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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 372 pages long: 1 2 3 4 5 ... 70 140 210 280 350 ... 368 369 370 371 372 · «PREV / NEXT»
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 01, 2019 09:16 AM

There is no trigger to avoid a battle, but trigger when you meet the monsters. From there, you can choose to disable the monster (thus not get in battle) or fight. A disabled monster remains disabled unless you enable it again. Check OB receiver for such commands.
____________
Era II mods and utilities

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Bersy
Bersy


Honorable
Supreme Hero
posted August 01, 2019 09:42 AM

!?OB54/-1; on before object visit (54 = creature, -1 = any)
; exit here if it's not the object you want to disable battle for
!!OB998:S; disable object for all gamers

!$OB54/-1; after object visit
!!OB998:R; enable object for all gamers
____________
Heroes 3 Era and everything for it. Releases folder for releases.

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TheSamaritan
TheSamaritan


Hired Hero
posted August 01, 2019 09:46 AM

Oh thank you so much!I saw that but i thougt it would disable the script to the object too.
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GaĻa be with you.

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Bersy
Bersy


Honorable
Supreme Hero
posted August 01, 2019 09:51 AM

Welcome :-)
____________
Heroes 3 Era and everything for it. Releases folder for releases.

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xericsin
xericsin


Known Hero
posted August 02, 2019 10:43 PM

Hi, I found BA:S is not working on era2.84.

It almost always returns 0 when attacking fort and castle.

Anyone having the same problem? or only me?

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Bersy
Bersy


Honorable
Supreme Hero
posted August 03, 2019 10:12 AM

Hi! If I remember correctly, BA:S was buggy even in 3.58f. Needs fixing, probably.
____________
Heroes 3 Era and everything for it. Releases folder for releases.

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xericsin
xericsin


Known Hero
posted August 04, 2019 06:17 PM

OK. Thanks.

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laivric
laivric

Tavern Dweller
posted August 05, 2019 10:38 AM

Hi everyone. I'm new to modding and have looked and looked and can't find answers to what I'm trying to do. I am having trouble with editing units to be shooters, 2 hex big, and have attributes (such as strike twice or an angel's morale boost). I am not trying to create new units or new effects or anything fancy like that. I know that this requires work in ERM, I'm fine with that. I got the ERM editor. And I know that what I am trying to do requires certain codes, I've seen them in the tutorials. The biggest issue I am having is opening the game file to edit the code with ERM.

I don't know what I'm looking for to open and how to open it. All the tutorials just start trying to edit map properties and events and I am not interested in that. Can someone please help me out in getting it open so I can edit creatures? Steps would be fantastic. I greatly appreciate it.
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RerryR
RerryR


Promising
Famous Hero
Researching Magic
posted August 05, 2019 10:00 PM
Edited by RerryR at 22:07, 05 Aug 2019.

Maybe you will find some help here:
Introduction/Modding/Scripting

Editing Monster abilities are mainly done with setting "Flags". Go to ERM help file and look under BM receiver/flags.

Also there is this guide:
Guide to create unique abilities for your creatures.

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laivric
laivric

Tavern Dweller
posted August 06, 2019 12:26 PM
Edited by laivric at 11:38, 08 Aug 2019.

Thank you for the reply. I have made a lot of progress on what I want to do. I figured out how to make creautres two hex and fly and such with editing the flags.

The thing I am having trouble with is shooting. I am trying to get creatures that in vanilla do not shoot to shoot. I have read this thread over and over ( http://heroescommunity.com/viewthread.php3?TID=33542&pagenumber=1 ) and I am just not able to get it to work. In this example I am trying to make the griffin shoot. I have changed the def animation to have shoot animation and tried to use the code in the thread. When entering a battle I get two messages saying that it is missing sprites. Like this https://ibb.co/pfKdqH7

It goes to the battle but crashes if I tell the griffins to shoot. It gives me this error. https://ibb.co/wRC3PTd

Does anyone know what is wrong and what to change to fix it? The code I used last is below

ZVSE

!?FU6000;
!!VRx3&x1=1/x2<2:S14;
!!VRx3&x1=1/x2>197:S14;
!!FU|x2<2/x2>197:E;
!!VRx2:+7961526;
!!UN&x1=0:Cx2/1/x3;
!!UN&x1=1:Cx2/1/?x3;
!#MA:X4/?i;
!#VRi:|4;
!#MA:X4/i;
!#MA:N4/16;
!#FU60000/4/11;
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laivric
laivric

Tavern Dweller
posted August 08, 2019 11:40 AM

I am still having trouble with what is going on in the post above. If anyone knows what might be going on, I would greatly appreciate it. Its driving me crazy currently.
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igrik
igrik


Promising
Known Hero
posted August 08, 2019 08:00 PM
Edited by igrik at 20:09, 08 Aug 2019.

laivric said:
I am still having trouble with what is going on in the post above. If anyone knows what might be going on, I would greatly appreciate it. Its driving me crazy currently.

1. Not all monster defs have shooting frames. Therefore, the game crashes.

It is necessary to add shooting frames to non-firing monsters.


