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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 332 pages long: 1 40 80 120 160 200 240 280 ... 320 321 322 323 324 ... 332 · «PREV / NEXT»
majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted January 04, 2017 09:01 PM

you need to swap some command between one with redraw and one without, don't remember where without looking into erm help

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RerryR
RerryR


Adventuring Hero
posted January 05, 2017 08:11 AM

szaman said:

EDIT:
Your script works perfectly BUT i get a strange bug every time a cast a spell.
After the spell is cast, everything come back to normal.



I sometimes had this too and didn't know where it came from.
Maybe majaczek can tell us more how to solve it. On weekend i have more time and can check myself. There is still an issue that AI could cast that spell. Its not a big problem but i will change that too.

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igrik
igrik


Adventuring Hero
posted January 05, 2017 08:51 AM
Edited by igrik at 08:52, 05 Jan 2017.


You need in all HE-1:I to add /1
!!HE-1:I?y3/1;                   [Check Heroes Mana]

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szaman
szaman


Adventuring Hero
posted January 05, 2017 01:35 PM
Edited by szaman at 13:50, 05 Jan 2017.

Quote:
I sometimes had this too and didn't know where it came from.


@RerryR

I notice is a resolution problem, for some reason the the "hero menu" from the adventure map is forcing/activating its self on the battlefield screen. It's less notice when someone is playing higher then 1180x680

Quote:
You need in all HE-1:I to add /1
!!HE-1:I?y3/1;                   [Check Heroes Mana]


BIG THANKS! igrik It Worked

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 05, 2017 01:46 PM

igrik gave you the solution. Fix that line of code and will be fine.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted January 09, 2017 07:51 PM

I know it's possible to save game from adventure map from script or plugin using angel.dll

but is it possible to save state inside battle? (either with official format or new one) I could write a plugin which hacks out problems with network in WoG/ERA but my unability to save (whole) gamestate during battle is my biggest obstacle.

I wish to make PBEM plugin and I could do it soon (if real life dont shout  at me) but I have no idea what to do with battles human vs human until problem would be resolved.

*PBEM - Play by Email - service  for turn based game that saves the  game at end of turn, sends it to next player by custom e-mail code, then this player get save by custom e-mail code  and load it. algorithm iterates until somebody win. timeframe may be diffferent.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted January 16, 2017 01:34 PM
Edited by majaczek at 16:41, 16 Jan 2017.

could You give me example of script which replaces dragon utopia at X/Y/L with a town T? I've seen the objects not exactly match and their size is comparable.

What is Town Limit? I believe It were 48 ...
what field is position of Object? Entrance? left upper corner?

I need it for my script with neutral towns, because by default  there is to low towns to  replace :(


EDIT: done the script :P
Quote:
!?FU55207;
!!UN:Ux1/x2/-1/2; put coordinates of next type x1/x2 object --> (v2,v3,v4)
!_!PO2:N?y1; check for marked town

!!SN:W^Town Marked at %V2 %V3 %V4^/?y1;

!!FU&y1>0:E;

!!SN:W^Town Marked at %V2 %V3 %V4^/1;

!_!CA2:Tx4 N^%Z709 %X3^; converted to DP
!!FU55206:Pv2/v3/v4/x4/x16;

!!IF:M^Dragon Utopia converted to %Z709 %X3^;
!!SN:W^Neutral Town %V2 %V3 %V4^/1;
!!VRx16:S99; end loop


!?FU55206;
x1 = Utopia x
x2 = Utopia y
x3 = Utopia z
x4 = town type
x5 = ID number

!!VRy1:Sx1;
!!VRy2:Sx2;
!!VRy3:Sx3;

!!VRy5:Sy1 -1;

!!SN:W^Town Marked at %Y5 %Y2 %Y3^/1;

!!SN:W^Knightmare CreBank %Y1 %Y2 %Y3^/?y77;
!!FU&y77>0:E; Ommit custom dragon utopias

!!VRy99:Sy1 +1; !!UN:Ey99/y2/y3;  !!FU&1:E;
!!VRy98:Sy1 -3; !!UN:Ey98/y2/y3;  !!FU&1:E;
!!VRy89:Sy2 -1; !!UN:Ey99/y89/y3; !!FU&1:E;
               !!UN:Ey98/y89/y3; !!FU&1:E;
* exit if no place around utopia
               
!!UN:Oy1/y2/y3; remove it

!!VRy1:-1;
!!UN:Iy1/y2/y3/98/x4;
!!IF:M^Dragon Utopia converted to %Z709 %X5^;
!!FU55203:Py1/y2/y3;



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ayami123
ayami123

Tavern Dweller
Noname
posted January 17, 2017 06:15 AM

Is Era II still updating ?

is the Era 100 Mod and Era II the same ?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 17, 2017 09:47 AM

yes

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szaman
szaman


Adventuring Hero
posted January 18, 2017 11:09 PM

Guys i need your little help again

I'm aware that i'm overusing your goodness. But this will be the last one (for some bigger time).

