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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 388 pages long: 1 2 3 4 5 ... 80 160 240 320 ... 384 385 386 387 388 · «PREV
RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted December 26, 2020 01:29 PM

VictoryHarpy
yes I have the same problem but it is not so serious, you can also switch to a different HD mod option, make your WoG settings save it, and change to cubic again.
Apart from that, I found no other issues.

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VictoryHarpy
VictoryHarpy

Tavern Dweller
Strike&Return
posted December 26, 2020 03:26 PM
Edited by VictoryHarpy at 15:28, 26 Dec 2020.

Hey RerryR,

I'm still having the "map draw errors" with Orrin (have not tested with Valeska yet) with this newer version.
I wonder if this is caused by some Wog setting or what.

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted December 26, 2020 03:56 PM
Edited by RerryR at 16:00, 26 Dec 2020.

Do you have any custom maps, scenarios or modifications enabled?

If yes, disable these and test again if the error persists.

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VictoryHarpy
VictoryHarpy

Tavern Dweller
Strike&Return
posted December 26, 2020 04:33 PM
Edited by VictoryHarpy at 22:07, 26 Dec 2020.

I've been using the 8xm12a map template that came with it and activated the Difficulty Mod. I will try without these then.

Btw i don't know if it's relevant but some other guy from New Upgrades Mod has the same problem but i'm not using that mod though

Edit: Could it be that i'm using Era gaming build only? Maybe i should have installed the gog version and than the gaming build on top of that. That could explained the missing file as you have mentioned.

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pejry
pejry

Tavern Dweller
posted December 28, 2020 09:21 PM


Hello. I have a question about displaying own external files in the game. I'd like to display on my map *jpg file by clicking on the minimap area. Everything goes fine until first loaded save state. Then I get error message: ERM syntax Error / File: service / Line : 1190
Is there any way to fix it?

script:

!#VRz501:S^../data/map.jpg^;
!#IF:B1/501/0; ** prepare a dialogue

!?CM; ** trigger
!!CM:S?v800 I?v801; ** check which button / area was clicked

!?CM&v800=14/v801=1; ** condition
!!IF1; ** display previously prepared dialogue

!!CM:R0; ** disable standard reaction

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Tamal32
Tamal32

Tavern Dweller
posted January 04, 2021 09:26 AM

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Digital Marketing expert

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jackslesly19
jackslesly19

Tavern Dweller
posted February 02, 2021 03:57 AM

Greetings https://www.reliableroofingredmond.com, Thanks for sharing a valuable topic to enrich our knowledge in the respective field.


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johnedward
johnedward

Tavern Dweller
posted February 08, 2021 06:11 PM

Thank you for creating this thread. I was in need of this info.
elk grove bulk waste pickup
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fanofheroes
fanofheroes


Famous Hero
posted February 10, 2021 05:20 PM

Hello,

So I made an artifact from a script by Sal that allows an extra attack.  it works really well, except that for a crusader/wolf raider who can naturally get 2x attack, they don't get 3 attacks.  I guess I wanted to make something similar to the "Barbarian axe of ferocity" without taking up 4 slots.  I tried searching everywhere for the script of that axe to help me, but couldn't find it. Does anyone know where it is or what number adds an extra attack?  So far i've tested these numbers, and this is what I get:

:|32768;  2 attacks
:|65536;  2 attacks plus no retaliation


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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted February 10, 2021 06:59 PM
Edited by RerryR at 20:11, 10 Feb 2021.

fanofheroes said:
Hello,

So I made an artifact from a script by Sal that allows an extra attack.  it works really well, except that for a crusader/wolf raider who can naturally get 2x attack, they don't get 3 attacks.  I guess I wanted to make something similar to the "Barbarian axe of ferocity" without taking up 4 slots.  I tried searching everywhere for the script of that axe to help me, but couldn't find it. Does anyone know where it is or what number adds an extra attack?  So far i've tested these numbers, and this is what I get:

:|32768;  2 attacks
:|65536;  2 attacks plus no retaliation




taken from ACM to add extra strikes.
I found this code in universal functions script, maybe by hawaiing?. Works perfectly.



!?BG0;                                  [Trigger to handle extra shoots and additional strikes]

!!SN:W^007.AttackA.Times^/0;            [reset flag](or reset it at BG1)]
!!SN:W^007.ShootA.Times^/0;             [reset flag](or reset it at BG1)]

!!BA:Q?y1;
!!FU&y1=1:E;                            [Exit in Quick Combat]

!!BG:A?y1 N?y2 E?y3;                    [Get action, number and destination position]
!!BMy2:T?y4;                            [Get Creature Type]

*Artifact Condition*
!!BMy2:I?y5;                            [Get Side and Type]
!!BA:Hy5/?y6;                           [Current Hero]
!!FU|y6<0/y4=147/y4=148/y4=149/y4=145:E;[Exit if no Hero or Warmachine]
!!HEy5:A2/6/?y93/?y94;                  [see if attacking hero has a certain artifact]

!!if&y94=1:;
!!VRy50:S0T3;                           [25% chance for extra Strike if artifact ID 6 is equipped]
!!SN&y50=3/y1=6:W^007.AttackA.Times^/d1;[add one strike if success]
!!SN&y50=3/y1=7:W^007.ShootA.Times^/d1; [add one strike if success]
!!en:;


