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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 336 pages long: 1 40 80 120 160 200 240 280 320 ... 328 329 330 331 332 ... 336 · «PREV / NEXT»
xericsin
xericsin


Known Hero
posted May 31, 2017 07:45 AM
Edited by xericsin at 08:24, 31 May 2017.

igrik said:

!?FU250040;
; x1    - number hero
; x2/x3 - mon 1 type/quantity   (necessarily)
; x4/x5 - mon 2 type/quantity   (or -1/0)
; x6/x7 - mon 3 type/quantity   (or -1/0)
; x8/x9 - mon 4 type/quantity   (or -1/0)
; x10   - mon (1) or  War machins (2)


Great! Thanks!

Update,

igrik

If I want to have the number of creatures bought and not place the creatures into hero's army, I guess I have to delete the last row "!!VRy11:Sv1; !!UN:C6919504/4/?y1; !!SN:E4917104/2/y1/y11;
"

And the information of bought creatures must be hidden in the v1 variable. How can i extract that out?

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szaman
szaman


Adventuring Hero
posted June 04, 2017 04:05 PM

Is there a way to add more monsters (diffrent kinds). To a exsting stack?

Example:

In position 25/25/0 are dragon flies, but when i attack them.. they are more monsters in there (gnools, gorgons, hydras etc..).

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted June 04, 2017 04:55 PM
Edited by Salamandre at 16:56, 04 Jun 2017.

I learned erm by playing erm maps then copy/paste scripts from until I could modify them. ^^

From Alexander the Great map, modified to suit your coordinates:

!?BA0&v998=25/v999=25/v1000=0; Battle at 25/25/0 (v998, v999 and v1000 hold coordinates)
;[Set monsters -you modify those values as youn like]
!!BA:M1/0/90/515 M1/1/90/515 M1/2/96/44 M1/3/90/515 M1/4/90/515 M1/5/96/44 M1/6/90/515;  

[second value is stack (0-6)]
[third value is monster ID]
[fourth value is number of monsters]

Example: M1/5/13/1  in stack 5 will be 1 archangel

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hobbes
hobbes

Tavern Dweller
posted June 05, 2017 03:08 AM

Hi there! I'm getting back into Heroes again and have some questions regarding what you can do with ERM. Is it possible to completely change an existing artifact's properties and bonuses with ERM? For example, if you wanted Armageddon's Blade to give you a different spell other than Armageddon, could you do that with ERM?

When scripting a blank artifact, are all of the properties that are available to the vanilla artifacts applicable to use with ERM? For example, Armegeddon's Blade places the spell Armegeddon at an expert level in your hero's spell book.

When I looked at the ERM help manual I didn't see a way to get an artifact to give a hero a spell at an expert level; I only saw the option to give the hero the spell. I suppose a work around would be to have the artifact give the secondary skills that would make it an expert spell but I'd rather not go that route if this can be achieved otherwise with ERM.

Thank you if anyone knows more about this topic!

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted June 05, 2017 09:22 AM

hobbes said:

When I looked at the ERM help manual I didn't see a way to get an artifact to give a hero a spell at an expert level; I only saw the option to give the hero the spell.


Thats how it works, by steps, one trigger, several receivers. First you equip the artifact on the hero, then, in same trigger you give the spell with a different receiver.

Thus, using this pattern, you can indeed script any existing artifact to have additional effects and also nullify the original effects.


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igrik
igrik


Adventuring Hero
posted June 05, 2017 09:38 AM
Edited by igrik at 09:41, 05 Jun 2017.

xericsin said:

If I want to have the number of creatures bought and not place the creatures into hero's army, I guess I have to delete the last row "!!VRy11:Sv1; !!UN:C6919504/4/?y1; !!SN:E4917104/2/y1/y11;

No. Set another hero number in x1.
xericsin said:

And the information of bought creatures must be hidden in the v1 variable. How can i extract that out?

I do not know. I'll see.

