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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 ... 343 344 345 346 347 ... 350 400 407 · «PREV / NEXT»
majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted March 07, 2018 12:10 PM

xericsin said:
majaczek said:

EDIT: found nice workaround through plugin of myself


What workaround? I am interested in what you did and what you achieved.



source

I mimiced behaviour of spelltome on hero struct. So if hero get the tome-monster old spell status is saved and spell-status are set to expert then it's marked that it's done. If hero have marker but doesn't have tome-monster the spell state is reset to the saved one and marker is removed. Also there were some edge cases I didn't explained.

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blackstomper
blackstomper


Adventuring Hero
Member of the old Wog-team
posted March 07, 2018 03:58 PM

xericsin said:
majaczek said:

EDIT: found nice workaround through plugin of myself


What workaround? I am interested in what you did and what you achieved.

blackstomper said:

1, I used to have dragon utopias, Naga banks, crypts etc (all that you fight in) to have extra army and a commander too.

2, I seem to have infinite skills, as in I can not fill the 8 slots and then be done.


1. creature bank growth option in wog options bottom right corner.
2. check plugin manager. Maybe you switched on all secondary skills.



Yessss!!! There it is, I "only" read the neutral town text, and not the follwing part.
Thanks a million!!

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted March 14, 2018 07:33 PM
Edited by majaczek at 21:56, 14 Mar 2018.

ElemLord Source

Hi !!! how to fix above plugin to remove lag from AI from first day ??? and well fix most of lags with this plugin ... (it is visible mostly on AI - Human Player is OK)

EDIT: is
Quote:
*(ErmY + 1)
y1 or y2 ?

EDIT: should
Quote:
RegisterHandler(CheckAI, "OnErmTimer 2");
be written with or without a space?

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Polish_User
Polish_User


Hired Hero
Trying 2 ERM
posted March 15, 2018 09:39 PM

Hello!

I have a question. Is it possible with current ERM build to change relations of monster (!!MO:R reciever) which you're going to visit(w/o preset coordinates)?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 15, 2018 09:47 PM

Sure, use DO loop to iterate through all monsters on map, then change each of them with MO:R receiver.
____________
Era II mods and utilities

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Polish_User
Polish_User


Hired Hero
Trying 2 ERM
posted March 15, 2018 10:10 PM

Well i've tried to kinda recreate Markal's homm V speciality but so far this script only keeps coordinates of last monster type and it changes relations for all monsters of this type on map (i've used !?HM trigger in case of undead weeks).

ZVSE

!#HE75:X1/122;

!?HM-1;
!!DO50/56/69/1;

!?FU50;
!!HE75?y1;
!!UN&y1<>-1:U54/x16/?v111;
!!DO60/1/v111/1&y1<>-1x16;

!?FU60;
!!UN&x16=1:U54/x1/1/200;
!!UN&x16>1:U54/x1/-1/200;
!?OB54;
!!HE-1:N?y1;
!!MOv200/v201/v203&y1=75:R0;

What should I fix in this script?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 15, 2018 10:16 PM

it would help if you explain first what you want. Not many here played H5.

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Polish_User
Polish_User


Hired Hero
Trying 2 ERM
posted March 15, 2018 10:20 PM
Edited by Polish_User at 22:21, 15 Mar 2018.

Okay so, I want every undead creature on map to always join one certain hero and keep normal preset relations for all diffrent heroes at the same time.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 15, 2018 10:34 PM

ZVSE

!?OB54&1000; attack monster
!!HE-1:N?y1;
!!FU&y1<>75:E; exit if not Hero ID 75
!!OB998:U?y2; get subtype of monster
!!FU&y2<56|y2>69:E; exit if not undead
!!MO998:R0; set to always join

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Polish_User
Polish_User


Hired Hero
Trying 2 ERM
posted March 15, 2018 10:37 PM
Edited by Polish_User at 22:54, 15 Mar 2018.

Thank you very much!
I didn't know that 998 was the local monster parameter well good to know in the future .

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 15, 2018 10:45 PM

ERM help  OB column:

Note: v998/v999/v1000 variables will store the location of the current object visited. Also, you can refer to it easily with an indirect reference (for example: !!OB998:... )

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fred79
fred79


Disgraceful
Undefeatable Hero
posted March 16, 2018 07:22 AM

@ UN:C wizards:

is the ogre mage's bloodlust-casting ability hardcoded? and if so, what is the UN:C code to remove it?

this is what i have for the enchanter's casting removal, so it should be something along these lines:

!!UN:C4608221/2/59792;

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fred79
fred79


Disgraceful
Undefeatable Hero
posted March 16, 2018 07:57 AM

another question for you erm wizards. i looked through the erm help, and couldn't find what i was looking for. what i want to know is(and this is a 2-parter question):

1. is it possible to make a creature immune to all spells EXCEPT lightning and chain lightning?

2. AND to make the creature receive MORE damage than usual from lightning and chain lightning?

   2a. OR to make a creature unable to move(or shoot) for one turn AFTER they are hit with lightning or chain lightning?



the above is important. because the juggernauts/dreadnaughts/dreadnaught artillery are going to be powerful as hell for my Forge mod, and i want a logical way to possibly nerf them in battle.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 16, 2018 09:40 AM
Edited by Salamandre at 09:42, 16 Mar 2018.

1) I don't know any way to do that, because air spells are still many

2) Possible 2a) very very hard, not even sure if possible but anyway a lot of work for testing I think.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted March 16, 2018 09:47 AM

well, at least 2's doable. i'd rather have something robotic able to be temporarily "shut down", though.

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted March 16, 2018 02:18 PM

@fred
i think i can help you with the 2) unless you say you want to try for yourself.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted March 16, 2018 02:24 PM

i'd certainly appreciate help. i'm up to my eyeballs in modding work. are you good at erm?

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igrik
igrik


Promising
Known Hero
posted March 16, 2018 05:11 PM

fred79 said:
another question for you erm wizards. i looked through the erm help, and couldn't find what i was looking for. what i want to know is(and this is a 2-parter question):

1. is it possible to make a creature immune to all spells EXCEPT lightning and chain lightning?

2. AND to make the creature receive MORE damage than usual from lightning and chain lightning?

; peasant - 2x damage than usual from lightning and chain lightning
!?MR1;
!!MR:F?y1 M?y2 S?y3;
!!if|y3=17/y3=19:;
  !!VRy4&y2=139:Sy1 *2;2x  damage
  !!MR&y2=139:Fy4;     set damage
!!en:;

; peasant - immune to all spells EXCEPT lightning and chain lightning
!?MR2;
!!MR:F?y1 M?y2 S?y3;
!!if|y3=17/y3=19:;
  !!MR&y2=139:F0;     set damage
!!el:;
  !!MR&y2=139:F100;   immunuty
!!en:;

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fred79
fred79


Disgraceful
Undefeatable Hero
posted March 16, 2018 05:43 PM

DUDE. if that works, you rule.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 16, 2018 05:52 PM

Oh yeah, MR2, dwarf resistance, I forgot about that trigger.
____________
Era II mods and utilities

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