 2016 10:16 PM
Edited by majaczek at 22:30, 18 Jul 2016.

i tried to do something  with  this code, but realized, that I  still cannot enable rogue speciality for more than one creature

there is code modified by me (JMP type HOOK)
Quote:


DWORD temp_rogue;
__declspec(naked) void f_004E6050_Hook()
{
__asm
{
label_004E6050:
PUSH ESI
MOV ESI, ECX
CMP DWORD PTR DS : [ESI + 0x129], 3
JGE SHORT label_004E6075

//PUSH 0x8F
jmp label_majaczek1
label_majaczek3:

LEA ECX, [ESI + 0x91]
mov eax, 0x0044AA90
Call eax
TEST EAX, EAX
MOV EAX, 3
JNZ SHORT label_004E607B
label_004E6075:
MOV EAX, DWORD PTR DS : [ESI + 0x129]
label_004E607B:
POP ESI
RETN

label_majaczek1:
pusha
label_majaczek2:

mov temp_rogue, 0x08f

popa
push temp_rogue;
jmp label_majaczek3
}
}




as you see I am in trouble... first I thought that I can do loop between pusha and popa, but  it don't makes sesne, because it would just check for the last (exist, non-exist would equal non-exist)... please help me it's not  trivial.

----------------------------------------------------------------

another snipplet where I luckily succeed:
Quote:


//Enchanter
__declspec(naked) void f_4650dd_Hook()
{
__asm
{
pusha
//mov eax, DS:[EBX+0x34]
add eax, 0x88
mov ch, isEnchanter[EAX]
cmp ch, 0
je _isNotEnchanter

_isEnchanter:
popa
MOV ECX, DS : [ESI + 0x132C0]
mov eax, 0x004650e9
jmp eax

_isNotEnchanter:
popa
mov eax, 0x004653e2
jmp eax
}
}





where  isEnchanter is char[] with boolean value

-------------------------------------------------------

sorry that I cannot do this by myself...
could you prepare snipplet which checks if hero has any rougue-like creature? and rogue-like I understand that field of isRogue[] is set to true (non-zero), where index of  isRogue[] is creature type...

is it  doable? if  so please do it  for me, because I failed...

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orc
orc


Famous Hero
posted July 21, 2016 02:31 PM
Edited by orc at 15:00, 21 Jul 2016.

hcl said:
hm, is there any way to safely comment out a ERM command?

eg:

!!VRy1:S0  whatever i did to comment that (or any other erm command) out, used "***..*" in front, used ";" - it even showed completely green (aka as comment) in erm editor, it was still executed by game. WTH?!




hello

how about changing !! into **, does this make the command ignored and is comment instead? (I want to change rebalanced heroes scrpit 37)? like this

!!HE91:F0/0/2/2; [Jeddite now starts with one less primary skill point]
**HE91:M62/1; [Jeddite now starts with Blind instead of ->
**HE91:M38/0; [-> Resurrection]

also if this does not work then maybe deleting the new line and connecting to the prev command works? (not very neat though :|

like this
!!HE91:F0/0/2/2; [Jeddite now starts with one less primary skill point]  **HE91:M62/1; [Jeddite now starts with Blind instead of ->



Edit: I also have another question: how do I change the hero specialty % value? for e.g. how do we make tazar receive 3% bonus to armorer instead of 5% bonus per level? or how do we make christian receive 20%  bonus for balistia instead of 5% per 4 levels? and such tweaks (I feel it should be easy)
____________
New Comer!

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted July 21, 2016 03:51 PM

Quote:


Edit: I also have another question: how do I change the hero specialty % value? for e.g. how do we make tazar receive 3% bonus to armorer instead of 5% bonus per level? or how do we make christian receive 20%  bonus for balistia instead of 5% per 4 levels? and such tweaks (I feel it should be easy)


the speciality 5% per level is not +5% of whole value but +5% to the  skill percent so if you have expert armorerr (15%) and level 20 armorer specialist you get 15% * (100%+20*5%) =30%

I learned it lately

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Orc
Orc


Famous Hero
posted July 22, 2016 03:30 AM
Edited by Orc at 03:33, 22 Jul 2016.

majaczek said:
Quote:


Edit: I also have another question: how do I change the hero specialty % value? for e.g. how do we make tazar receive 3% bonus to armorer instead of 5% bonus per level? or how do we make christian receive 20%  bonus for balistia instead of 5% per 4 levels? and such tweaks (I feel it should be easy)


the speciality 5% per level is not +5% of whole value but +5% to the  skill percent so if you have expert armorerr (15%) and level 20 armorer specialist you get 15% * (100%+20*5%) =30%

I learned it lately

But this can be too strong for armorer specialist when the 20% reduction script is enabled

This is why i want to make it 3% for Tazar instead of 5%

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted July 22, 2016 01:52 PM

Orc said:
majaczek said:
Quote:


Edit: I also have another question: how do I change the hero specialty % value? for e.g. how do we make tazar receive 3% bonus to armorer instead of 5% bonus per level? or how do we make christian receive 20%  bonus for balistia instead of 5% per 4 levels? and such tweaks (I feel it should be easy)


the speciality 5% per level is not +5% of whole value but +5% to the  skill percent so if you have expert armorerr (15%) and level 20 armorer specialist you get 15% * (100%+20*5%) =30%

I learned it lately

But this can be too strong for armorer specialist when the 20% reduction script is enabled

This is why i want to make it 3% for Tazar instead of 5%


Yeah it can. It is possible but have to be either hardcoded change, or workaround. perhaps, you should change armorer specialist into some dummy specialist, and then calculate speciality in script  by  yourself?

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