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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 338 pages long: 1 ... 38 39 40 41 42 ... 80 120 160 200 240 280 320 338 · «PREV / NEXT»
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 14, 2009 03:44 PM

The DW command was added to the last version so it is not friendly to be located.

Open ERM help. Now click on "About ERM" top left. Scroll until middle page. See the new added functions? DW is there, click on it.
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wait321
wait321

Tavern Dweller
posted July 14, 2009 03:44 PM

Quote:
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.


Still, I would rather type something like HE{ORIN}:A{ROBE_OF_THE_MAGI}. It's just easier to read, faster to code, and compatible when the ID numbers are changed.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 14, 2009 03:47 PM
Edited by Salamandre at 15:49, 14 Jul 2009.

It is not me who did the ERM code, I am only an average scripter who still has a hard time to learn it.

But so far, ERM provided to be the best tool in the world for modding completely a game. Tools to mod Oblivion, Civilization, Morrowind are much more complicated then ERM and allow less things.

Not to mention modding the Might and Magic series, which require a deep knowledge of DOS platform, and for changing almost nothing.

But one can't have a miracle without moving a finger.
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Castor_Troy
Castor_Troy

Tavern Dweller
posted July 14, 2009 03:48 PM

Thank you Salamandre i found it. My biggest thanks for your quick help

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pei
pei


Famous Hero
Fresh Air.
posted July 14, 2009 08:35 PM

change commanders?

Hi, i was wandering if there was a way to simply change commanders...for example...i want a knight to have a demonic commander. Is it possible?
THANKS EVEN FOR READING THIS!

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 14, 2009 10:45 PM

Just check the script "choose commander class" in WoG options.
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pei
pei


Famous Hero
Fresh Air.
posted July 14, 2009 11:59 PM

Thanks a lot Salamandre but i was meaning by code...i want ERM scripts to make a Knight have a succubus at start of the map. My bad, i forgot to add that by code..

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 15, 2009 01:56 AM
Edited by Salamandre at 03:14, 15 Jul 2009.

The commanders are hardcoded, so:

You will need to "disable" the hardcode, then restore it with new settings:


ZVSE

!#UN:P5/0; [Map isn't wogified]
!#UN:P6/1; [Heroes don't start with Commanders]
!#UN:P900/1; [Stack Experience is enabled]

!?PI;

!!CO-1:H0; [Set class of Commander's owning hero]
!!CO-1:T3; [Set new Commander type]
!!UN:P6/0; [Heroes start with Commanders] **this must be at the END, do not move


All knights will start with succubus.

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pei
pei


Famous Hero
Fresh Air.
posted July 15, 2009 06:25 PM

THANKS! USEFULL TO KNOW! =)

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Lord_Immortal
Lord_Immortal


Famous Hero
posted July 16, 2009 10:16 AM

Salamandre,your erm_s help that contained the unit IDs did not show them all.Ex.the Hell Steed,Dracolich,Werewolf,Sorceress and Sylvan Centaur were missing.What else is not there I am not finding it(i know it is at least 1 monster left but wich monster?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 16, 2009 11:48 AM

All is there, man. I can't help you on searching. Post some pics of your ERM help, maybe we don't speak about the same program.
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Lord_Immortal
Lord_Immortal


Famous Hero
posted July 16, 2009 01:33 PM

How to take the Pic?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 16, 2009 02:45 PM


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Lord_Immortal
Lord_Immortal


Famous Hero
posted July 16, 2009 07:07 PM

What is the difference between Paladin(attacker) and Paladin(Defender)?

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Castor_Troy
Castor_Troy

Tavern Dweller
posted July 16, 2009 11:22 PM
Edited by Castor_Troy at 10:05, 17 Jul 2009.

Hello again, i got another problem i want to make a pass through the mountain whenver a player goes to a location the problem is i want to close the mountain pass so im useing a v38=0 that  should go to 1 when it opens and when it closes it substracts by 1 but all my attempts at integrating the vaule have failed so far . Any ideeas ? Here`s how i put it :
ZVSE
!#VRv38:S0
!?LE64/104/0;
!!TR64/101/0&v38=0: P1; <--adding  a if v38=0 do lines
!!TR64/102/0: P1;
!!TR64/103/0: P1;
!!VRv38:S+1;
!?LE 64/104/0;
!!TR&v38=1/64/101/0: P0; <------tried this way also
!!TR64/102/0: P0;
!!TR64/103/0: P0;
!!VRv38:S-1;
I guess i aint adding them correctly or idk i thought they would work as in the !!IF&v38=1:M^.....^.
The ideea is that the recivers execute only under 2 conditions:
-a hero goes to that location
-the variable is either 1 or 0
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"All things are subject to interpretation whichever interpretation prevails at a given time is a function of power and not truth. " - Friedrich Nietzsche

