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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 397 pages long: 1 2 3 4 5 ... 80 160 240 320 ... 393 394 395 396 397 · «PREV / NEXT»
bloodsucker
bloodsucker


Legendary Hero
posted November 11, 2021 01:35 PM
Edited by bloodsucker at 14:39, 11 Nov 2021.

Cause the name of the mod is Castle OP

Can I do this? Or the values in v7, v8, v9 need to be kept?

* Knights
* Orin
!!VRv7:S25 R5;   * set army to halflings
!!VRv8:S25 R5;
!!VRv9:S25 R5;
!!HE0:C0/0/138/v7 C0/1/138/v8 C0/2/138/v9;

* Valeska
!!HE1:X1/137;
!!VRv7:S25 R5;   * set army to halflings
!!VRv8:S25 R5;
!!VRv9:S5  R5;   * & sharpshooters
!!HE1:C0/0/138/v7 C0/1/138/v8 C0/2/137/v9;
!!VRz843:S^Increases Attack and Defense of any Sharpshooters by level attained, after level 4^;
!!UN:G2/1/2/z843;

* Edric
!!HE2:X0/23;
!!VRv7:S30 R7;    * Peasants
!!VRv8:S12 R5;    * Archers
!!VRv9:S4 R3;     * Griffins
!!HE2:C0/0/139/v7 C0/1/2/v8 C0/2/5/v9; * set army to
!!VRz842:S^Armorer Specialty^;
!!UN:G2/2/2/z842;

* Slyvia
!!HE3:X6/2/18/137;
!!HE3:S5/0 S2/1;     *  Swaps Navigation for Logistics
!!VRv7:S15 R7;
!!VRv8:S12 R6;
!!VRv9:S12 R6;
!!HE3:C0/0/2/v7 C0/1/2/v8 C0/2/2/v9; * set army of archers
!!VRz844:S^Upgrades Archers and Elfs to Sharpshooters^;
!!UN:G2/3/2/z844;

!!HE4:X1/36;    *  Lord Haart
!!HE4:S13/0  S22/1; * Swaps Estates for Offense
!!HE4:C0/0/37/4 C0/1/37/2 C0/2/0; * set army of Brawlers
!!VRz845:S^Increases Attack and Defense of any Genies and Brawlers by level attained, after level 6^;
!!UN:G2/4/2/z845;

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 11, 2021 03:05 PM

If you use in !?PI then is ok, try.

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bloodsucker
bloodsucker


Legendary Hero
posted November 11, 2021 03:50 PM
Edited by bloodsucker at 15:53, 11 Nov 2021.

Salamandre said:
If you use in !?PI then is ok, try.

It's a timer running once at first day.


But I guess I can make them run one after the other in my Local Events thing...
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fred79
fred79


Disgraceful
Undefeatable Hero
posted November 11, 2021 05:05 PM

Salamandre said:
fred, replace:

!!VRz941:S^Nest^;
!!OB1&y1<>18:Hz940;
!!OB1&y1=18:Hz941;

With

!!VRz942:S^Nest^;
!!OB1&y1<>18:Hz940;
!!OB1&y1=18:Hz942;

I forgot z941 was assigned to utopias.



thanks, sal.

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bloodsucker
bloodsucker


Legendary Hero
posted November 11, 2021 07:29 PM
Edited by bloodsucker at 05:18, 12 Nov 2021.

Would it be possible to use the lighthouse building for other purpose, by passing the build restrictions but still forcing to pay for it?
I ask this cause I wanted to build an internal "Emerald Tower", just for basic parameters and just for the Castle creatures and ban the Emerald Towers. They revert the new names of the creatures to the original ones.
Other alternatives appreciated.

