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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 2 3 4 5 ... 80 160 240 320 400 ... 408 409 410 411 412 · «PREV / NEXT»
bloodsucker
bloodsucker


Legendary Hero
posted August 21, 2024 06:49 AM

It's even stranger (frightening) then the meeting screen but the !!OW:A works.
Now, philosophical question, would you prefer to get the meeting screen or not seeing your hero for a second? Cause to me... I thought I had screwed up and removed her from the game.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 21, 2024 08:07 AM

Both are unnatural however disabling the active hero is only cosmetic, while your issue was creating a clone. If I come over such bugs, I go for other options, there is always something to be done. Assuming you know the manual by heart.

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bloodsucker
bloodsucker


Legendary Hero
posted August 21, 2024 08:48 AM
Edited by bloodsucker at 17:02, 21 Aug 2024.

Nope, it was mostly cosmetic too, you couldn't get her creatures or artifacts (they disappeared) and it vanished has soon as you clicked to end the meeting.

I guess I did the commands right and both defs are replaced but doesn't refresh things like what's in a Pandora Box or a garrison, etc...

P.S. Not only I don't know the manual by heart, I often don't understand what I'm reading and it's getting worse with the age...

P.P.S. Sorry for all the trouble but I guess I'll just turn the Hell Steeds into level 6 Castle and say they don't upgrade. I will add the jousting as an experience based ability. That way I can do everything with ERM.

P.P.P.S. The post visit is also not perfect, you don't see the town till you move the hero but doesn't have the other problems. I stick with that for now.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 22, 2024 08:11 AM

bloodsucker said:
P.S. Not only I don't know the manual by heart, I often don't understand what I'm reading and it's getting worse with the age...


Understanding comes with practice. Your problem is that you see scripts as some voodoo gibberish, while they are just functional lines of codes, dully explained in manual. When you paste a script of let's say 100 lines then complain doesn't work, is not the 100 lines not working but probably one alone ending prematurely the script, due to some wrong condition, typo or whatever.

This is where debugging helps :

"1st line"
!!IF:M^1st line working^;
"2nd line"
!!IF:M^2nd line working^;
"3rd line"
!!IF:M^3rd line working^;

And so on. If your script doesn't work, the problem starts with the line you didn't get the message. The script blocked there. Learn by practical steps.

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bloodsucker
bloodsucker


Legendary Hero
posted August 22, 2024 12:20 PM
Edited by bloodsucker at 11:05, 23 Aug 2024.

How do I access the moral and luck parameters in battle?
I wanted to give Slava's Ring the ability to lower enemies moral by two but I don't see anything for it neither in !!BM nor in the other battlefield triggers I could remembered.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 23, 2024 06:12 PM
Edited by Salamandre at 19:39, 23 Aug 2024.

Automatically apply or cast sorrow (-2) each battle turn?

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bloodsucker
bloodsucker


Legendary Hero
posted August 23, 2024 08:21 PM

I was sure it had to be possible cause Fortune, Misfortune, Mirth & Sorrow change those parameters within battle... I thought I was misreading something.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 23, 2024 10:27 PM

Well, you can also try in battle triggers to lower hero morale, but not sure it will work, never tested.

!!HE#:R0/?y1;
!!VRy1:-2;
!!HE#:R0/y1;

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bloodsucker
bloodsucker


Legendary Hero
posted August 24, 2024 12:01 AM
Edited by bloodsucker at 00:42, 24 Aug 2024.

Thx. I read that and thought it wouldn't work but I'll try.

It has to be the Sorrow spell. !!HE:R is for heroes only and my idea was mostly to avoid equipping the Spirit of Oppression when fighting neutrals.  
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bloodsucker
bloodsucker


Legendary Hero
posted August 29, 2024 07:47 AM

Would a timer work with the Valley of Infinite Gems?

What I want is to put a guard in front of each of six Altars of Transformation. When you defeat the guard the Altar becomes accessible until the next week. As the Altar resets also the guard resets but doubled, no limit (chess inventor story...). It would possibly be better if the dragons trigger a custom battle, so numbers can grow infinitely.
Do you know a better case study?
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 29, 2024 04:39 PM
Edited by Salamandre at 16:48, 29 Aug 2024.

!?BA1 at coordinates x/y/z
is hero alive after battle? if yes, it means the guard was defeated
Set the altair nearby PO at 7.


!?TM
check altairs PO
if PO > 0, subtract 1

!?OB (altair)
check PO
if PO > 0, allow visit

For guard doubling, is more complicated, what I would do is :

!?BA0 at coordinates x/y/z
check number of guards
store it in a variable

!?BA1 at coordinates x/y/z
check the variable
Double it
Set the PO:B0/variable doubled

then the timer checks every day if there is a guard
if there is not, check PO:B
create guards number in the variable

Quite complex, I mean someone has to do it for you, for sure, and entirely. So you need to give correct coordinates, ID of monsters, numbers, and what exactly you want it to do.