********************HOOK_CODE******************************
!?FU(OnBeforeBattleUniversal);
!!SN:L^EraPluginserm_hooker.era^/?y1 Ay1/^SetHook^/?y2;
!!SN:Ey2/1/7381311/(Function_130);      [hook at after metee_attack>]
!!SN:Ey2/1/4456346/(Function_131);      [hook at after shoot>]
!?FU(OnAfterBattleUniversal);
!!SN:L^EraPluginserm_hooker.era^/?y1 Ay1/^UnsetHook^/?y2;
!!SN:Ey2/1/7381311;
!!SN:Ey2/1/4456346;


!?FU(Function_131);                     [extra_shoot]
!!SN:X?y1/1;                            
!!SN:W^007.ShootA.Times^/?y30;
!!SN:W^007.ShootA.Times^/0;
!!FU&y30<1:E;
!!VRy2:Sy1+4;                          
!!UN:Cy2/4/?y10;                        
!!VRy3:Sy1+16;                          
!!UN:Cy3/4/?y20;                      
!!VRy11:Sy10+52;                        
!!VRy12:Sy10+76;
!!VRy13:Sy10+656;
!!VRy14:Sy10+688;
!!VRy15:Sy10+704;
!!VRy16:Sy10+216;
!!VRy21:Sy20+52;
!!VRy22:Sy20+76;
!!UN:Cy11/4/?y31;                       [BM:T]16#]
!!UN:Cy12/4/?y32;                       [BM:N]
!!UN:Cy13/4/?y33;                       [BM:G62]
!!UN:Cy14/4/?y34;                       [BM:G70]
!!UN:Cy15/4/?y35;                       [BM:G74]
!!UN:Cy16/4/?y36;                       [BM:U3]
!!UN:Cy21/4/?y41;                       [BM:T]
!!UN:Cy22/4/?y42;                       [BM:N]
!!FU|y31<0/y32<1/y41<0/y42<1/y33>0/y34>0/y35>0/y36<1:E;
!!SN:E4453920/2/y10/y20;
!!VRy30:-1;
!!SN&y30>0:G16;


!?FU(Function_130);                     [extra_metee_attack]
!!SN:X?y1/1;                            
!!SN:W^007.AttackA.Times^/?y30;
!!SN:W^007.AttackA.Times^/0;
!!FU&y30<1:E;
!!UN:Cy1/4/?y10;                        
!!VRy2:Sy1+8;
!!UN:Cy2/4/?y3;                        
!!VRy4:Sy3+8;                          
!!UN:Cy4/4/?y5;                        
!!VRy6:Sy1+4;
!!UN:Cy6/4/?y20;                        
!!VRy11:Sy10+52;                        
!!VRy12:Sy10+76;
!!VRy13:Sy10+656;
!!VRy14:Sy10+688;
!!VRy15:Sy10+704;
!!VRy21:Sy20+52;
!!VRy22:Sy20+76;
!!UN:Cy11/4/?y31;                      
!!UN:Cy12/4/?y32;
!!UN:Cy13/4/?y33;
!!UN:Cy14/4/?y34;
!!UN:Cy15/4/?y35;
!!UN:Cy21/4/?y41;
!!UN:Cy22/4/?y42;
!!FU|y31<0/y32<1/y41<0/y42<1/y33>0/y34>0/y35>0:E;
!!SN:E4461360/2/y10/y20/y5;
!!VRy30:-1;
!!SN&y30>0:G18;

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fanofheroes
fanofheroes


Famous Hero
posted February 10, 2021 07:04 PM
Edited by fanofheroes at 19:23, 10 Feb 2021.




taken from ACM to add extra strikes.
I found this code in universal functions script, maybe by hawaiing?. Works perfectly.



.

Thank you!


*I can't see where in that is the artifact number so I can swap it with mine. what do I need to change from this? It's producing an error just before battle.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 10, 2021 07:50 PM

Where he wrote "your condition". So check which side is the battlestacks then check if hero has the artefact

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted February 10, 2021 07:51 PM
Edited by RerryR at 20:15, 10 Feb 2021.

You need to add your condition under !?BG0 and increase the number of strikes in the variable "123_extra_attacks".
Try a bit, if it does not work take a look in the ACM implementation.
If it still not working post your full code here.

Edit:
I figured it would cost us both more time if I would just post a working code and it is more helpful for others as well. I also added the shooting part.
Now you just need to change your artifact ID.

This is a really powerful code, much better than the common "double strike" flag, because it allows changing the number of attacks to any number or condition.
Like give Roland a 50% chance for an extra strike with his swordmen, or give one more shot to a Marksmen (three in total) if your hero has specialized in Archery. (just some ideas)

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fanofheroes
fanofheroes


Famous Hero
posted February 10, 2021 10:48 PM

RerryR said:

Now you just need to change your artifact ID.




Forgive me, I must really be struggling on this wednesday, even with the Sublime editor making things colour coded, my usefulness is not well today lol.  from what i gather the artifact ID is 6 in the script above, mine is 406. So I just switched those numbers and I get this change only on this specific line:


!!HEy5:A2/406/?y93/?y94;                  [see if attacking hero has a certain artifact]


I can't see anywhere there's ID 6.  What am I missing?



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