P.S. I think I've found a way. In the script for castle I could loop through all castles and build the lighthouse. Then make an on mouse click trigger to ask for money, if already paid shows the list of castle creatures and the bonus available (only Attack, Defense, Life and Speed) for each of them (that can now be all custom and have different costs).
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fred79
fred79


Disgraceful
Undefeatable Hero
posted November 11, 2021 08:36 PM

last question, sal: i updated the script, and copied a line to add the nest designation to object 20(the spider nests), but now i need to change the text specifically for the roc and arachnid nests(so they read "nest" instead of "egg" in the dialog. how do i do that? the lines with the text were a little confusing; i was thinking that i could keep the same script active for both sets of objects, and just make copies of the needed text dialog lines. is that possible, or do i need to copy the entire part of the script where text dialog is activated?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 11, 2021 08:50 PM

Why not ask "I want object type x subtype y to display THIS name", how I do?

Because there is so much to process in your post that I end really confused on what's about. I am not in your mind...


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Era II mods and utilities

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fred79
fred79


Disgraceful
Undefeatable Hero
posted November 11, 2021 09:05 PM

the display name is fixed, you fixed that by changing the variable number. i figured that part out. what i'm trying to do now, is change the interactive text the player sees, so that he doesn't see "egg" in the text dialog for the two nests they'll interact with.

for instance, for objects 18 and 20, i don't need their text to be:

!!IF:Q1^You came upon a strange egg. Do you wish to wait and see if it's protected?^;
!!IF:Q1/21/y4/1^This egg is not protected. When it hatches, it offers to join your ranks.^;
!!IF:Q1/21/y4/1^This egg is protected! You are under attack!^;
!!IF:Q1/21/y4/1^This egg is not protected. When it hatches, it offers to join your ranks.^;


i don't know how to add new lines for the above with "nest", instead of "egg". see what i mean?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 11, 2021 09:11 PM
Edited by Salamandre at 21:19, 11 Nov 2021.

Is not just replacing or copying lines, won't work. Need a z var which contains both names, so let me do it.

Can you paste here your modified script about player visiting eggs?

This was original:

!?OB6&1000;
!!OB998:S; disable object
!!OB998:U?y2; get subtype
!!PO998:N?y3; get PO value
!!VRy4&y2=19:S192;
!!VRy4&y2=18:S92;
!!VRy4&y2=17:S108;
!!VRy4&y2=16:S144;
!!VRy4&y2=15:S169;
!!VRy4&y2=14:S157;
!!VRy4&y2=13:S110;
!!VRy4&y2=12:S151;
!!VRy4&y2=11:S133;
!!VRy4&y2=9:S132;
!!VRy4&y2=10:S135;
!!VRy4&y2=8:S155;
!!VRy4&y2=7:S83;
!!VRy4&y2=21:S27;
!!VRy4&y2=5:S82;
!!VRy4&y2=6:S26;
!!VRy4&y2=20:S172;
!!IF:Q1^You came upon a strange egg. Do you want to wait and see what hatches?^;
!!FU&-1:E; exit if player declines
!!if&y3=4:;
!!IF:Q1/21/y4/1^The egg hatches, and the creature is willing to join your ranks!^;
!!HE-1:C2/y4/1/1;
!!en:;
!!if&y3=3:;
!!IF:Q1/21/y4/1^The egg hatches, and the creature attacks you!^;
!!HE-1:Tv998/v999/v1000/y4/1;
!!HE-1:O?y5;
!!FU&y5<0:E;
!!IF:Q1/21/y4/1^The creature is eager to join your ranks!^;
!!HE-1:C2/y4/1/1;
!!en:;
!!UN:Ov998/v999/v1000; delete object

Then tell me for which exact subtype you want "nest" replacing "egg"

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fred79
fred79


Disgraceful
Undefeatable Hero
posted November 11, 2021 09:25 PM

objects are 18 and 20.


