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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 396 pages long: 1 50 100 150 200 250 300 350 ... 388 389 390 391 392 ... 396 · «PREV / NEXT»
Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted July 30, 2021 08:21 PM

WOG 3.58f is LITERALLY 15 years old, it was released on February 2006.
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Not idly do the leaves of Lorien fall.

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Ghost
Ghost


Legendary Hero
Therefore I am
posted July 31, 2021 07:33 AM

Ok I failed.. What it means? I leave attempt, I hoped AIs are 27lvl. If script has worked, I take a script to collection.

Yeah Hero of Light, a good info, maybe you also understood that I played a few years?!

Thanks
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Fight MWMs - stand teach

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DarkAtom
DarkAtom


Adventuring Hero
posted August 25, 2021 12:57 PM
Edited by DarkAtom at 12:57, 25 Aug 2021.

@Hero_of_Light WoG 3.58f is actually almost 17 years old. It was released on Nov 16th 2004 according to webarchive.
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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 October 12, 2021 09:24 AM

Ok clear!

I tried Ghosts appear at map every week or month, what astro announces. I tried the script code is UN:M2/159; it doesn't happened. It means wrong code. Give me full script, thanks

EDIT: Map hasn't the Grail, so Ghost always be appearing. Only Ghost, no other monsters.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 12, 2021 09:35 AM

Show how you scripted first.

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Ghost
Ghost


Legendary Hero
Therefore I am
posted October 12, 2021 09:40 AM
Edited by Ghost at 09:51, 12 Oct 2021.

Zvse

!?PI;

!#UN:M2/159;

Hmm if without !?PI; it showed bug.

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quangbn2509
quangbn2509

Tavern Dweller
posted October 16, 2021 07:38 PM

Heroes's army

Hi all Friends
I need an ERM to set up:
1. All heroes can bring > 30000 monster/slot in a town.
2. Heroes don't grouped creatures when they defend in a town.
Could you help me? I really need it urgently.
Thank you so much.

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bloodshade21
bloodshade21

Tavern Dweller
posted October 26, 2021 03:11 PM

Hello guys,

I'm trying to create a script which disables all the bonuses (attack, defense, health, dmg, speed) from the monster stack experience, but leaves them with their special abilities. I've done that in the past by changing the script: Experience without abilities, but I haven't played for some while and don't have the script anymore. Now, the script Experience without abilities also seems to have been changed. Can someone maybe explain how it works to me? It goes like this:

!#DC(WOG_OPT_CREATURE_NO_WOGABILITIES) = 742;


!?FU(OnAfterErmInstructions);
!!UN(WOG_OPT_CREATURE_NO_WOGABILITIES)/?(wogOption:y);  
!!FU&(wogOption)<>(TRUE):E;

!!UN:J11/(TRUE);

!!FU(GetMaxMonsterId)?(monLastID:y);

!!re i/(MON_FIRST)/(monLastID);  
 !!re k/6/19;
   !!EAi:Bk/0/0/0/0/0/0/0/0/0/0/0/0/0/0;
 !!en;
!!en;


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bloodshade21
bloodshade21

Tavern Dweller
posted October 26, 2021 03:12 PM

Hello guys,

I'm trying to create a script which disables all the bonuses (attack, defense, health, dmg, speed) from the monster stack experience, but leaves them with their special abilities. I've done that in the past by changing the script: Experience without abilities, but I haven't played for some while and don't have the script anymore. Now, the script Experience without abilities also seems to have been changed. Can someone maybe explain how it works to me? It goes like this:

!#DC(WOG_OPT_CREATURE_NO_WOGABILITIES) = 742;


!?FU(OnAfterErmInstructions);
!!UN(WOG_OPT_CREATURE_NO_WOGABILITIES)/?(wogOption:y);  
!!FU&(wogOption)<>(TRUE):E;

!!UN:J11/(TRUE);

!!FU(GetMaxMonsterId)?(monLastID:y);

!!re i/(MON_FIRST)/(monLastID);  
 !!re k/6/19;
   !!EAi:Bk/0/0/0/0/0/0/0/0/0/0/0/0/0/0;
 !!en;
!!en;


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bloodsucker
bloodsucker


Legendary Hero
posted November 02, 2021 04:41 AM

Hi, I want to make a mod to change the traditional search for the Grail in to a single battle, for a single player only.

So, my idea is:

1. Search for the obelisk that is the nearest to player's starting town.
  I don't know how to do this.

2. Replace it with an object that will be coded to have a battle against a random hero with amazing stats and modified army.
  I know how to do this.