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Glon
Glon

Tavern Dweller
posted June 08, 2017 10:11 AM

WT creature xp

Hi! I hope I'm posting in the right thread. Couldn't find an answer anywhere, sorry if I missed something. Ad rem: I'm using the WT version (http://heroescommunity.com/viewthread.php3?TID=32861), and I'd like to make some changes in the creature xp system. My scripting (with ERM, or anything else) knowledge is close to zero. But with TE (WT's predecessor) it was no problem, with the Crexpbon/Crexpmod files. With WT they're gone though. WT is basically fully separated from original H3 files. It can be installed over SoD/WoG/TE, but it creates its separate folder, and don't interfere, if I'm correct, with original files. I tried to use Crexpbon/mod but with no in-game result (I got 2 versions installed atm, over Complete Edition, and over WoG). I looked through WT scripts (mostly same as in WoG), found some things (some EA commands e.g.), but couldn't find any actual skill bonus numbers, etc. (probably I just can't read it correctly).

I don't use ERA, but I use HD mod, if that's of any importance.
Btw, I know it's a bit off topic, but does anyone know in what aspect is the HD mod incompatible with WoG/TE/WT (the author says they're not fully compatible on the hd website)? Is it just some interface stuff, like splitting army, or could it be something more serious, about game mechanics?
Sorry I made it so long, guys, and thanks in advance
____________

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igrik
igrik


Adventuring Hero
posted June 08, 2017 01:22 PM

Glon said:
I don't use ERA, but I use HD mod, if that's of any importance.
Btw, I know it's a bit off topic, but does anyone know in what aspect is the HD mod incompatible with WoG/TE/WT (the author says they're not fully compatible on the hd website)? Is it just some interface stuff, like splitting army, or could it be something more serious, about game mechanics?
On ERA does not work only HD+
Description‎ HD+

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bloodsucker
bloodsucker


Supreme Hero
posted June 08, 2017 06:30 PM

Glon said:
Is it just some interface stuff, like splitting army, or could it be something more serious, about game mechanics.
I'm pretty sure HD Mod doesn't change WoG game mechanics. If it still enforces the Heroes World rules I don't know.

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szaman
szaman


Adventuring Hero
posted June 11, 2017 01:20 AM
Edited by szaman at 01:25, 11 Jun 2017.

I'm trying to change music battle:

!?OB6/6/0; // visit something at 6/6/0
// Set Castle music to Sample.mp3 in DATA folder
!!MP:S41/^..dataABC1^;


!?OB6/6/0; // visit something at 6/6/0
// Set Castle music to Sample.mp3 in DATA folder
!!MP:S42/^..dataABC1^;


!?OB6/6/0; // visit something at 6/6/0
// Set Castle music to Sample.mp3 in DATA folder
!!MP:S43/^..dataABC1^;


!?OB6/6/0; // visit something at 6/6/0
// Set Castle music to Sample.mp3 in DATA folder
!!MP:S44/^..dataABC1^;

The script itself works fine but it changes the music in all battles, not in one specific battle how i want.

Quote:
!?BA0&v998=25/v999=25/v1000=0; Battle at 25/25/0 (v998, v999 and v1000 hold coordinates)
;[Set monsters -you modify those values as youn like]
!!BA:M1/0/90/515 M1/1/90/515 M1/2/96/44 M1/3/90/515 M1/4/90/515 M1/5/96/44 M1/6/90/515;  

[second value is stack (0-6)]
[third value is monster ID]
[fourth value is number of monsters]

Example: M1/5/13/1  in stack 5 will be 1 archangel


I want also to thank you salamander for that script, works like a charm! I appreciate your effort.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted June 11, 2017 12:40 PM

First of all, keep in mind that a majority of people just play without battle music, so you may find yourself trying harder to beat a dead horse. Then, if you want only for that battle, restore battle music after all battles, like:

!?BA1&1000;
[...restore battle music original wavs...]

This will be enough for all battles, just once.

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picolox
picolox

Tavern Dweller
posted June 13, 2017 02:30 AM

I cannot find what I'm looking for. I'm trying to find the sound effects for WoG captains(to change them), and I'm not having any luck. Does anyone know where I could find the sounds for the WoG captain creatures? Can they be scripted, or are they hardcoded?

