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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 385 pages long: 1 2 3 4 5 ... 80 160 240 320 ... 381 382 383 384 385 · «PREV / NEXT»
Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted August 27, 2020 01:32 PM
Edited by Hero_of_Light at 13:43, 27 Aug 2020.

If I copy this will it work as it is?

**Magogs Fireball-Attack doesnt damage own troops (by PerryR)**
!?MF1;
!!SN:W^Magog_Fireball_Enable^/?y1;
!!FU&y1=0:E;
!!BG:N?y1;                              [Get attacking stack number]
!!MF:N?y4;                              [Get defending stack number]
!!BMy1:I?y5;                            [Get attacking stack side]
!!BMy4:I?y6;                            [Get defending stack side]
!!UN:C42149568/4/?y10;                  [Judgement basis (028326c0)]
!!MF&y10=4454752/y5=y6:E0;              [Disable taking damage if Magog Fireball and own team]

!?MR2;                                  [Magogs Fireball-Cast that comes with Stack Expierence doesnt damage own troops]
!!SN:W^Magog_Fireball_Enable^/?y1;
!!FU&y1=0:E;
!!BG:A?y1;                              [Aktion in y1]
!!if|y1=7/y1=6:;                        [if ranged or melee attack]
!!MR:S?y2 F?y3;
!!if&y2=21/y3<=105:;                    [Fireball always does 105 damage]
!!MR:N?y10;
!!BMy10:I?y11;
!!MR&y11=0:F100;                        [Disable Magic damage for attacker side from Fireball]
!!en;
!!en;

!?FU(OnBattleRegeneratePhase);
!!SN:W^Magog_Fireball_Switch^/-1;
!!BA:Q?y1;
!!FU&y1=1:E;                            [Exit in Quick Combat]
!!SN:X?y1;                              [Event parameter]
!!BMy1:T?y2;                            [Acting Monster Type]
!!SN&y2=45:W^Magog_Fireball_Switch^/y1;

!?CM4;
!!CM:F?y1 I?y2;
!!FU|y1<>512/y2<>2010:E;                [Exit if not rightclick on defend Icon]
!!SN:W^Magog_Fireball_Switch^/?y3;
!!FU&y3=-1:E;
!!BMy3:T?y4;                            [Acting Monster Type]
!!if&y4=45:;
!!SN:W^gem_CheckGameLang^/?y5;
*!if&y1=1:;
 !!SN:T^%Y5_gem_battle.magog1^/?z1;
 !!SN:T^%Y5_gem_battle.magog2^/?z2;
 !!SN:T^%Y5_gem_battle.magog3^/?z3;
*!el:;
 *!SN:T^gem_battle_eng.magog1^/?z1;
 *!SN:T^gem_battle_eng.magog2^/?z2;
 *!SN:T^gem_battle_eng.magog3^/?z3;
*!en;
 *!VRz1:Sz187011;
 *!VRz2:Sz187012;
 *!VRz3:Sz187013;
 !!VRv3:S0;
!!IF:G1/3/0/1/2/3/0/0/0/0/0/0/0/0/0/;
!!SN&v3=1:W^Magog_Fireball_Enable^/0;
!!SN&v3=2:W^Magog_Fireball_Enable^/1;
!!en:;

!?BA0;
!!SN:W^Magog_Fireball_Enable^/1;
* end

It seems to work OK. Do you think it can be made so that it doesn't affect SPECIFIC creatures? I think it would be better to disable its effects on any Fire Immune creature and Inferno alligned creature (instead of just any creature in your army). Still, if that's not possible then it's fine as it is. Finally we can upgrade gogs to magogs!
____________
Not idly do the leaves of Lorien fall.

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RerryR
RerryR


Promising
Famous Hero
Researching Magic
posted August 27, 2020 03:46 PM

Hero_of_Light said:

It seems to work OK. Do you think it can be made so that it doesn't affect SPECIFIC creatures? I think it would be better to disable its effects on any Fire Immune creature and Inferno alligned creature (instead of just any creature in your army). Still, if that's not possible then it's fine as it is. Finally we can upgrade gogs to magogs!


Finally we can upgrade gogs to magogs! haha yes, this has been bugging me from the beginning.

It can be made that it only affects certain creatures. You can go with creature ID, like for example all numbers from Inferno are imune.


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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted August 27, 2020 04:13 PM
Edited by Hero_of_Light at 16:41, 27 Aug 2020.

Can you CHANGE this command on the script? Add like two or three creatures as an example and I will do the rest.

Also, I don't think it necessary for the script to have a disabling button. If you want you can remove it entirely.
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Ghost
Ghost


Legendary Hero
Therefore I am
posted August 28, 2020 05:28 PM

I created strong Pit Lord also demon, so Pit Lord needs one extra summon demon. Because demon has large HP, heh, ok. What is the code, I mean !!MA:?51/2. I used code, but you know that note in broken hard disk. Thx.
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Fight MWMs - stand teach

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RerryR
RerryR


Promising
Famous Hero
Researching Magic
posted August 28, 2020 06:03 PM

Ghost Iam not sure what you need.

