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Salamandre

     
       
Admirable
Omnipresent Hero
Wog refugee
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posted April 24, 2023 05:32 AM |
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Only by scripting health bonus directly in battle, so it wont show when open hero screen on adventure map. Use BF trigger, loop hero slots and increase HP to those matching hero specialty.
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deathstare

 
 
Adventuring Hero
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posted April 25, 2023 03:58 AM |
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Hi, is there a command to get the coordinates of the Grail from the UN:C receiver?
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Orc

 
   
Famous Hero
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posted April 28, 2023 11:43 PM |
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Edited by Orc at 04:01, 30 Apr 2023.
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Hello,
It seems armorer script(20%)+specialty becomes OP. for all 3 Neela, Mefala and Tazar (for human player only), Is there a way to reduce armorer skill just before battle and revert it back to lvl 3 after combat??
Same function I want to apply with necromancy SS.
Why? Because with cloak of the king, we raise liches, but I prefer to raise wraiths since they are more interesting.
Remember that eith cloak, you raise skellies, zombies, wraiths, or liches depending on necromancy level. That's why I want to reduce necromancy level by 1
deathstare said: Hi, is there a command to get the coordinates of the Grail from the UN:C receiver?
Have you checked erm manual??
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orc

 
   
Famous Hero
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posted May 15, 2023 11:07 PM |
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orc

 
   
Famous Hero
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posted May 27, 2023 07:35 PM |
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is it possible to edit spells through erm?
I want haste +1/2 and slow -15%, DD and TP for fire school.
I also want change prayer speed to +1/2
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Salamandre

     
       
Admirable
Omnipresent Hero
Wog refugee
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posted May 27, 2023 10:19 PM |
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Modifying slow and speed is possible, not sure about prayer speed, check prayer after modifying haste separately, maybe it will match the new values.
!?PI;
!!SS53:P?y1; get haste power in y1
!!SS54:P?y2; get slow power in y2
!!VRy3:Sy1:2; !!VRy4:Sy2:4; get 50% and 25% value
!!VRy1:+y3; !!VRy2:-y4; add/subtract to initial value
!!SS53:Py1; set haste + 50%
!!SS54:Py2; set slow - 25%
Play with values until you get the bonus you want
For TP and DD check SS#:S in erm manual, its one line easy.
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orc

 
   
Famous Hero
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posted May 29, 2023 09:17 PM |
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Edited by orc at 21:20, 29 May 2023.
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Salamandre said: Modifying slow and speed is possible, not sure about prayer speed, check prayer after modifying haste separately, maybe it will match the new values.
ZVSE
!?PI;
!!MA:X89/d32768; [ testing script by giving Orc Warrior Double Shot and it works]
!!SS53:P?y1; get haste power in y1
!!SS54:P?y2; get slow power in y2
!!VRy3:Sy1:2; !!VRy4:Sy2:4; get 50% and 25% value
!!VRy1:+y3; !!VRy2:-y4; add/subtract to initial value
!!SS53:Py1; set haste + 50%
!!SS54:Py2; set slow - 25%
although the code is very understandable, wierdly I see no effect from this script at all, for both spells. I even tried !!SS53:Py3; still with no use. I tried to put row integers, 1, and also 800 and it still have no effect.even spell duration did not change, and even with advanced earth/air magic the values are still the same.
according to erm manual, "P$ Set/check/get spell power.
For different spells it means different things." not sure what is meant by power then?
did the script work with you? perhaps I have another script interfering with this? hmmmm
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Salamandre

     
       
Admirable
Omnipresent Hero
Wog refugee
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posted May 29, 2023 09:49 PM |
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Sorry my error, It is SS:E trigger, SS:P is only for offensive spells
!?PI;
!!SS53:E3/?y1; get haste power in y1 (E3 means expert skill level)
!!SS54:E3/?y2; get slow power in y2
!!VRy3:Sy1:2; !!VRy4:Sy2:4; get 50% and 25% value
!!VRy1:+y3; !!VRy2:-y4; add/subtract to initial value
!!SS53:E3/y1; set haste + 50%
!!SS54:E3/y2; set slow - 25%
New haste/slow value will work only at expert air/earth. (E3 means expert, if you want them at every level, you have to copy script it with E1, then E2 as well)
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orc

 
   
Famous Hero
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posted May 30, 2023 04:49 AM |
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Edited by orc at 07:35, 30 May 2023.
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Salamandre said:
New haste/slow value will work only at expert air/earth. (E3 means expert, if you want them at every level, you have to copy script it with E1, then E2 as well)
Thank you! Here is the final form of the script
Quote:
ZVSE
!?PI;
!!MA:X89/d32768; [Test if script is running]
!!VRy1:S1; !!VRy2:S2; !!VRy3:S2; [Haste values]
!!VRy4:S90; !!VRy5:S85; !!VRy6:S85; [slow values]
Haste
!!SS53:E0/y1; set haste + 50%
!!SS53:E1/y1; set haste + 50%
!!SS53:E2/y2; set haste + 50%
!!SS53:E3/y3; set haste + 50%
Slow
!!SS54:E0/y4; set slow - 10%
!!SS54:E1/y4; set slow - 10%
!!SS54:E2/y5; set slow - 15%
!!SS54:E3/y6; set slow - 15%
Prayer
!!SS48:E3/1; set prayer
it seems like prayer parameter works for both Attack and speed. It has nothing to do with haste apparently. perhapse I will leave it as it is.
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Orc

 
   