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szaman
szaman


Adventuring Hero
posted June 13, 2017 02:43 AM

Quote:
!!UN:C7994541/1/0;


@igrik is there any manual/site, where i can learn how to manipulate the UN:C to add Vampirism to any kind of creature what i want?

Tried myself to manipulate them, no luck

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted June 13, 2017 02:09 PM

here I asked a question for ERA hackers

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szaman
szaman


Adventuring Hero
posted June 13, 2017 07:42 PM

Is it possible to make a mass effect spell with a spell that is single target only?

I want to make Sacrifice spell, more efficient. eg: Sacrifice a creature with 800hp and ALL the units in our army gets 800hp.

I know ist OP. But only for user-made maps only avaiable.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted June 13, 2017 10:07 PM

it looks impossible to me.

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szaman
szaman


Adventuring Hero
posted June 13, 2017 11:40 PM
Edited by szaman at 01:10, 14 Jun 2017.

To bad... but still, Thank You for your interest.
I'm trying to recreate Dark/Death magic, from the MM/H4 Series

So good so far. But i love to buff some of the spells

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RerryR
RerryR


Known Hero
posted June 13, 2017 11:57 PM

Wow nice spell book you got over there
How do you manage to do that?

By the way, i think the sacrifice spell would be possible to script, a little bit tricky but doable:

1)Check if sacrifice was cast and save how much HP was sacrificed
2)Run a loop through all your creatures and compare current number to number from beginning of the battle
3)if creatures missing set a new creature number according to the HP stored
4) redraw battlefield

maybe this could work, good luck

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szaman
szaman


Adventuring Hero
posted June 14, 2017 12:42 AM
Edited by szaman at 01:52, 14 Jun 2017.

@RerryR
Quote:
Wow nice spell book you got over there

Ad least people here likes my ideas In my native forums (Acid Cave), people are quite skeptical and don't take me seriously in my project.

Quote:
How do you manage to do that?

50% ERM, 50% Modified straits.text. Yet i still a pre-alfa work a i still have many bugs to deal with it...

About the Sacrifice spell, still i don't have any bright ideas what to do with it, leave as it is, or modified to make it a bit useful.

I could use a little help:
I have modefied this script to summon vempires.
ZVSE

!?BA0&1000;
!!BA:H0/?v1 H1/?v2; left Hero, right Hero
!!HEv1:Fd/d/?y4/d S16/?y5; get power, water skill--left side
!!VRy5:+1; 1,2,3-->2,3,4
!!VRy5&y5<2:S2;
!!VRv801&v801<1:S35;
!!FU&v2=-2:E;
!!HEv2:Fd/d/?y4/d S16/?y5; get power, water skill--right side
!!VRy5:+1; 1,2,3-->2,3,4
!!VRy5&y5<2:S2;
!!VRv802&v802<1:S35;

!?BG0&1000;
!!BG:A?y1 S?y2 Q?y3; action, spell #, side
!!FU|y1<>1/y2<>67:E; exit if not Hero casting Summon Earth
!!VRv2:S0;
!!DO3750/19/155/17&y3=0-1/2; left side
!!DO3750/31/167/17&y3=11/2;  right side
!!FU&v2=0:E;
!!BG:A0;
!!HE-10&y3=0:Id-25/1; spell cost 25--left side
!!HE-20&y3=1:Id-25/1; right side
!!BU&y3=0:S63/v801/v2/y3/-1/1; summon wamps
!!BU&y3=1:S63/v802/v2/y3/-1/1; summon wamps
!!BHy3:M1; disable further spell-casting by Hero this turn

!?FU3750; x1=offset to rear hex, x2=output hex v=#, x16=front hex to check
!!BU:Ex16/?y1; check for live stack at x16
!!FU&y1>-1:E;
!!VRy2:Sx16+x1; rear hex
!!BU:Ey2/?y1; check for live stack at x16+x1
!!FU&y1>-1:E;
!!VRvx2:Sx16;
!!VRx16:S255; end loop

The spell works, BUT there is no "Summon sound" and the hero "cast animations don't work".


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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted June 14, 2017 04:33 PM

!!VRz1:S^Sumnelm.wav^;
!!SN:Pz1;

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