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 17, 2009 12:39 AM

There is an error trying to add/subtract a value. Remove the S. It should look :

!!VRv38:+1;
!!VRv38:-1;

!?LE 64/104/0: P0; **I never saw such thing, this means spell points set to zero, but should be used with receiver (!!), not trigger.

Other problems may come from the fact you are using an event (!?LE) so he gets canceled after the first visit (you have to manually re-enable it). For tests it is better to use an object trigger (!?OB) so you can trigger it endless and see if it works.

Other that, I can't say much, as I would have to look at the map, check locations and such.

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Castor_Troy
Castor_Troy

Tavern Dweller
posted July 17, 2009 10:04 AM

    Well the LE command part was a mistake it was too late at night when i typed that so theres no : P0 , the positions are correct maybe i didnt explain good enough im sorry for that . So:
    When i go to that position and the mountain pass is closed i want it to open since the variable will be 0 then it adds +1 to variable and thus when i go through the pass it will trigger the 2nd part of the recivers when variable= 1 and  it closes the passage and substracts 1 from that variable thus makeing it 0 and eligible for opening once again.
    Also the LE command aint a problem since the event isnt canceled after first visit so thats not a problem.

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"All things are subject to interpretation whichever interpretation prevails at a given time is a function of power and not truth. " - Friedrich Nietzsche

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 17, 2009 01:34 PM

All my !?LE events get canceled after first use, are you sure?

Please repost the whole code with explanation for each line (what you want it to do exactly)
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Castor_Troy
Castor_Troy

Tavern Dweller
posted July 17, 2009 02:39 PM
Edited by Castor_Troy at 14:44, 17 Jul 2009.

Ok i managed to find the bug which was in my way of writing the code i made it so the passage opened and closed same turn it was working fine but i could never see the changes since its a TBS game not RTS u get the point the code went from closed passage>open>closed all same turn.
So the fix i thought is with 4 numbers of the variable go through it (didnt test it working on it since i complicated it since  a few hours ago with a object and an attack if you dont belong to a specific colour):

ZVSE
!#VRv38:S3;

!?LE64/104/0;      [Close command]
!!TR64/101/0&v38=1:P0;
!!TR64/102/0&v38=1:P0;
!!TR64/103/0&v38=1:P0;
!!VRv38&v38=1:+1;

!?LE64/104/0;     [Between command to avoid open/close same turn]
!!VRv38&v38=0:+1;

!?LE64/104/0;       [Open command]
!!TR64/101/0&v38=3:P1;
!!TR64/102/0&v38=3:P1;
!!TR64/103/0&v38=3:P1;
!!VRv38&v38=3:-3;

!?LE64/104/0;     [Between command to avoid close/open same turn]
!!VRv38&v38=2:+1;

As for the after 1st visit cancel thats simple use the WOG map editor and disable the cancel after visit option.Well i checked this code it works the only draw back is x2 activation on the same square but at least i got it to work. Changed the code also a bit with a OB now and a attacking monster but i got a problem i want to combine the attackers like ELF+DWARF but i didnt see the multiple monster attack command only single creature in HE if u know an other that allows for multiple please tell me .
Ok i reread youre post so i post the changed code now(well to avoid a huge post i put only the part that relates to the creature attack):
.............
!?OB64/99/0;
!!TR64/101/0&v38=1:P0;
!!TR64/102/0&v38=1:P0;
!!TR64/103/0&v38=1:P0;
!!VRv38&v38=1:-1;
!!OW:C?y1; [get current player colour]
!!HE-1&y1>0:T44/84/0/18/60;  <any ideea about a stack composed of 2 monsters not only wood elf i want wood elf+dwarf
!!HE-1:P64/97/0;
____________
"All things are subject to interpretation whichever interpretation prevails at a given time is a function of power and not truth. " - Friedrich Nietzsche

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pei
pei


Famous Hero
Fresh Air.
posted July 20, 2009 09:38 PM

I have a doubt...is there any way i can make some section or part of a map with a permanent fog of darkness while the rest acting normally?

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