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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 412 pages long: 1 50 100 150 200 250 300 350 400 ... 405 406 407 408 409 ... 412 · «PREV / NEXT»
XeRo13gg
XeRo13gg

Tavern Dweller
posted January 04, 2024 11:19 AM

Salamandre said:
Place an event at 5/5/1, then :

!?LE5/5/1&1000; flag 1000 to prohibit AI triggering the event
!!UN:O54/138/1;

make sure there is only an object at specified coordinates, no special terrain under. Voila.



I have placed an event at 5/5/1. There is terrain of 'dirt' type underneath the event.
Placed the above code in global events with ZVSE before it.

It doesn't work.
When I step on the coordinates, nothing happens.
Maybe it's the ERM version? I have a quite old version. Is there a tweak that could make it work, or maybe I did something wrong?
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted January 04, 2024 11:24 AM

Doesn't matter version, this is code from wog 3.57 so should work on any. Try debug

!?LE5/5/1&1000; flag 1000 to prohibit AI triggering the event
!!IF:M^Code is activated^;
!!UN:O54/138/1;

If you get the message, means your object is not correctly placed. If no message, then codes are not activated. Anyway, no one uses anymore global events nowadays, but mod structure where you can modify scripts on the fly.

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XeRo13gg
XeRo13gg

Tavern Dweller
posted January 04, 2024 12:17 PM

Salamandre said:
Doesn't matter version, this is code from wog 3.57 so should work on any. Try debug

!?LE5/5/1&1000; flag 1000 to prohibit AI triggering the event
!!IF:M^Code is activated^;
!!UN:O54/138/1;

If you get the message, means your object is not correctly placed. If no message, then codes are not activated. Anyway, no one uses anymore global events nowadays, but mod structure where you can modify scripts on the fly.



I've tested it and it didn't trigger.
YET, I've removed a blank line right below ZVSE and it suddenly worked!!
What the....

That piece of code will suffice to update all my maps.
You have my gratitude.
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Pol1123
Pol1123

Tavern Dweller
posted January 12, 2024 12:13 PM

how to fix ameedit? because it doesn't work for me, the thing is that when I run it, nothing happens, the same as administrator and it is not on the exclusion list and it is not considered a virus and I have the last version of fileu exe with the eye

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VikingII
VikingII


Adventuring Hero
posted April 19, 2024 04:52 PM

Tavern Card Game

Is there a way to edit the Tavern Card Game in WoG options menu?

I like to have the chance to risk money, but in one lucky turn with a character with Luck skill, I ended up with 30K gold in one single turn until the tavern kicks me out for winning too much, and also, with many magical necklaces, some of them powerful as Pendant of Negativity or Pendant of Courage.

I want to keep that mini game, but nerfed to only be able to win once per week, and without the extra necklaces, or at least remove the most powerful ones.

Someone knows if that is possible?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 20, 2024 08:24 AM

Sure, the script can be edited, is located in wog scripts/data/s.

But as with every unbalanced script, there is lot of time to spend tuning up and down, then one is happy, another isn't. And 1 month later, the automatic update reinstall the old one anyway

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VikingII
VikingII


Adventuring Hero
posted April 20, 2024 10:16 PM
Edited by VikingII at 17:44, 28 Apr 2024.

Salamandre said:
Sure, the script can be edited, is located in wog scripts/data/s.

But as with every unbalanced script, there is lot of time to spend tuning up and down, then one is happy, another isn't. And 1 month later, the automatic update reinstall the old one anyway


Thank you!

After a quick read of the script I recognize the variable $prize$ as the pendant. So I've removed all strings which has that variable, resulting in not giving the necklace. I don't want to dive deeper for now, but at least, not end up with tons of necklaces seems more balanced for me.

This is what I've done, please, someone tell me if I didn't broke anything else. Strings removed:

098 !#MCv413:S@prize@
099 - artifact pendant prize]
126 !!VR$prize$:S0;
323 !!VR$prize$&$result$>95:S100 R8
337 /8/$prize$
339 !!HE-1&$result$>95:A4/$prize$
373 /8/$prize$
376 !!HE-1&v419>40/-408:A3/$prize$/1/1;

That's all. Till now, works like a charm (just still getting the message "also you won a magical necklace" or something similar, but ends up with no new item.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 21, 2024 07:26 PM

This will disable the message if removed

!!IF&$result$>95:Q401/6/$stake$/8/$prize$/1/z113040;

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VikingII
VikingII


Adventuring Hero
posted April 21, 2024 09:08 PM

Salamandre said:
This will disable the message if removed

!!IF&$result$>95:Q401/6/$stake$/8/$prize$/1/z113040;


Yes, it disable the message of the pendant, but it also is the same confirmation of the winner. Removing it, just jumps directly to the tavern, without telling me if I won, and how much gold.

It is faster, but I prefer to keep that confirmation. Thanks anyway, it helped to understand better these scripts.

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted May 29, 2024 06:08 PM
Edited by Hero_of_Light at 19:18, 29 May 2024.

I have asked this in the past, but is there a way to remove the "Gift Giving" ability of the Santa Gremlins? I changed them in my mod to something more powerful (Quatzelcoatles as shown in the image) and now, if my army only has these creatures I often get an artifact for free, which is a huge bonus to be had.
Image
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Not idly do the leaves of Lorien fall.

