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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 ... 37 38 39 40 41 ... 50 100 150 200 250 300 350 400 407 · «PREV / NEXT»
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted June 29, 2009 11:22 AM

@Immortal: download ERM help and check for heroes ID.

@wog-edn: in the examples I gave you I used time trigger 1 and 2. After seeing your map I see you were pasting inside scripts from s/folder. Those scripts may use TM1&2, therefore you will have to check unclaimed TM (in ERM help) and change those I gave you. Just change TM1 and TM2 to some unclaimed.
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wait321
wait321

Tavern Dweller
posted July 13, 2009 03:45 AM
Edited by wait321 at 03:49, 13 Jul 2009.

I just got the hang of ERM scripting, but there are still some stuff that I can't figure out.

How do I get it so that every medusa on the map joins a certain hero (say Orrin) and attacks everyone else?

How do I make an artifact have the same effects as the armor of the damned? I've gotten it to the point where I check both attack and defender for the artifact, but I'm not sure what to do from there on.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 13, 2009 08:09 AM

There are surely more ways to skin the cat, but I would change all medusas aggressiveness on the map using !?HM0 (zero=Orin ID)

HM command survey each step an hero takes. Just try to loop through all monsters on the map using !!UN and type/subtype of medusas (54/77) then set their aggressiveness level to 0. First they have to be set to savage via editor.

But it is not so easy, because you would need a TM trigger to change their level to aggressive each start of turn then.

As for artifact, check Alexander the Great map, where the red player is scripted to be cursed when he gets attacked by AI (slow/weakness). Just do the same thing triggered by an artifact (!?AE0-put on, !?AE1-remove), applying the spells using !?BA0.

It is not so easy if you never scripted. The problems is not getting the effects running, but removing them after each battle or actions.

There may be other solutions, maybe someone else has a better idea.
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Castor_Troy
Castor_Troy

Tavern Dweller
posted July 14, 2009 12:38 PM
Edited by Castor_Troy at 12:39, 14 Jul 2009.

Hello 1st of all i want to thank the WoG creators and developers for this awesome expansion pack that for me valued more than heroes 4/5.
Now onto the topic im trying to create an ERM code that would give a heroe a specific number of units if he goes to a place and accepts to pay a certain amount of gold. The problem is dont know how to make it work once a week , im not into ERM so much since i started for 3-4 days so a sample would help me a lot since thats how i learned so far
Well if anyone can help me and show me what to modify this is what ive been able to do so far like i said i have no ideea on how to make it work only once a week:

!?LE32/35/0;
!!IF:Q2/21/7/36/5000/2^Hello sir.Would you be intrested into a few brave crusaders?^;
!!OW:R-1/6/?y2;
!!IF&-2:M^Well then let us train, stop bothering us!^;
!!IF&2/y2<5000:M^Sorry knight but it seems you lack the necessary gold, come back when you got the money.^;
!!IF&2/y2>=5000:M^You have done a great deal respected noble, the crusaders will bravely fight for your cause.^;
!!HE-1&2/y2>=5000:C2/7/10/1;
!!OW&1/y2>=1500:R-1/6/d-5000;

I`ve tried a guess smth with TM maybe but idk how to write that part of code
Well help is apreciated

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Lord_Immortal
Lord_Immortal


Famous Hero
DoR Dev Team
posted July 14, 2009 01:41 PM
Edited by Lord_Immortal at 14:23, 14 Jul 2009.

Quote:
!?LE32/35/0;
!!IF:Q2/21/7/36/5000/2^Hello sir.Would you be intrested into a few brave crusaders?^;
!!OW:R-1/6/?y2;
!!IF&-2:M^Well then let us train, stop bothering us!^;
!!IF&2/y2<5000:M^Sorry knight but it seems you lack the necessary gold, come back when you got the money.^;
!!IF&2/y2>=5000:M^You have done a great deal respected noble, the crusaders will bravely fight for your cause.^;
!!HE-1&2/y2>=5000:C2/7/10/1;
!!OW&1/y2>=1500:R-1/6/d-5000;


Use ERMs of Salamandre.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 14, 2009 02:25 PM
Edited by Salamandre at 14:31, 14 Jul 2009.

@Castor:

Why would you use a script to create a function which can be skipped using a basic feature?

Just place a barrack at specified location and use !!DW command:

!!DW#1/#2/#3:XXXX;  
!!DW#1/#2/#3: Monster dwelling at x,y,l coordinates
(Monster Dwellings are Types 17 and 20, See Format CG)

M#1/$2/$3 - set the monster to hire
  #1 = Slot (0...3) - you can hire up to 4 different monsters at one dwelling.
  #2 = Type of the monster (-1=disable this slot) (Format C)
  #3 = Number to hire


Set with !!DW:M the desired monster to be hired, crusader. Thats all. It will work every week, as any creature dwelling, and you do not need to script it for that. You must set the price of crusaders to 500 manually then, but it seems to me very expensive.  

Quote:

Use ERMs of Salamandre.


What
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Lord_Immortal
Lord_Immortal


Famous Hero
DoR Dev Team
posted July 14, 2009 02:35 PM

Salamandre,I have 4 questions:
1)How can I change hero portraits to a portrait made by me(But only for that scenario?(like Leonidas and Alexander in your maps)
2)Is there any script that changes Crusader's def file into another made by me?(but only for that map)
3)How to change the town's outer look(like that in Gorynych map and only for the map)?
4)Wich are the variables for changing the units name like you did at Alexander map?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 14, 2009 02:40 PM
Edited by Salamandre at 14:42, 14 Jul 2009.