!?OB6&1000;
!!OB998:S; disable object
!!OB998:U?y2; get subtype
!!PO998:N?y3; get PO value
!!VRy4&y2=19:S192;
!!VRy4&y2=18:S92;
!!VRy4&y2=17:S108;
!!VRy4&y2=16:S144;
!!VRy4&y2=15:S169;
!!VRy4&y2=14:S157;
!!VRy4&y2=13:S110;
!!VRy4&y2=12:S151;
!!VRy4&y2=11:S133;
!!VRy4&y2=9:S132;
!!VRy4&y2=10:S135;
!!VRy4&y2=8:S155;
!!VRy4&y2=7:S83;
!!VRy4&y2=21:S27;
!!VRy4&y2=5:S82;
!!VRy4&y2=6:S26;
!!VRy4&y2=20:S172;
!!IF:Q1^You came upon a strange egg. Do you wish to wait and see if it's protected?^;
!!FU&-1:E; exit if player declines
!!if&y3=4:;
!!IF:Q1/21/y4/1^This egg is not protected. When it hatches, it offers to join your ranks.^;
!!HE-1:C2/y4/1/1;
!!en:;
!!if&y3=3:;
!!IF:Q1/21/y4/1^This egg is protected! You are under attack!^;
!!HE-1:Tv998/v999/v1000/y4/1;
!!HE-1:O?y5;
!!FU&y5<0:E;
!!IF:Q1/21/y4/1^This egg is not protected. When it hatches, it offers to join your ranks.^;
!!HE-1:C2/y4/1/1;
!!en:;
!!UN:Ov998/v999/v1000; delete object

!?FU100002;
!!UN:Ux1/5/-1/1; egg
!!VRy1:S0R100; random value
!!PO1&y1<70:N3;
!!PO1&y1>=70:N4;

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 11, 2021 09:29 PM

!?OB6&1000;
!!OB998:S; disable object
!!OB998:U?y2; get subtype
!!PO998:N?y3; get PO value
!!VRy4&y2=19:S192;
!!VRy4&y2=18:S92;
!!VRy4&y2=17:S108;
!!VRy4&y2=16:S144;
!!VRy4&y2=15:S169;
!!VRy4&y2=14:S157;
!!VRy4&y2=13:S110;
!!VRy4&y2=12:S151;
!!VRy4&y2=11:S133;
!!VRy4&y2=9:S132;
!!VRy4&y2=10:S135;
!!VRy4&y2=8:S155;
!!VRy4&y2=7:S83;
!!VRy4&y2=21:S27;
!!VRy4&y2=5:S82;
!!VRy4&y2=6:S26;
!!VRy4&y2=20:S172;
!!VRz3:S^egg^;
!!VRz3|y2=18/y2=20:S^nest^;
!!IF:Q1^You came upon a strange %Z3. Do you wish to wait and see if it's protected?^;
!!FU&-1:E; exit if player declines
!!if&y3=4:;
!!IF:Q1/21/y4/1^This %Z3 is not protected. When it hatches, it offers to join your ranks.^;
!!HE-1:C2/y4/1/1;
!!en:;
!!if&y3=3:;
!!IF:Q1/21/y4/1^This %Z3 is protected! You are under attack!^;
!!HE-1:Tv998/v999/v1000/y4/1;
!!HE-1:O?y5;
!!FU&y5<0:E;
!!IF:Q1/21/y4/1^This %Z3 is not protected. When it hatches, it offers to join your ranks.^;
!!HE-1:C2/y4/1/1;
!!en:;
!!UN:Ov998/v999/v1000; delete object

!?FU100002;
!!UN:Ux1/5/-1/1; egg
!!VRy1:S0R100; random value
!!PO1&y1<70:N3;
!!PO1&y1>=70:N4;

Try this.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted November 11, 2021 09:46 PM

verbatim, as posted?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 11, 2021 09:48 PM

Yes, just replace the code you posted with this one.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted November 11, 2021 09:50 PM

will do. thanks.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted November 11, 2021 10:01 PM

works like a charm. it also helped me to realize the last line of text didn't make sense, so i fixed that too. now all's copacetic. thanks again.

