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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 344 pages long: 1 2 3 4 5 ... 70 140 210 280 ... 340 341 342 343 344 · «PREV
VikingII
VikingII


Adventuring Hero
posted February 11, 2018 02:37 PM
Edited by VikingII at 14:40, 11 Feb 2018.

In the script "24 wog - enhanced war machines 1.erm", when using Warfare I don't want the catapult on the battlefield, so I've removed this entire block:

*****************
* place real catapults *
!!BA:Hx1/?y1;
!!FU&y1<0:E; exit if no hero found
!!HEy1:S10/?y11; get ballistics secondary skills
!!FU9126/x2/x1/1;
!!BU&y11>0/v1=0:S145/1/x2/x1/-1/0;

!?FU915&v591=1;
!!BA:Hx1/?y1;
!!FU&y1<0:E;
!!HEy1&x1=0/x2=0:A2/4/d/?v2060 A2/5/d/?v2061 A2/6/d/?v2062 Fd/d/d/?v2066 S10/?v2070 Ed/?v2072;
!!HEy1&x1=1/x2=0:A2/4/d/?v2063 A2/5/d/?v2064 A2/6/d/?v2065 Fd/d/d/?v2067 S10/?v2071 Ed/?v2073;
!!FU9126/y1/4/2 P6/y1/5/3 P6/y1/6/4; call enabler
!!HEy1&v2=1/x2=0:A-4;
!!HEy1&v3=1/x2=0:A-5;
!!HEy1&v4=1/x2=0:A-6;
!!HEy1&v2=1/x1=0/x2=1/v2060=1:A1/4/13;
!!HEy1&v3=1/x1=0/x2=1/v2061=1:A1/5/14;
!!HEy1&v4=1/x1=0/x2=1/v2062=1:A1/6/15;
!!HEy1&v2=1/x1=1/x2=1/v2063=1:A1/4/13;
!!HEy1&v3=1/x1=1/x2=1/v2064=1:A1/5/14;
!!HEy1&v4=1/x1=1/x2=1/v2065=1:A1/6/15;
*****************

By this way is not showing anymore the catapult on the battlefield. Apparently is done, but is it "safe"? may cause problems in other situations like a siege or so? Should I remove another lines from the script? or add lines to make the script safe?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 11, 2018 04:08 PM
Edited by Salamandre at 16:11, 11 Feb 2018.

You should never remove lines from a script, especially if it is from wog mod, whose scripts are being used by tons of other mods. Instead, disable the lines, by changing !! to *! or whatever similar, or even better, make a mod with your own settings, it will have priority over vanilla. Then, in your script, you only need to perform the scripted catapult if there is siege battle, so you don't get it in open field ONLY.

Which means you have to add block line here:

!!FU912:P6/x2/x1/1;
!!BA:S?y1; check battle type
!!FU&y1<1:E;
exit if not siege
!!BU&y11>0/v1=0:S145/1/x2/x1/-1/0;

But also, that whole script is very complex, another function is called from FU912 as I see, so you might have problems in other situations, I can't guarantee 100% that will work. Also whats the point in using warfare option if you remove the main thing it adds, the catapult in open field.
____________
All my Era II mods

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VikingII
VikingII


Adventuring Hero
posted February 11, 2018 05:14 PM
Edited by VikingII at 17:17, 11 Feb 2018.

mmm that is what I was afraid...

The point of "24 wog - enhanced war machines 1.erm" is to use the improvements on ballista and first aid tent, but don't want to use that maggog catapult.

I'm pretty far now to do my own script, lots of things to do besides play games, for now I will change !! to *! in that entire block as you suggested. Is there another block I should disable like this?


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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 11, 2018 05:21 PM

I don't know, such scripts requires hours to analyses to the point of safely removing entire components.  

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VikingII
VikingII


Adventuring Hero
posted February 11, 2018 08:01 PM
Edited by VikingII at 01:13, 13 Feb 2018.

Salamandre said:
I don't know, such scripts requires hours to analyses to the point of safely removing entire components.  

No problem, I've tested War Machines 1 with Warfare in various situations, battlefield, underground, sieges (with catapult), vs heroes (no one has catapult)... and seems to work fine just disabling that block with *!, many thanks!

*******************************************************************
New question, by reading this list of specialties:

/Help/Erm Help 2.81/format/fmhs.htm

I've found some specialties that has no sense, like:

325 - Town Portal

I've assigned it to a hero with the spell with the idea to have only 1 hero with Town Portal in that map.

!#HE40:X3/325;

40 is Astral, X3 spell specialty, and 325 I think is Town Portal.

ok, he has the spell and he cast it as always, he need the same spell points, he can't cast expert if didn't learned Earth magic, etc... what is the advantage of make a hero with Town Portal specialty if it will act like any other hero who knows that spell?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 13, 2018 01:17 AM

None, that's why there are no heroes with dummy specialties.

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VikingII
VikingII


Adventuring Hero
posted February 13, 2018 10:54 PM
Edited by VikingII at 22:58, 13 Feb 2018.

Thank you, not more experiments in that way.

Now, I want to change some names, I've extracted "Objnames.txt" from here: "Heroes III/Mods/WoG/Data" and changed some nimes (like the Star Axis, or Redwood Observatory, and worked for those, but for Market of Time didn't changed anything, also I couldn't found the names from new WoG objects like Arcane Tower...

Where are the names of the new WoG objects? and, is this the way to change their names?

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avatar
avatar


Promising
Famous Hero
posted February 13, 2018 11:15 PM

In the scripts. I strongly suggest you to open and read WoG features.htm file locates in your heroes3 folder or click on manuals in era start menu app.
____________

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VikingII
VikingII


Adventuring Hero
posted February 14, 2018 01:31 AM

avatar said:
In the scripts. I strongly suggest you to open and read WoG features.htm file locates in your heroes3 folder or click on manuals in era start menu app.

Many thanks, the WoG features is the first thing I've read (in my cellphone while traveling, hehe).

I have a strange question, I have disabled the script "71 wog - fishing well.erm" in the WoG menu, but in game, when point a Magic Well I read "Fishing Well" (of course I can not go fishing because I have the script disabled). I've managed to return to Magic Well by editing the line:

*************
!#VRz356:S^Fishing Well^;

to

!#VRz356:S^Magic Well^;
*************

Now I read again Magic Well each time I point a magic well. But my question is why I can read Fishing Well if I've disabled that script? May I remove the entire 71 scripts from the S folder or that may cause problems?

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avatar
avatar


Promising
Famous Hero
posted February 14, 2018 06:25 AM

All localisation files are stored in .ert files so you must simple edit them if you want to change names.
____________

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