Famous Hero
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posted June 23, 2023 06:49 AM |
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Edited by Orc at 07:03, 23 Jun 2023.
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Cursed undead
Hello,
Is it possible to make curse affect undead? I have checked SE4 immunities list, but it did not have bless nor curse as codable immunities. Should I directly edit the internal files?
Second question: is it possible to change maximum luck to 8/24?
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Hero_Of_Light

   
    
Responsible
Supreme Hero
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posted June 29, 2023 05:43 PM |
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Hi! Is it possible to remove the "Can bring a gift after a battle" part of the Santa Gremlins?
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Not idly do the leaves of Lorien fall.
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Hero_Of_Light

   
    
Responsible
Supreme Hero
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posted August 15, 2023 10:58 PM |
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Hi all, I am having this problem with the Unholy Alliance campaign. Opposing heroes start with +10 to all primary skills even though the scenario does not grant them such a boost, which makes the scenario almost impossible to win (on Impossible mode at least). I suspect there's an erm script at work here but I could not track it. Why is that happening? Can someone help?
***EDIT***
After a few tests, I realized that any opposing starting hero with a bonus on experience gets the +10 to all primary skills, while any new hero starts normally. Maybe it is hardcoded to this particular campaign? This doesn't seem to be the case in other campaigns.
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Not idly do the leaves of Lorien fall.
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Salamandre

     
       
Admirable
Omnipresent Hero
Wog refugee
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posted August 16, 2023 01:55 AM |
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Anyway, when you suspect some mod, look in Debug/Era/mod list.txt then is easy to find which.
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Hero_Of_Light

   
    
Responsible
Supreme Hero
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posted August 17, 2023 08:53 AM |
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I have a question regarding variables. Is there a variable that can be stored to last indefinitely? By this I mean a variable that stays the same throughout the game, whether you start a new game, load a game, or even exit the game and start on another day. My idea and the reason I want something like that is this:
In the Shadow of Death campaigns you play as Gelu, Gem, Crag Hack, Yog and Sandro in the initial campaigns and then reach the level of 25 (with the secondary skills you like). When you play the Unholy Alliance campaign, you revisit those Heroes at level 25 but the secondary skills are random, resulting in a constant restart of the game, until you get the skills that are somewhat acceptable. My idea of fixing this is as follows:
1) Add a command in the final scenario of each campaign that stores the secondary skill tree for each of these heroes. For example on "Hack and Slash" campaign, in the final scenario, add a command that PERMANENTLY stores the secondary skill tree of Crag Hack. The variables will have these information indefinitely.
2) In each of the Unholy Alliance scenario where these heroes are re-introduced, add a new command that assigns these secondary skills to the heroes (on expert level since they are all level 25).
Is there a way to do this?
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Not idly do the leaves of Lorien fall.
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DarkAtom

 
 
Adventuring Hero
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posted August 17, 2023 03:44 PM |
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I think this is actually a bug of the original game. The scenario description of the final maps in each campaign promises that the stats transfer. Example from New Beginning: "Your heroes will be limited to level 25, but Gem will carry her experience, skills and spells on to her next campaign."
Given the fact that Unholy Alliance can't be played directly (only through a save game with the first 5 campaigns completed), the solution should be to add the stats for the 6 heroes (Gem, Gelu, Crag Hack, Yog, Sandro and Finneas) at the end of each final map to the save file using a plugin, and when playing Unholy Alliance the game should load these stats (using the same plugin).
Probably not very difficult to do...and such a plugin would probably be useful even for the vanilla SoD (as an HD mod plugin), not just for ERA.
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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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Hero_Of_Light

   
    
Responsible
Supreme Hero
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posted August 18, 2023 01:16 AM |
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Transferring spells might be a bit overpowered, since starting with Town Portal, Fly and Dimension Door will make the scenarios really easy to navigate and win. I thought of adding a Market of Time in the Unholy Alliance campaign might do the trick, if you get a skill you don't want, you can always make room for a new one.
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Not idly do the leaves of Lorien fall.
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RerryR

  
    
Promising
Supreme Hero
Researching Magic
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posted August 18, 2023 07:19 AM |
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Edited by RerryR at 07:20, 18 Aug 2023.
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Hero_Of_Light said: I have a question regarding variables. Is there a variable that can be stored to last indefinitely?
Hi,
yes it is possible. You can take a look in the Difficulty mod to get an idea how it is done. I use it to store settings for the next session. Berserker made that available in ERA 3.
Example:
!?FU(difm_LoadOptionsFromIni);
!!VR(filePath:z):S^Runtime/difficulty mod.ini^;
!!FU(ReadIniInts):P(filePath)/^main^/
^Stack_Size_Enable^/?i^Stack_Size_Enable^/0/
^Health_Grow_Enable^/?i^Health_Grow_Enable^/0/
^Guarded_Object_growth_Rate^/?i^Guarded_Object_growth_Rate^/10/
^Guarded_Object_Faktor^/?i^Guarded_Object_Faktor^/3;
!?FU(difm_SaveOptionsToIni);
!!VR(filePath:z):S^Runtime/difficulty mod.ini^;
!!FU(WriteIniInts):P(filePath)/^main^/
^Stack_Size_Enable^/i^Stack_Size_Enable^/
^Health_Grow_Enable^/i^Health_Grow_Enable^/
^Guarded_Object_growth_Rate^/i^Guarded_Object_growth_Rate^/
^Guarded_Object_Faktor^/i^Guarded_Object_Faktor^/;
The example code above must be executed in your scripts to save/load the vars. During game operation, you can check the stored variables in the runtime folder.
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