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bloodsucker
bloodsucker


Legendary Hero
posted June 30, 2024 10:53 AM

I was trying to get an hero to bless certain troops, kind of Alexander's specialty in Alexander map but for Bloodlust and Shield as bonus to Offense but I don't get how the battle part is done, do I need to scan and apply the spell to every unit one by one? Is there a better example to study?
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted June 30, 2024 05:20 PM

Check this script from tew3, where a shield applies all those spells, I added comments for you

!?BR&1000/v7238<>1/v997>-1; ignore v7238
;shield 163 gives haste/prayer in mode easy/expert
!!BA:H0/?y1 H1/?y2; check hero left/right
!!HEy1:O?y3; !!HEy2&y2>-1:O?y4; check their color
!!HEy1:A2/163/?y5/?y6; check if he has shield
!!HEy2&y2>-1:A2/163/?y7/?y8; same for left hero
!!DO15378421/0/20/1&y3=0/y6>0:Py1; apply spells right
!!DO15378421/21/41/1&y2>-1/y4=0/y8>0:Py2; apply spells left



!?FU15378421; in battle
;x1 hero id
!!BMx16:T?y1; check creature type
!!if|y1<145/y1>149:; ignore machines
!!IF:Wx1; check hero w vars (w129 holds number of battles won)
!!BMx16:M43/999/3; bloodlust add spells
!!BMx16&w129>99:M41/999/3; bless
!!BMx16&w129>199:M48/999/3; prayer
!!BMx16&w129>299:M27/999/3; shield
!!BMx16&w129>399:M58/999/3; counterstrike
!!BMx16&w129>499:M53/999/3; haste
!!en:;

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bloodsucker
bloodsucker


Legendary Hero
posted June 30, 2024 10:03 PM
Edited by bloodsucker at 09:16, 16 Jul 2024.

I don't know where to share this but since it only works in Era...
If you change the type of the object Watering Hole to Arena, you get a "Very Improved Arena" like in Alexander, with four entries.
Now, the interesting part is computer will count the Watering Hole as ONE Arena, so you can give eight might points for the map cost of two.
It works with other powerups, obviously.

Now... can someone tell why this doesn't work, if I have almost exactly the same code working for Stables?

ZVSE

!?CM1&1000;             town screen
!!CM:I?y-1;             special building - lighthouse?
!!CA-1:T?y-2;           town type

!!if&y-2=0/y-1=18:; if castle and lighthouse

!!IF:Q/1/21/13/1^The Tower of Making Vows allows you to improve the Castle creatures basic attributes^;

!!IF:M^You can make one improvement a day for each Castle you own but the cost doubles everytime.^;



!!en:;
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 16, 2024 03:14 PM
Edited by Salamandre at 15:23, 16 Jul 2024.

Well, manual helps. Lighthouse ID is 17, not 18. Look, use debug message always when some error :

!?CM1&1000;             town screen
!!CM:I?y-1;            
!!IF:M^%Y-1^; here you get the exact ID you click on.
!!CM:R0;

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bloodsucker
bloodsucker


Legendary Hero
posted July 16, 2024 05:27 PM

Sorry, I don't see well nowadays but I swear, the manual is from where I got the 18.  




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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 17, 2024 12:38 AM


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bloodsucker
bloodsucker


Legendary Hero
posted July 18, 2024 10:40 AM
Edited by bloodsucker at 17:25, 18 Jul 2024.

Is it possible to remove standard abilities? I love the look of Hell Steeds but not the ability to cast Fire Wall and the Immunity to Fire.
The last one is a flagged ability, so it's to remove the bit but the other seams more complex or impossible.

Is there a way to forbid a creature from appear?

Could I trade de def of the Hell Steed with the Champion, keeping Champions ID number and abilities (+ Fire Breath) but the looks of the Hell Steed? Or it has to import the def from an external file?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 18, 2024 11:39 PM

In Battle Heroes Extra mod I made for Algor, I used to switch commanders battle def to a random one

!?PI;
!!VRv3:S1R16; !!VRv4:S1R16; !!VRv5:S1R16;   1
!!SN:L^era.dll^/?y1 Ay1/^RedirectFile^/?y2 Ey2/1/^ZM174NPC.def^/^%V3.def^; paladin
!!SN:L^era.dll^/?y1 Ay1/^RedirectFile^/?y2 Ey2/1/^ZM178NPC.def^/^%V4.def^; souleater
!!SN:L^era.dll^/?y1 Ay1/^RedirectFile^/?y2 Ey2/1/^ZM182NPC.def^/^%V5.def^; astral spirit

So, replace ZM174NPC.def with hellstead def (check name) then %V3.def with champion def then should be ok. Should be done with small defs as well, test.

For abilities, you have to look in russian forums for UN:C solution.

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Bersy
Bersy


Honorable
Supreme Hero
posted July 19, 2024 02:38 PM

ZVSE2

!?FU(OnAfterErmInstructions);
!!VR(paladinDefInd:y):     R0/1/17;
!!VR(soulEaterDefInd:y):   R0/1/17;
!!VR(astralSpiritDefInd:y):R0/1/17;

!!SN:F^RedirectFile^/^ZM174NPC.def^/^%(paladinDefInd).def^;
!!SN:F^RedirectFile^/^ZM178NPC.def^/^%(soulEaterDefInd).def^;
!!SN:F^RedirectFile^/^ZM182NPC.def^/^%(astralSpiritDefInd).def^;

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bloodsucker
bloodsucker


Legendary Hero
posted July 19, 2024 09:55 PM
Edited by bloodsucker at 22:06, 19 Jul 2024.

Thx, I'm still not familiar with the new syntax. But it was about the Champions and the Hell Steeds, those commander defs aren't the ones I'll be using. Where can I find them? Would it be %(hellSteedDefInd).def^; ?

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