2. The address of the table of shooting monsters is incorrect. You have for Wog. And necessary for the Era

!?PI;   !!FU6000:P20/5/24 P21/5/24; pegasuses and improved pegasuses is shotting
!?GM0;  !!FU6000:P20/5/24 P21/5/24;

; exemple
; FU6000:P[monstre id]/[packet type (0...15)]/[count ammunition];

!?FU6000;
!!MA:Nx1/x3;
!!MA:Xx1/?y1;
!!VRy1:|4;
!!MA:Xx1/y1;
!!VRx1:+7994814;
!!UN:Cx1/1/x2;

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laivric
laivric

Tavern Dweller
posted August 09, 2019 09:29 AM

igrik said:
laivric said:
I am still having trouble with what is going on in the post above. If anyone knows what might be going on, I would greatly appreciate it. Its driving me crazy currently.

1. Not all monster defs have shooting frames. Therefore, the game crashes.

It is necessary to add shooting frames to non-firing monsters.


2. The address of the table of shooting monsters is incorrect. You have for Wog. And necessary for the Era

!?PI;   !!FU6000:P20/5/24 P21/5/24; pegasuses and improved pegasuses is shotting
!?GM0;  !!FU6000:P20/5/24 P21/5/24;

; exemple
; FU6000:P[monstre id]/[packet type (0...15)]/[count ammunition];

!?FU6000;
!!MA:Nx1/x3;
!!MA:Xx1/?y1;
!!VRy1:|4;
!!MA:Xx1/y1;
!!VRx1:+7994814;
!!UN:Cx1/1/x2;


It works! You sir are a personal hero. Thank you so much!
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laivric
laivric

Tavern Dweller
posted August 10, 2019 12:14 PM

Thank you again for your guys help, I have more questions.

1. Is it possible to remove abilities for creatures, for instance, jousting for cavaliers, the random spellcast for master genies, or thunder for thunderbirds? Because of WoG, some units are given extra abilities, for instance, pikemen gain an anti-calvary bonus, can these be removed as well?

2. On the flip side of all that, is there a way to give creatures the spellcast ability and a specific spell? For example, give a swordsman the "Cure" spell?
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RerryR
RerryR


Promising
Famous Hero
Researching Magic
posted August 10, 2019 01:29 PM

@laivric not aksing for the easy stuff do you?
all this is possible but some requires UN:C hacks some not. If you are lucky someone will show you, if not you have to grind thourgh all the forums around and you will find ways to do it. I know that I have read it on several occaisons how to make such things but cant remember where sry

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted August 10, 2019 02:56 PM

I've asked this before but I will ask this again more elaborately.

Is there a way to change the Deity of Fire (Inferno Grail) effect? I think that the week of the imp thing is really boring, not to mention that it serves more Necropolis than Inferno. I guess it could be used for Demon harvesting but you can do that with any level 1 creature so it is pretty much the most useless and irritating grail. What I was thinking that might be cool is that the grail could make Devils as powerful as Angels. By this, I mean that the stats of the Devils could be changed with these commands:

!!MA:A54/20; [ attack ]
!!MA:D54/20; [ defense ]
!!MA:M54/50; [min dmg]
!!MA:E54/50; [max dmg]
!!MA:P54/200;   Health
!!MA:S54/12;   Speed
!!MA:A55/30; [ attack ]
!!MA:D55/30; [ defense ]
!!MA:M55/50; [min dmg]
!!MA:E55/50; [max dmg]
!!MA:P55/250;   Health
!!MA:S55/18;   Speed
!!MA:A153/30; [ attack ]
!!MA:D153/30; [ defense ]
!!MA:M153/50; [min dmg]
!!MA:E153/50; [max dmg]
!!MA:P153/250;   Health
!!MA:S153/18;   Speed

If the inferno Grail is built. Can this happen? Please answer if it is possible and if so how it could be done.
____________
Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 10, 2019 03:16 PM
Edited by Salamandre at 15:29, 10 Aug 2019.

All you need is removing grail effects with some UN:C thing (search for grail word posted by igrik and will find). The rest is manually easy, check towns, skip if not inferno, check for grail, apply codes.

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted August 10, 2019 04:01 PM
Edited by Hero_of_Light at 16:05, 10 Aug 2019.

I found this one.

; grail inferno bonus
!!UN:C5015000/1/3; number of town

I pasted it on my script but still grail gives week of imps.

Even if it works, will it disable the +5000 gold income and +50% growth? Because I want these to keep happening.
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Not idly do the leaves of Lorien fall.

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igrik
igrik


Promising
Known Hero
posted August 11, 2019 09:01 PM

laivric said:
Thank you again for your guys help, I have more questions.

1. Is it possible to remove abilities for creatures, for instance, jousting for cavaliers, the random spellcast for master genies, or thunder for thunderbirds? Because of WoG, some units are given extra abilities, for instance, pikemen gain an anti-calvary bonus, can these be removed as well?

2. On the flip side of all that, is there a way to give creatures the spellcast ability and a specific spell? For example, give a swordsman the "Cure" spell?

Use this codes for scripts thread UN:C (Russian)

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted August 11, 2019 09:48 PM

igrik can you help me with my problem as well?
____________
Not idly do the leaves of Lorien fall.

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