Heroes of Might and Magic Community
visiting hero! Register | Today's Posts | Games | Search! | FAQ/Rules | AvatarList | MemberList | Profile


Age of Heroes Headlines:  
5 Oct 2016: Heroes VII development comes to an end.. - read more
6 Aug 2016: Troubled Heroes VII Expansion Release - read more
26 Apr 2016: Heroes VII XPack - Trial by Fire - Coming out in June! - read more
17 Apr 2016: Global Alternative Creatures MOD for H7 after 1.8 Patch! - read more
7 Mar 2016: Romero launches a Piano Sonata Album Kickstarter! - read more
19 Feb 2016: Heroes 5.5 RC6, Heroes VII patch 1.7 are out! - read more
13 Jan 2016: Horn of the Abyss 1.4 Available for Download! - read more
17 Dec 2015: Heroes 5.5 update, 1.6 out for H7 - read more
23 Nov 2015: H7 1.4 & 1.5 patches Released - read more
31 Oct 2015: First H7 patches are out, End of DoC development - read more
5 Oct 2016: Heroes VII development comes to an end.. - read more
[X] Remove Ads
LOGIN:     Username:     Password:         [ Register ]
HOMM1: info forum | HOMM2: info forum | HOMM3: info mods forum | HOMM4: info CTG forum | HOMM5: info mods forum | MMH6: wiki forum | MMH7: wiki forum
Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: ERM help and discussion
Thread: ERM help and discussion This Popular Thread is 379 pages long: 1 50 100 150 200 250 300 350 ... 372 373 374 375 376 ... 379 · «PREV / NEXT»
daemon_n
daemon_n


Adventuring Hero
posted December 13, 2019 05:25 AM
Edited by daemon_n at 05:26, 13 Dec 2019.

Looks like i understood
So, we have a learning skill, which has a chance for extra Primary skill on leve up.
And you wanna add for this bonus to give a chance for extra advance secondary skills?
par example,
we have a choice between basic and expert, also we have a needed learning, so if we will take any secondary skll, we still has a chance to get advanced or expert level of any sec skills, wich not experted before, for free. And you wanna make it with some chance like for primary skills, yeap?

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
DarkAtom
DarkAtom


Hired Hero
posted December 15, 2019 11:04 AM

I need a script that makes the Dungeon Mana Vortex activate on user click (something like how it works in H4), rather than on town entry, because it is very annoying to enter the town with a scout and waste the Vortex. Is it even possible to write such a script?
____________
"If you get scared of doing what's right you might as well lay down and die" - Wulfstan, Heroes of Might and Magic V: Hammers of Fate

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 15, 2019 11:23 AM

First one must find the UN:C in order to disable the vortex. Then the further script is not complicate.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Orc
Orc


Famous Hero
posted December 16, 2019 05:47 PM
Edited by Orc at 17:57, 16 Dec 2019.

How to make Marius upgrade his demon stack into horned demons? but still having the regular bonuses too.

daemon_n said:
Looks like i understood
So, we have a learning skill, which has a chance for extra Primary skill on leve up.
And you wanna add for this bonus to give a chance for extra advance secondary skills?
par example,
we have a choice between basic and expert, also we have a needed learning, so if we will take any secondary skll, we still has a chance to get advanced or expert level of any sec skills, wich not experted before, for free. And you wanna make it with some chance like for primary skills, yeap?


there is already script for primary skills.

my script is independant but I certainly want it to be compatable.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted December 16, 2019 11:26 PM

Is there a way to change the percentage (or function) of these following skills via text editing:

First Aid:
Basic: Heals 25 to 50 HP (instead of 1 to 50)
Advanced: Heals 35 to 75 HP (instead of 1 to 75)
Expert: Heals 50 to 100 HP (instead of 1 to 100)

Eagle Eye:
Basic: Learns 1 to 2 level spells (as is)
Advanced: Learns 3 to 4 level spells (instead of up to 3)
Expert: Learns up to 5th level spells (instead of up to 4)

Scholar:
Basic: Teaches 1 to 2 level spells (as is)
Advanced: Teaches 3 to 4 level spells (instead of up to 3)
Expert: Teaches up to 5th level spells (instead of up to 4)

Learning:
Basic: +10 extra Experience (instead of 5%)
Advanced: +15 extra Experience (instead of 10%)
Expert: +20 extra Experience (instead of 15%)

Mysticism:
Basic: +4 Spell Points per day (instead of 2)
Advanced: +8 Spell Points per day (instead of 3)
Expert: +12 Spell Points per day (instead of 4)
____________
Not idly do the leaves of Lorien fall.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
DarkAtom
DarkAtom