I need two ERM scripts:

The first one is:
A ERM script that destroys castles, making them useless, after capturing them.

and the second one: (I think this one will be quite easy).

Move spell Armaggedon to water magic. ( I have done a new/old spell called "Storm", it behaves like armaggedon but with much great effects and i wanted to move it to water magic school).

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 18, 2017 11:15 PM

The first os quite hard, as it is easy to disable a town after you defeated the garrison, but I see now way to disable a town if you just walk in, no defenders present. No way to check if it is already your town or you just got it now.

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szaman
szaman


Adventuring Hero
posted January 18, 2017 11:39 PM
Edited by szaman at 23:41, 18 Jan 2017.

Yet, is this possible to do it? if not then tough break...
What about the second script? move armageddon to water magic?

Quote:
as it is easy to disable a town after you defeated the garrison


This will do nicely too.. if possible...

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RoseKavalier
RoseKavalier


Responsible
Famous Hero
posted January 19, 2017 12:12 AM

I believe you can simply edit SPTRAITS.TXT, and it should let you move any spell to any school of magic.

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szaman
szaman


Adventuring Hero
posted January 20, 2017 02:25 AM

I'm trying to create a window dialog with my own custom picture.

ZVSE

!?LE31/19/0;
!!IF:M^ABC^;

!!VRz115:S^picture.gif^;
!!IF:B1/z115/0;

The dialog works... but no picture what im doing wrong?

The picture is the the data folder.

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RerryR
RerryR


Adventuring Hero
posted January 23, 2017 11:24 PM

Hi,

could somebody tell me if it its possible to give a friendly creature stack temporarily the "deflect" or "block" abilitiy during combat? What command can i use? EA reciver wont work i guess, maybe set some bit or flag?

Thanks

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 24, 2017 08:25 AM

EA receiver works in battle, show your code.

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RerryR
RerryR


Adventuring Hero
posted January 25, 2017 09:54 PM

Salamandre said:
EA receiver works in battle, show your code.


Hi,
thanks for the hint Salamandre. I tried a bit with EA reciever and indeed it works in battle. But not completly as i wanted.
Iam preparing a script where spells will get some additional effects when you cast them. On spell should give you the block ability for one round. It could be done with !?MF1 trigger i guess, but stack experience would be nicer.

so here my problem:

ZVSE

!?BR&v997>0;

!!DO33673/0/20/1:P; [call function and loop through creatures 1 to 20]

!?FU33673;                                                                      [Function for giving Block]

!!VRv9397:S10;  [some conditions for later]
!!BMx16:T?y1;    [get creature type]

!!if&v9397=10/y1<145;
!!IF:M^Now %Y1^;
!!EAy1:F76/?y2; [search for free bonus line or defelct ability(76)]                                                        
!!EAy1&y2>=0:By2/1/76/29/50/50/50/50/50/50/50/50/50/50/50;                      
!!en:;

this script should give deflect to all creatures from 1 to 20 when next round of battle happens.
But what happens is that only creature one gets the deflect ability (you can see it in the stack exp window) the others dont, BUT they have it AFTER the fight. Any idea why it is like this? or maybe something stupid i dont see.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 25, 2017 10:31 PM
Edited by Salamandre at 22:42, 25 Jan 2017.

Only in BA trigger you can give creature ID, once BG/BR/BH starts, creatures are converted in battle stacks. So EA(ID) will not work, you must get stack number then use EA(stack).

Example from TEW2 where I give fearless in battle, as I couldn't remove fear from enemy commander:

!?BF&v998=67/v999=102/v1000=1; Battle with Nymus, add fearless to all troops (stupid commander bug)
!!DO6597781/0/6/1:P;


!?FU6597781;
!!BMx16:T?y1;
!!FU&y1=13:E; skip archangels
!!VRy2:Sx16; use stack ID (read below*), I set y2 to current stack number
!!VRy2:+1*-1; now I add +1 then change to negative  value, we have now number of stack for EA
!!EAy2:B13/1/102/102/1/1/1/1/1/1/1/1/1/1/1; Fearless
(here I give in position 13 as I know it is free, but you can also search for free position as you did then apply)

* from erm help:

Support for stack experience on the battle field.
You can set experience points, experience lines and experience parameters for any creature on the battle field.
Use any !!EA command for this. To refer to a stack on a battle field you need to mention a stack index in negative range:
!!EA-1:... stack 0
!!EA-2:... stack 1
..
!!EA-42:... stack 41
As before you can use a positive value to apply the command to a type of creature. You must set experience parameters for any stack on the battlefield, right in BF trigger section.

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RerryR
RerryR


Adventuring Hero
posted January 25, 2017 10:48 PM

Thanks for your fast response i will try

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robizeratul
robizeratul


Known Hero
posted February 01, 2017 01:29 PM

Is it possible to increase the level(experience) of a single unit withoutgiving experience to the hero ?


Basically this is the situation: i have 3 stacks of creatures, i go to an event that increases the level of a single unit(stack experience).

Can it be done ?

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