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bloodsucker
bloodsucker


Legendary Hero
posted November 12, 2021 03:20 AM
Edited by bloodsucker at 07:56, 12 Nov 2021.

I have a problem with this code (not just in this case, in all cases)
* Knights
* Orin
!!VRv7:S25 R5;   * set army to halflings
!!VRv8:S25 R5;
!!VRv9:S25 R5;
!!HE0:C0/0/138/v7 C0/1/138/v8 C0/2/138/v9;
--------------
It runs ok and the armies are changed, the starting hero always has the right troops and the ones in tavern too. Now, if I look using the Invite Tavern cheat from HD Mod, the other ones appear with one creature, not always the right one but at least they are from the new alignment.
But if I hire the first and this one is now in the tavern, he is with a pikeman not a peasant or any other troop I made the hero start with.
I think it's cause of some refresh the exe does but maybe someone knows something more.

***************************


Can we change the EA parameters bellow 5? I needed one troop to gain one skill faster, more exactly, I need the Arctic Sharpshooters to gain plus 3 of speed or they will lose the speed advantage they have over the Titans/lords and the last ones will lose the effects of AS enchantments.

****
Maybe this enlighten the problem...

**Arctic Sharpshooters
!!MA:A170/12;
!!MA:D170/12;
!!MA:E170/16;
!!MA:M170/14;
!!MA:P170/40;
!!MA:S170/12;

!!MA:X170/?i;   No Retaliation
!!VRi:|65536;
!!MA:X170/i;

!!MA:X170/?i;   No Melee
!!VRi:|4096;
!!MA:X170/i;

!!MA:I170/2000;

!!EA170:B6/1/102/115/0/0/0/0/0/1/1/1/1/1/1; Shoots Adjacent
!!EA170:B7/1/115/44/0/0/1/1/2/2/2/3/4/4/4; Precision
!!EA170:B8/1/115/53/0/0/0/1/1/2/2/3/3/4/4; Haste
!!EA170:B9/1/115/41/0/0/0/1/1/2/2/3/3/4/4; Bless
!!EA170:B10/1/115/28/0/0/0/1/1/2/2/2/3/3/4; Air Shield
!!EA170:B11/1/115/46/0/0/0/1/1/1/2/2/2/3/4; Stone Skin
!!EA170:B12/1/115/58/0/0/0/1/1/1/2/2/2/3/4; Counterstrike
!!EA170:B13/1/115/48/0/0/0/0/1/1/2/2/2/3/4; Prayer


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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 13, 2021 01:26 PM

I don't understand. EA parameteres are from 6 to 13, no way to modify that. But most of parameters coming with EA can also be scripted by hand, using battle scripts, so is basically infinite or almost.
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Era II mods and utilities

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bloodsucker
bloodsucker


Legendary Hero
posted November 13, 2021 04:35 PM

Thx but it doesn't matter. I wasn't analyzing the problem correctly. If I increase the speed to 13, they will always be faster.

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bloodsucker
bloodsucker


Legendary Hero
posted November 15, 2021 08:12 AM
Edited by bloodsucker at 09:08, 15 Nov 2021.

In a mod I'm making, I changed the creatures from castle to:
1 Pikemen upg to Halflings
2 e 3 Stay the same
4 Unupgraded Crusaders upg Sharpshooters
5 monks upg to Enchanters  
6 genies & master genies
7 stay the same


Now, this creates a serie of problems with the external dwellings, specially if you try to use the Wog Option to upgrade dwellings.
So, I'm open to other suggestions but my idea is to upgrade all dwellings on the map (make them all offer upgraded units) and then change the ones that should now give different monsters.
Problems:
1. Where is !!DW in the Help? It's not under triggers. under Other Objects
2. Maybe if I just trade all guardhouses by thatched huts and all the monasteries by hollows I could get the same result but I'm not sure about this method implications either.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 15, 2021 03:56 PM

!!DW is under other objects.

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