Hired Hero
posted December 17, 2019 02:12 PM

Hero_of_Light said:
Is there a way to change the percentage (or function) of these following skills via text editing:

First Aid:
Basic: Heals 25 to 50 HP (instead of 1 to 50)
Advanced: Heals 35 to 75 HP (instead of 1 to 75)
Expert: Heals 50 to 100 HP (instead of 1 to 100)

Eagle Eye:
Basic: Learns 1 to 2 level spells (as is)
Advanced: Learns 3 to 4 level spells (instead of up to 3)
Expert: Learns up to 5th level spells (instead of up to 4)

Scholar:
Basic: Teaches 1 to 2 level spells (as is)
Advanced: Teaches 3 to 4 level spells (instead of up to 3)
Expert: Teaches up to 5th level spells (instead of up to 4)

Learning:
Basic: +10 extra Experience (instead of 5%)
Advanced: +15 extra Experience (instead of 10%)
Expert: +20 extra Experience (instead of 15%)

Mysticism:
Basic: +4 Spell Points per day (instead of 2)
Advanced: +8 Spell Points per day (instead of 3)
Expert: +12 Spell Points per day (instead of 4)


I don't know if it is possible via text editing, but what I would do is set the percentages of all of those skills to 0% (basically disable the skill) and then script the rest manually.
____________
"If you get scared of doing what's right you might as well lay down and die" - Wulfstan, Heroes of Might and Magic V: Hammers of Fate

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
RerryR
RerryR


Promising
Famous Hero
Researching Magic
posted December 17, 2019 02:25 PM
Edited by RerryR at 14:28, 17 Dec 2019.

DarkAtom said:
I don't know if it is possible via text editing, but what I would do is set the percentages of all of those skills to 0% (basically disable the skill) and then script the rest manually.


Yes to what Atom says, also there will be no universal approach for all skills. They will require vastly different scripts for each skill.
If you want to do with ERM I could help you out with Learning, this requires only a few ERM lines if you know them.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
DarkAtom
DarkAtom


Hired Hero
posted December 17, 2019 06:50 PM

Is there a way to make an object behave like a Skeleton Transformer? I know you can use the following script to open the Skeleton Transformer programatically while in a Necro town:

!!UN:C6919500/4/?y1;
!!SN:E6108048/2/y1;

How do you trigger that transformer dialog when the player is looking at the Adventure Map?
____________
"If you get scared of doing what's right you might as well lay down and die" - Wulfstan, Heroes of Might and Magic V: Hammers of Fate

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 17, 2019 07:41 PM

Wog editor allow changing the type/subtype of any object, use space bar to trigger.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
DarkAtom
DarkAtom


Hired Hero
posted December 17, 2019 07:42 PM
Edited by DarkAtom at 19:44, 17 Dec 2019.

Salamandre said:
Wog editor allow changing the type/subtype of any object, use space bar to trigger.


Is there an adventure object that has the behaviour of the sk transformer already? What type/subtype number is it?
____________
"If you get scared of doing what's right you might as well lay down and die" - Wulfstan, Heroes of Might and Magic V: Hammers of Fate

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 17, 2019 07:52 PM

Space bar on transformer, note its type/subtype. Then same thing with any other object, paste transformer ID's. Thats all. Or erm manual, all ID are inside.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
DarkAtom
DarkAtom


Hired Hero
posted December 17, 2019 08:13 PM

Salamandre said:
Space bar on transformer, note its type/subtype. Then same thing with any other object, paste transformer ID's. Thats all. Or erm manual, all ID are inside.


OK, let me be more clear then. What is the ID (format OB) of the skeleton transformer? I cannot find it in the ERM help (probably because I am too blind).

The confusion was caused by the fact that I didn't know such an object existed on the adventure map already (I thought it was only in the necro town).
____________
"If you get scared of doing what's right you might as well lay down and die" - Wulfstan, Heroes of Might and Magic V: Hammers of Fate

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 17, 2019 08:17 PM
Edited by Salamandre at 20:22, 17 Dec 2019.

Ah my bad, I had in mind altar of transformation. Sorry for my clueless reading

I don't know of any solution to your request. Maybe igrik with UN:C wodoo

Edit: or common script with listing your stack troops then asking you which you want to transform. But not transformer visuals, yet same effects

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
DarkAtom
DarkAtom


Hired Hero
posted December 17, 2019 08:25 PM
Edited by DarkAtom at 20:29, 17 Dec 2019.

