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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 322 pages long: 1 2 3 4 5 ... 60 120 180 240 300 ... 318 319 320 321 322 · «PREV / NEXT»
XEricSin
XEricSin


Adventuring Hero
posted November 17, 2016 04:24 PM
Edited by XEricSin at 16:32, 17 Nov 2016.

The following is hexdecimal view of Grove.bin.

I believe it is used to control the location of building pictures in the town screen.

How can I shift the building positions around by changing these values?

01 00 00 00 46 B1 68 00  04 01 00 00 98 02 C8 00
00 00 98 02 B1 00 15 00  98 02 87 00 00 00 98 02
00 00 00 00 98 02 00 00  15 00 00 00 DB 00 00 00
AC 01 26 01 00 00 3F 00  76 00 00 00 3F 00 62 00
15 00 3F 00 37 00 00 00  7E 01 80 00 00 00 7E 01
61 00 00 00 7E 01 33 00  00 00 7E 01 02 00 29 00
07 01 DB 00 07 00 26 01  D2 00 00 00 59 01 A0 00
00 00 11 00 24 00 00 00  0F 00 79 00 00 00 00 00
44 00 08 00 3D 01 26 01  00 00 47 00 AE 00 00 00
40 00 4F 00 14 00 92 00  E3 00 00 00 20 03 00 00
00 00 20 03 00 00 00 00  C8 00 04 01 00 00 20 03
00 00 00 00 20 03 00 00  00 00 20 03 00 00 00 00
0F 00 A8 00 00 00 E2 01  B2 00 15 00 36 02 58 00
00 00 6D 02 25 01 00 00  12 02 7F 00 00 00 B0 02
04 00 15 00 00 00 23 01  00 00 00 00 6B 00 00 00
D3 01 A3 00 15 00 2A 02  13 00 15 00 6E 02 01 01
00 00 12 02 45 00 00 00  7D 02 04 00 14 00 00 00



Haha, I found the thing below in Page 67 by Oxfea.
Looks cool! Gonna try this out.

Function to change building position:

!!VRy1:S0; //city (e.g. Castle)
!!VRy2:S5; //building ID (e.g Tavern)

!!VRy6:S2; //frames num in new def
!!VRy3:S250; //new x
!!VRy4:S200; //new y

!!VRy5:Sy1 *44 +y2 *6 +6859276;

!!UN:Cy5/2/y6;
!!VRy5:+2;
!!UN:Cy5/2/y3;
!!VRy5:+2;
!!UN:Cy5/2/y4;


For more information try to see this post (with translator)
http://forum.df2.ru/index.php?showtopic=6803&view=findpost&p=192935

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majaczek
majaczek


Famous Hero
Work at Magic Dimmension
posted November 18, 2016 05:09 PM

Knightmare Warchest is one of Knightmare Mods, which will soon be combined into one Knightmare Kingdoms mod. It has a script with simulated new spells. it contains "library" interface as well as example usage code. the code just ccopies all spell parameters to temp spell (one of standard ones) cast it by hero if have enough mana and restores temp spell to original state. The spells are to be choosen via new spellbook (rightclick on spellbook).
You have to use some variable to check if hero may cast the spell.

I have to ask, if in this enviroment fire shield would be  replaced successfully (would it have  increased power and effect, or it would go reset to old one?). Which Combat spells is worth to use? I already know it is good to use direct damage spells, area damage spells, fullscreen damage spells, Hypnosis, and not much more. Could you help me?

I have  currently 4 spells which replaces afventure spells, and two spells which are granted by artifacts (those from Amethyst Upgrades Mod). I also welcome some  Ideas how to make spell more  fun or balanced....

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Hero_of_Light
Hero_of_Light


Promising
Supreme Hero
posted November 18, 2016 05:13 PM

Is there a way to make a hero grand your kingdom +1 Wood/Ore as a specialty?

I already have a command that does that, but it is passed as a God blessing. Is there a way to make it work in another way?
____________
Not idly do the leaves of Lorien fall.

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majaczek
majaczek


Famous Hero
Work at Magic Dimmension
posted November 18, 2016 05:18 PM
Edited by majaczek at 17:22, 18 Nov 2016.

Hero_of_Light said:
Is there a way to make a hero grand your kingdom +1 Wood/Ore as a specialty?

I already have a command that does that, but it is passed as a God blessing. Is there a way to make it work in another way?


Make it a non existing speciality and put SN:W variable that hero produces resources ie.
!!SN:W^HE %Y1 Res %Y2^/y3;
when setting speciality (you need too set y1  y2 and y3 before)
then in timer TM2 loop through all owned heroes and add resouces they have in sn wariable (happilly unset variable is zero)

PS: You may need to provide Image and speciality popup

PPS: You may also try to modify Advanced Hero Specialities to get this to work, and reserve some high number for resource specialists for non basic resource or resource set (mithril specialist don't work out of the box sadly).

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Hero_of_Light
Hero_of_Light


Promising
Supreme Hero
posted November 18, 2016 06:02 PM

Oh, I see it needs a lot of scripting.