Is a better idea to make the guards fight into the altair (when you visit it, it creates battle), not external. That will make the control of guards easier, as every-time you win a battle, the variable doubles but you don't have to worry about timer placing guards outside, just create a harder battle 7 days later.

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bloodsucker
bloodsucker


Legendary Hero
posted August 29, 2024 06:26 PM
Edited by bloodsucker at 18:41, 29 Aug 2024.

You're talking about guarding it from inside, like a bank. I wanted to replace the creatures guarding outside.
I'm sure it can be done with !!PO but I admit, I wrote the question while placing them on the map but I'm not going to code it now, I'm trying to reformulate the creature bonus from the fighting sites so they are always just barely enough to do that fight. It's going to take a while cause I have to check about 600 fights and the harder they are the longer it takes...

I see it as: day one of each week check PO, if empty replace with the double. Weekly timer needed, is there one conventional like TM2 for daily?
Once beaten the guards should not appear until the next week. You do the fight with one guy with army, then you want some creep to go there with the leftovers to change them. You don't want the guard replaced cause the Altar wasn't used yesterday.

P.S. The battles that measure the value of the army, you manually set the values according to... it's not a formula, right?


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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 29, 2024 07:01 PM
Edited by Salamandre at 19:21, 29 Aug 2024.

What that means, the "value" of an army? Makes no sense, in erm language. There is "fight value" and "AI value", related to one creature.

And what that means, "next week". If you do the battle day 7 of the week, the guard will spawn next day?

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bloodsucker
bloodsucker


Legendary Hero
posted August 29, 2024 07:34 PM
Edited by bloodsucker at 19:37, 29 Aug 2024.

Salamandre said:
If you do the battle day 7 of the week, the guard will spawn next day?
Yes, next day you can visit it again, so the guard will be there again.

I think you used the AI value on TEW III but you "get" the information from the hero. Even seen it but I can't remember how it was.
Is there a convention for a weekly timer?
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 30, 2024 12:27 PM
Edited by Salamandre at 12:32, 30 Aug 2024.

I don't know what you mean by AI value - I never used such, neither a timer "convention".

For your guards who double number each battle, it needs a lot of testing then adapt various workouts, because at some point having a too big number will turn into negative values, so battle will crash. A possibility would be to create the number only in battle, which means right clicking on stack on adventure map will not give the correct value. This is how I coded all big battles in TEW3, the real army appears only in battle.

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bloodsucker
bloodsucker


Legendary Hero
posted August 30, 2024 01:02 PM
Edited by bloodsucker at 13:49, 30 Aug 2024.

I mean, we All use TM2 for the daily stuff is there another TM that everybody uses for the first day of the week and I don't know?
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 30, 2024 01:23 PM
Edited by Salamandre at 13:26, 30 Aug 2024.

it depends if you use wog scripts or only your scripts. If only your scripts, you have 100 customizable timers. If Wog scripts, you have to check the "claimed" section in ERM help then pick the timer free or which does what you need. Everything is in the manual.

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bloodsucker
bloodsucker


Legendary Hero
posted August 30, 2024 01:54 PM

I know how to code a !!TM but the use of TM2 for daily purposes is something that is not in the manual. I thought it might be another one conventionally used for this purpose too, since I believe it must be used often.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 30, 2024 02:07 PM
Edited by Salamandre at 14:09, 30 Aug 2024.

You check timers, their usage in wog scripts, they availability if free, then use them, thats all. There is no "people use TM2" more often. I use TM2 -if my map uses wog scripts -,  but I also use 50 other timers.

Check claimed section:

Timers (1-100):
TM1-TM3, TM10-TM11, TM13-TM14, TM18-TM19, *TM20-TM25*, TM26, TM28, TM30-TM32, TM34, TM38, TM41-TM42, TM48, TM50-TM51, TM58, TM61-TM64, TM74-TM80, TM82, TM84-TM85 TM90, TM98-TM99


So, as you see, TM4-TM9 are free to use as you wish, then TM12, then TM15-TM17 and so on. Stop having a fixation on TM2, it means nothing. Code TM4 for daily usage, now you don't need TM2 anymore, see?

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bloodsucker
bloodsucker


Legendary Hero
posted September 01, 2024 02:52 PM

Trying to give experience to neutrals, I've found this in Tew III...

!?FU9001; max experience to neutrals/AI
!!VRy1:Sx16+1*-1;
!!EAy1:Ex1/12/d/d;

Is 12 modifier what grants the level 10? What happens if I use lower numbers? I wanted level 3 to 5.
I can't deal with the numbers if they start getting the most crazy abilities like Earth Immune, Immunities...
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