It's ok man! It seems like I asked too much stuff that can't be done without the use of magic. Almost everything just a bit more complicated has one answer and one answer only: UN:C

Salamandre said:
Edit: or common script with listing your stack troops then asking you which you want to transform. But not transformer visuals, yet same effects



Such a script would probably have 95% of commands for the dialog visuals, the transformer mechanic is easy to make. That's why I asked the question, I hate !!DL.
____________
"If you get scared of doing what's right you might as well lay down and die" - Wulfstan, Heroes of Might and Magic V: Hammers of Fate

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 17, 2019 08:33 PM

Nope, just IF:G, simple list with options.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
DarkAtom
DarkAtom


Hired Hero
posted December 17, 2019 08:36 PM
Edited by DarkAtom at 20:39, 17 Dec 2019.

Salamandre said:
Nope, just IF:G, simple list with options.


Well, yes, it works, no creature portraits, but it works . Also AI doesn't know how to use it, so there might be the need to script additional heuristics for choosing what the AI should sacrifice.
____________
"If you get scared of doing what's right you might as well lay down and die" - Wulfstan, Heroes of Might and Magic V: Hammers of Fate

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Orc
Orc


Famous Hero
posted December 18, 2019 06:16 PM

DarkAtom said:
It's ok man! It seems like I asked too much stuff that can't be done without the use of magic. Almost everything just a bit more complicated has one answer and one answer only: UN:C

Salamandre said:
Edit: or common script with listing your stack troops then asking you which you want to transform. But not transformer visuals, yet same effects



Such a script would probably have 95% of commands for the dialog visuals, the transformer mechanic is easy to make. That's why I asked the question, I hate !!DL.


i thought hotA team didnt so it shouldnt be too much work should it?

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted December 18, 2019 09:12 PM

RerryR said:

Yes to what Atom says, also there will be no universal approach for all skills. They will require vastly different scripts for each skill.

If you want to do with ERM I could help you out with Learning, this requires only a few ERM lines if you know them.


Maybe If these two are easy enough (though it also has to work with hero speacialties as well).

Learning:
Basic: +10 extra Experience (instead of 5%)
Advanced: +15 extra Experience (instead of 10%)
Expert: +20 extra Experience (instead of 15%)

Mysticism:
Basic: +4 Spell Points per day (instead of 2)
Advanced: +8 Spell Points per day (instead of 3)
Expert: +12 Spell Points per day (instead of 4)

If it's not easy, that's OK, thanks for the offer!
____________
Not idly do the leaves of Lorien fall.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted December 22, 2019 07:27 PM

How to make non-dwelling inside town screen (i.e. grail building) function as dwelling in ERA 2.9.3 ?

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Bersy
Bersy


Honorable
Supreme Hero
posted December 22, 2019 09:16 PM

The main question is where will you store dwelling creature quantity. For instance, in SN:W^town7.numGrailMons^.

!?CM1;
; exit if not grail clicked or not mouse key is down
!!CA-1:U?y1; y1 - town ID
!!SN:W^RecruitDlgType^/^grail^; mark next recruit dialog as ours
!!RD:Oy1/-1/0/y1; source - current town, destination - current town harrison

!?FU(OnOpenRecruitDlg);
!!SN:W^RecruitDlgType^/?z2 W^RecruitDlgType^/^^;
!!VRz3:S^grail^;
!!FU&z2<>z3:E: it's not our dialog
!!CA-1:U?y1; y1 - town id
!!SN:W^town%Y1.numGrailMons^/?y2; y2 - number of monsters in new dwelling

!!RD:C0/13/y1/10000; Let it be 1 slot of archangels, custom source with ID 10000
!!RD:W^RecruitDlgType^/^grail^; remember dialog type in dialog memory

!?FU(OnCloseRecruitDlg);
!!RD:W^RecruitDlgType^/?z2;
!!VRz3:S^grail^;
!!FU&z2<>z3:E: it's not our dialog
!!RD:C0/?t/?y1; y1 - number of creatures left
!!CA-1:U?y1; y1 - town id
!!SN:W^town%Y1.numGrailMons^/y1; save new number of creatures

Of course, more universal implementation may be written, allowing to turn any building into dwelling, it's just proof of concept without testing.
____________
Heroes 3 Era and everything for it. Releases folder for releases.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jump To: « Prev Thread . . . Next Thread » This Popular Thread is 379 pages long: 1 50 100 150 200 250 300 350 ... 372 373 374 375 376 ... 379 · «PREV / NEXT»
Post New Poll    Post New Topic    Post New Reply

Page compiled in 0.4132 seconds