I thought there was already a hero specialty that has this effect.
____________
Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 18, 2016 08:54 PM

The shortest way is to set that hero specialty pic to "Special", script on right click to tell "he gets one wood/ore day" then apply the god blessing, with duration set to 999. This is 5-6 lines scripts.

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Hero_of_Light
Hero_of_Light


Promising
Supreme Hero
posted November 18, 2016 09:53 PM

That's what I have. I was just wondering if there's another easy way.

That's OK, I'll stick with what I have, no big deal.
____________
Not idly do the leaves of Lorien fall.

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bloodsucker
bloodsucker


Supreme Hero
posted November 19, 2016 04:22 AM

Notice that if you allow sphinx in your mod they can reset the clock, not a very high probability tough.

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Hero_of_Light
Hero_of_Light


Promising
Supreme Hero
posted November 19, 2016 11:21 AM

Wouldn't it be easier to have an every day trigger that gives to the kingdom +1 Wood and Ore if the certain hero is present?

Something like this:

Every day trigger
Search for hero
Hero's owner gets +1 Wood and Ore

Would something like that be complicated?
____________
Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 19, 2016 11:30 AM

majaczek proposed it and is one of options. Mine is shorter and doesn't require a time trigger. There are many ways to skin a cat.

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igrik
igrik


Adventuring Hero
posted November 19, 2016 02:10 PM

Hero_of_Light said:
Is there a way to make a hero grand your kingdom +1 Wood/Ore as a specialty?

Not?
!?PI;
!!SN:L^EraPluginserm_hooker.era^/?y1 Ay1/^SetHook^/?y2;
!!SN:Ey2/1/4950800/96881;
!!HE28:X2/0/d/d/d/d/d;
!!UN:G2/28/3/289;

!?GM0;
!!SN:L^EraPluginserm_hooker.era^/?y1 Ay1/^SetHook^/?y2;
!!SN:Ey2/1/4950800/96881;

!?FU96881;
!!SN:X?y1;
!!VRy2:Sy1 +24; !!UN:Cy2/4/?y3;  Load Effective Address
!!VRy4:Sy1 +28; !!UN:Cy4/1/?y5;  Type Res
!!VRy6&y5=0:S2 *4 +y3;
!!UN&y5=0:Cy3/4/d1; add Wood
!!UN&y5=0:Cy6/4/d1; add Ore
** end

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Hero_of_Light
Hero_of_Light


Promising
Supreme Hero
posted November 19, 2016 05:58 PM

I copied it on my mod but it writes:

Invalid parameters for !!SN:E
Command. Context.

And nothing happens. The script is completely disregarded.
____________
Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 19, 2016 07:02 PM

Do you have the plugin era hooker in Eraplugins folder?
____________
All my Era II mods

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Hero_of_Light
Hero_of_Light


Promising
Supreme Hero
posted November 19, 2016 07:24 PM
Edited by Hero_of_Light at 11:08, 20 Nov 2016.

No, where can I get it?

And what is it that it does exactly?

Anyone?
____________
Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 20, 2016 12:09 PM

Its a plugin Bersy released post Era 2 but then you would have to attach it to your mod when released as people don't have it. I would say better reserve it for scripts you can't do without, not like this one.

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XEricSin
XEricSin


Adventuring Hero
posted November 23, 2016 11:20 AM
Edited by XEricSin at 12:58, 23 Nov 2016.

I am replacing the element town building defs.

Every building can be replaced except the firebird nest cannot be replaced.

Is this a known problem?

Edit:

I tried to delete the town dwelling def from both H3sprite.lod and H3ab_sprite.lod. And play the game.

If I play with the original H3, game crash as no def found.
If I play with the HD launcher, the dwelling def appears as usual.

So I guess it is the HD overriding the ERA?

And how to stop the HD from doing so?

Thanks.

Edit 2:

I found the def in the HD_data folder.

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igrik
igrik


Adventuring Hero
posted November 23, 2016 04:19 PM
Edited by igrik at 16:21, 23 Nov 2016.

XEricSin said:
I am replacing the element town building defs.

Every building can be replaced except the firebird nest cannot be replaced.

Is this a known problem?


You need to create a folder:
...Mods/[your_mod]/_HD3_Data/Common/Fix.Cosmetic
and put inside defs.

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XEricSin
XEricSin


Adventuring Hero
posted November 24, 2016 01:44 AM

That worked. Thanks.

Do you know how to change the layer of the dwellings?

I want to make tavern be on top of the market for example.

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igrik
igrik


Adventuring Hero
posted November 24, 2016 11:56 AM

XEricSin said:

Do you know how to change the layer of the dwellings?
I want to make tavern be on top of the market for example.

Here is a sample. But not by ERM.
http://wforum.heroes35.net/showthread.php?tid=4953&pid=92830#pid92830

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XEricSin
XEricSin


Adventuring Hero
posted November 24, 2016 01:05 PM

Ahh....
Dont understand the code.
Dont know how to run the code.

Maybe you can tell me how the layer sequence works?

Is it that there is a list that contains the building IDs? Then the first building in the list will be shown in the top layer?

Or is it that the layer sequence is determined by the position of the  def in the town screen? There is an erm code that changes the coordinates.

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