Second Demon Raise cast or stronger Demon HP?
All MA receiver commands are in ERM help.

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Ghost
Ghost


Legendary Hero
Therefore I am
posted August 28, 2020 06:07 PM

Yes I meant second demon. Pit Lords can cast two times.
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Fight MWMs - stand teach

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RerryR
RerryR


Promising
Famous Hero
Researching Magic
posted August 28, 2020 06:13 PM

Maybe this:
!!MA B#/$ Monster # (Format C) with spell can cast it $ times per combat.

but iam not sure

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Ghost
Ghost


Legendary Hero
Therefore I am
posted August 28, 2020 06:20 PM

Ok I try. If erm error or code doesn't work. I try all alphabet then.

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Ghost
Ghost


Legendary Hero
Therefore I am
posted August 28, 2020 06:52 PM

Yes B code is right, you have a good memory.
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Fight MWMs - stand teach

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted August 28, 2020 08:32 PM

RerryR have you find a way to make fireball not work on specific creatures?
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RerryR
RerryR


Promising
Famous Hero
Researching Magic
posted August 28, 2020 09:08 PM

Hero_of_Light said:
RerryR have you find a way to make fireball not work on specific creatures?


It is more a matter of time and motivation. Maybe tomorrow.

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted August 28, 2020 11:38 PM

OK, no pressure
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Ghost
Ghost


Legendary Hero
Therefore I am
posted August 30, 2020 04:34 PM

ARGHHH!

Commanders are disabled! But !#UN3/0; doesn't work. Is list wrong? What?

ZVSE

!?PI;

!#UN5/1;
!#UN248/0;
!#UN24/1;
!#UN169/0;
!#UN187/0;
!#UN180/1;
!#UN181/0;
!#UN225/0;
!#UN182/1;
!#UN185/0;
!#UN25/0;
!#UN179/0;
!#UN69/0;
!#UN75/0;
!#UN244/0;
!#UN240/0;
!#UN233/0;
!#UN889/0;
!#UN0/1;
!#UN1/1;
!#UN2/0;
!#UN3/0;
!#UN4/0;
!#UN7/1;
!#UN8/1;
!#UN9/0;
!#UN900/1;
!#UN902/0;
!#UN229/5;
!#UN131/0;
!#UN145/0;
!#UN165/0;
!#UN132/0;
!#UN133/1;
!#UN139/0;
!#UN242/0;
!#UN142/0;
!#UN40/1;
!#UN100/0;
!#UN20/0;
!#UN36/1;
!#UN170/0;
!#UN171/0;
!#UN174/0;
!#UN173/0;
!#UN19/0;
!#UN891/0;
!#UN192/0;
!#UN65/0;
!#UN67/0;
!#UN68/0;
!#UN45/0;
!#UN47/0;
!#UN892/0;
!#UN38/0;
!#UN41/0;
!#UN183/1;
!#UN62/0;
!#UN72/0;
!#UN105/0;
!#UN228/0;
!#UN220/0;
!#UN57/0;
!#UN232/0;
!#UN231/1;
!#UN235/1;
!#UN245/0;
!#UN39/0;
!#UN198/0;
!#UN199/0;
!#UN61/0;
!#UN54/1;
!#UN49/0;
!#UN74/0;
!#UN214/1;
!#UN201/1;
!#UN103/0;
!#UN202/1;
!#UN203/1;
!#UN191/1;
!#UN204/1;
!#UN190/1;
!#UN217/1;
!#UN205/1;
!#UN206/0;
!#UN37/0;
!#UN188/0;
!#UN189/0;
!#UN46/0;
!#UN50/0;
!#UN56/0;
!#UN59/0;
!#UN35/0;
!#UN207/1;
!#UN208/1;
!#UN209/1;
!#UN216/0;
!#UN210/1;
!#UN211/1;
!#UN215/1;
!#UN212/0;
!#UN58/0;
!#UN23/0;
!#UN213/1;
!#UN218/1;
!#UN193/1;
!#UN29/0;
!#UN31/0;
!#UN143/0;
!#UN102/0;
!#UN106/0;
!#UN27/0;
!#UN34/0;
!#UN33/0;
!#UN71/0;
!#UN219/0;
!#UN195/0;
!#UN30/0;
!#UN18/0;
!#UN14/0;
!#UN104/1;
!#UN26/0;
!#UN16/1;
!#UN70/0;
!#UN44/1;
!#UN60/1;
!#UN108/0;
!#UN137/1;
!#UN194/1;
!#UN53/0;
!#UN107/0;
!#UN21/0;
!#UN42/0;
!#UN43/0;
!#UN13/0;
!#UN12/0;
!#UN110/0;
!#UN109/1;
!#UN52/1;
!#UN15/1;
!#UN138/0;
!#UN140/0;
!#UN11/0;
!#UN17/1;
!#UN196/0;
!#UN28/0;
!#UN141/0;
!#UN32/0;
!#UN101/2;
!#UN230/0;
!#UN111/0;
!#UN112/0;
!#UN113/0;
!#UN114/0;
!#UN115/0;
!#UN116/0;
!#UN117/0;
!#UN118/0;
!#UN119/0;
!#UN120/0;
!#UN121/0;
!#UN122/0;
!#UN123/0;
!#UN124/1;
!#UN125/0;
!#UN126/0;
!#UN127/1;
!#UN128/0;
!#UN129/0;
!#UN130/0;
!#UN239/0;