3. Replace all other obelisks with Emerald Towers.
  I know how to replace, I don't know a trick to check if they are accessible and objects may not be of the same size.

4. Remove the grail from the map (dig it) and give it to player if he wins.
  I don't know how to do this and I'm in doubt if I should give the grail or simply make a post-battle visit to an obelisk, that would show the location (in this case, it should have been placed near player's town, inside his area).

Can any one help?
Ideas to achieve the same objective other way are also welcome.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 02, 2021 05:55 AM
Edited by Salamandre at 06:01, 02 Nov 2021.

I would say 1) is quite hard, to get the distance to nearest obelisk. Why not do the following, in this order:

1) When player visit the first obelisk he finds
2) Delete the grail wherever was randomly placed (run loop on objects, find type 36, subtype 0, delete it), needs test to see if it works
3) Place the grail in front of the player town (UN:I). Or give it the the hero directly.
4) Set all obelisks on map visited by that player (UN:L) so the puzzles reveals, in that case it needs test to see if the puzzles updated with new grail location
5) Remove all obelisks and replace them with Emerald Towers. As the Towers have same size as the obelisks, the problem of passability isn't one.

Ask for any of those scripts if don't know how. Also, maybe Era 3 made possible some of your points, but I don't know its syntax, someone else may help.

But if this is about a custom map (yours?) why go so complicated. All you need is place a single fake obelisk, there is no grail, and from then is easy.


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bloodsucker
bloodsucker


Legendary Hero
posted November 02, 2021 06:33 AM

I already have the grail on this one, I came with the idea much latter. Made it a single fight against Azure Dragons.

But I've made changes to creatures I like (EA and normal) and turned Catherine in to an Offense specialist (that is my starting hero) and I'm considering to make a mod for Castle and Tower, making Arctic Sharpshooters the new Tower level 5 (completely changed), turning these Master Genies I have now in to the Castle's level 6 and changing some specialties accordingly.
From changing Catherine's specialty to a new mod it will go a long way but I have some code from previous attempts that only requires some work, so I'm sure I can do it.

Two things from you dough, I know I had a program you gave me or gave the address that checked variables but I can't find it. Second, please repost the correction to the Emerald Tower, I can't find it and I spent hours looking for it (that's how I found the old code, here...).

Also, how do I steel portraits from other mods without using them? I need some pics for the new alignments (it makes no sense to have a genie that is Arctic Sharpshooters specialist...)
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 02, 2021 06:38 AM

I don't remember any correction to Emerald Towers, I only used them for Adventure Pillars mod. From what I remember they had 1 hex size, no?

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bloodsucker
bloodsucker


Legendary Hero
posted November 02, 2021 06:40 AM

Salamandre said:
I don't remember any correction to Emerald Towers, I only used them for Adventure Pillars mod. From what I remember they had 1 hex size, no?
For them to function weekly. It's a typo.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 02, 2021 06:48 AM

Thats simple, you need a timer working each 7 days.  You visit univisited tower, you trigger action. Once action done, set square (PO) to some value, if player visits again and PO is that value, he gets message "visited" and exit.  

Timer resets PO of all towers weekly.

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bloodsucker
bloodsucker


Legendary Hero
posted November 02, 2021 06:29 PM
Edited by bloodsucker at 18:49, 02 Nov 2021.

Ok, made the Emerald Tower work.
I've finally found the code for the artifact, I knew it was in a map you talked about, it's Ice Arrow.

Done.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 02, 2021 06:37 PM
Edited by Salamandre at 18:38, 02 Nov 2021.

This?

!?AE1&v998=153;
!!HE-1:S11/?y1;
!!HE-1&y1<1:S11/1;

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bloodsucker
bloodsucker


Legendary Hero
posted November 02, 2021 07:56 PM
Edited by bloodsucker at 19:59, 02 Nov 2021.

Not exactly, I just set the value not to be randomized.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 02, 2021 08:29 PM

have you  tried my script? It gives eagle eye when you put the ring on.

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bloodsucker
bloodsucker


Legendary Hero
posted November 02, 2021 09:25 PM
Edited by bloodsucker at 21:30, 02 Nov 2021.

Salamandre said:
have you  tried my script? It gives eagle eye when you put the ring on.

Yeah, but it doesn't remove it... The secret is to use it to free one of the 8 slots in the first page, without using the Market of Time. Of course, after someone has forgot the skill and a scholar teaches everything to everyone else, u can use it keeping the ring on but before that is better if it can be removed.
Those scripts work well but it's much better if you have an artifact that doesn't improve with use and a skill that removes itself to allow to learn new ones.
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