Lord, ERM help has subsections for each of your requests. They are very easy scripts, try to do them alone, and if does not work, ask again so we see where was the error. That's the best way.

For Hero portraits, check HE
For changing def files use update.exe
To change town look, read !!CA:I
To change units name, check !!UN section
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Lord_Immortal
Lord_Immortal


Famous Hero
DoR Dev Team
posted July 14, 2009 02:46 PM

Thanks Salamandre but I need the Variable Numbers for the Unit name(I have checked UN and I did not find the variable numbers.As for the .def files,there is not possible to be changed only for that map(like the unit names)?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 14, 2009 02:57 PM
Edited by Salamandre at 14:59, 14 Jul 2009.

Check "Creatures list" in ERM help (on right side, scroll) for all the ID.

For changing def, check the install.wog file which came with "300", extract all the text files from there, delete anything inside and add your new creature def inside H3sprite.txt. When it is done, repack all the txt. files into a zip, change zip. to wog. (just rename) and put it in update folder, run it. Thats all.

You need the following txt files when changing a creature def:

H3sprite.txt
Action.txt
H3bitmap.txt
Inform.txt
INSTMULT.TXT

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Lord_Immortal
Lord_Immortal


Famous Hero
DoR Dev Team
posted July 14, 2009 03:00 PM

And the replacement is only for the map I choose ex. A Viking We Shall Go?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 14, 2009 03:01 PM

No, the modified creature will stay there for ever, unless you provide a backup wog.file, as I did in 300.
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Lord_Immortal
Lord_Immortal


Famous Hero
DoR Dev Team
posted July 14, 2009 03:05 PM

Exist a script that changes the .def file only for that map I choose ex.A Viking We Shall Go! ?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 14, 2009 03:09 PM

If you replace a def file (example you put a new creature in Hmsprite.lod which replace the crusader) you lose the previous one. Simply it is gone. So you can't change that with a script. But do a wog.backup so the player can restore the original creature once he completed the map.

It is a 10 seconds process, not big deal.
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Lord_Immortal
Lord_Immortal


Famous Hero
DoR Dev Team
posted July 14, 2009 03:13 PM

But can be added a new .def file in H3sprite?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 14, 2009 03:19 PM
Edited by Salamandre at 15:20, 14 Jul 2009.

...

Ok, trying again

Steps:

1)
H3sprite.txt  **here you put your new def. unit NAME
Action.txt
H3bitmap.txt
Inform.txt
INSTMULT.TXT
"new unit".def

2) Zip all those files.

3) Rename .zip to .wog

4) Place in update folder and run update.

You can't add a new def. You have to replace one already in.

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Lord_Immortal
Lord_Immortal


Famous Hero
DoR Dev Team
posted July 14, 2009 03:35 PM

Thanks Salamandre.

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wait321
wait321

Tavern Dweller
posted July 14, 2009 03:37 PM

Quote:
There are surely more ways to skin the cat, but I would change all medusas aggressiveness on the map using !?HM0 (zero=Orin ID)

HM command survey each step an hero takes. Just try to loop through all monsters on the map using !!UN and type/subtype of medusas (54/77) then set their aggressiveness level to 0. First they have to be set to savage via editor.

But it is not so easy, because you would need a TM trigger to change their level to aggressive each start of turn then.

As for artifact, check Alexander the Great map, where the red player is scripted to be cursed when he gets attacked by AI (slow/weakness). Just do the same thing triggered by an artifact (!?AE0-put on, !?AE1-remove), applying the spells using !?BA0.

It is not so easy if you never scripted. The problems is not getting the effects running, but removing them after each battle or actions.

There may be other solutions, maybe someone else has a better idea.


Got it working. Thanks. I wish there were macros for these magic numbers. It would save so much time not having to look up the numbers for creatures, towns, artifacts, spells, heroes, etc.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 14, 2009 03:40 PM
Edited by Salamandre at 15:40, 14 Jul 2009.

Well, I will not surprise you by telling you the most obvious thing to do:

Print in alphabetical order

1) creatures ID
2) Heroes ID
3) Artifacts ID

Then you can consult them in no matter of time. That's how I do it.
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Castor_Troy
Castor_Troy

Tavern Dweller
posted July 14, 2009 03:41 PM

Ok first thanks for the fast answer but as usual for noobs your answer awakened new question, so i`ll get onto it:
i cant find the DW recever i searched the ERM help that cames with the 3.58f version of WoG, could it be that im not up to date with the ERM tools and such or is it simply not explained into that help page
Well the map im working on has 2 purposes 1 learning ERM so getting complicated for nothing isnt just for pleasure and to turn it into a  2 hum vs 1 comp so i can enjoy it with a friend also.
The 500 gold can be explained by the fact that i went for only the weakest buildable units  since i wanted a bit of flavour in it too and its a noobish way of doing things little by little stupid but it worked a bit so far i learned smth.
Ok then i`ll try to do as you said had that in mind but it was a bit hazey now i got to studdy it but the DW issue would apreciate a  further explanation.
Thank you once again and im awaiting your reply

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