____________
Fight MWMs - stand teach

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RerryR
RerryR


Promising
Famous Hero
Researching Magic
posted August 30, 2020 05:27 PM

What is option 3?

maybe it is activated later again. also, these commands should run after wog option selection again.

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Ghost
Ghost


Legendary Hero
Therefore I am
posted August 30, 2020 05:38 PM
Edited by Ghost at 14:45, 02 Sep 2020.

The option 3 is Commanders are enabled (by Slava) "Commanders are enabled and each hero begins the game with one unless the must be hired option is also selected"

I chose disabled, but code !#UN3/0 doesn't work. So code list must be something wrong. I can't find them.

EDIT: I think ZVSE and !#UN3/0 is bug, if WoG engine/option enabled commanders, ZVSE doesn't work, but if WoG engine/option disabled commanders, it works. WoG engine/option is more powerful than ZVSE.
____________
Fight MWMs - stand teach

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DarkAtom
DarkAtom


Adventuring Hero
posted September 10, 2020 12:08 PM
Edited by DarkAtom at 13:29, 10 Sep 2020.

Ghost said:
The option 3 is Commanders are enabled (by Slava) "Commanders are enabled and each hero begins the game with one unless the must be hired option is also selected"

I chose disabled, but code !#UN3/0 doesn't work. So code list must be something wrong. I can't find them.

EDIT: I think ZVSE and !#UN3/0 is bug, if WoG engine/option enabled commanders, ZVSE doesn't work, but if WoG engine/option disabled commanders, it works. WoG engine/option is more powerful than ZVSE.

For me it works. !#UN: P3/0 enables commanders and !#UN: P3/1 disables them, exactly as it should. (you should probably put a space in UN: P on the forum, otherwise you get UN). By the way, I see that in the long list of UN: P commands you put !?PI; at the beginning, but all the commands are instructions. Did you mean to have them as instructions or have them run under PI?

Also,
What is the UN:Z command? I was reading it in a script (Typhon), but can't find any documentation for, it, aside from the comments in the script.

EDIT: Found what UN:Z is:
Typhon thread. Typhon plugin is required for this command.
!!UN:Z#1/#2/#3/#4/$5;
Set a type of monster to hire in towns.
  #1 - Type of a town (-1 only for town screen, 0...8)
  #2 - Town number (-1 only for town screen, 0...47)
  #3 - Dwelling level (0...6)
  #4 - Basic (0) or upgraded (1)
  $5  - Type of monster to hire
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"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

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Ghost
Ghost


Legendary Hero
Therefore I am
posted September 10, 2020 12:51 PM

Yes your script works. Interesting vice versa. Ok I don't know about UN:Z, I only collect scripts. I'm amateur. RerryR knows for sure. Thankee oppo, DarkAtom.
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Fight MWMs - stand teach

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RerryR
RerryR


Promising
Famous Hero
Researching Magic
posted September 10, 2020 09:24 PM
Edited by RerryR at 21:25, 10 Sep 2020.

Ghost said:
The option 3 is Commanders are enabled (by Slava) "Commanders are enabled and each hero begins the game with one unless the must be hired option is also selected"

I chose disabled, but code !#UN3/0 doesn't work. So code list must be something wrong. I can't find them.

EDIT: I think ZVSE and !#UN3/0 is bug, if WoG engine/option enabled commanders, ZVSE doesn't work, but if WoG engine/option disabled commanders, it works. WoG engine/option is more powerful than ZVSE.


Still no luck with disabling commanders by ERM command? why do you need it actually?
You can also try as Dark Atom suggests

use instructions and also try to use !?PI, trigger.

Edit: Oh I see your problem might already be solved.

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted September 10, 2020 11:32 PM

RerryR, did you get a chance to look up the Magog script?
____________
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Ghost
Ghost


Legendary Hero
Therefore I am
posted September 11, 2020 12:36 AM

RerryR said:
why do you need it actually


I planned succubus changes creature. Inferno uses succubuses then. What about creature banks? I plan create all commander stats, then I test them.

Ok Hero of Light needs you and your trick.

Have fun!
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Fight MWMs - stand teach

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