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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 371 pages long: 1 ... 46 47 48 49 50 ... 100 150 200 250 300 350 371 · «PREV / NEXT»
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 13, 2009 06:10 PM

In map Alexander the Great (my sig) you will find:

1) armor of haste, + 4 speed to all your units
2) Double attack sword, gives free spell and 2 attacks + around
3) Custom shackles: + luck bonus and can't be weared by someone else without huge penalty.
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Gor
Gor

Tavern Dweller
posted October 13, 2009 07:29 PM

Quote:
In map Alexander the Great (my sig) you will find:

1) armor of haste, + 4 speed to all your units
2) Double attack sword, gives free spell and 2 attacks + around
3) Custom shackles: + luck bonus and can't be weared by someone else without huge penalty.



ZVSE

!#VRz32:S^Double Attack Sword^;
!#VRz33:S^{Double Attack Sword}

Held with the right hand, Double Attack Sword increases your attack skill by +20, but reduces your defense skill by -20. This artifact allows double attack for all your troops. Hero gains the ability to cast Titan's Lightning Bolt for 600 points of damage, does not cost any spell points. Only a king may equip it^;
!#UN:A162/9/32;
!#UN:A162/10/33;

!?AE1&v998=162;
!!HE-1:Fd20/d-20/d/d;
!!HE-1:M57/3;

!?AE0&v998=162;
!!HE-1:Fd-20/d20/d/d;
!!HE-1:M57/0;

!#DO1/0/155/1;

!?FU1;
!!IF:Wx16;
!!VRw1:S0;
!?AE1&v998=162;
!!IF:W-1;
!!VRw1:S1;

!?AE0&v998=162;
!!IF:W-1;
!!VRw1:S0;

!?BG0;
!!BG:H?v1 N?v2;
!!IF&v1<>-1:Wv1;
!!BMv2&v1<>-1/w1=1:F?v3;
!!VRv3&v1<>-1/w1=1:|32768;
!!BMv2&v1<>-1/w1=1:Fv3;

This is from your map.. it has no hints so i have no idea what is the line for double attack.. also i wanted to know where to find the information? There must be a list of them somewhere ? It's a fine artifact.. i just can read then yet without the hint lines

also second question above.. can adventure map effects  be scripted on artifacts ?  Fly..movement ect

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gnollking
gnollking


Supreme Hero
Supreme Hero
posted October 13, 2009 08:06 PM

How can I give creatures to a hero if he visits an object .


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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 13, 2009 08:10 PM
Edited by Salamandre at 20:13, 13 Oct 2009.

Well, there is not a single line but more of them, and removing one screws the others. You can add a line to give dimension door or fly spells, if you want. Making a blank artefact to work as angel wings is much more complicated and long. You need to set all terrains to passable during that specific hero moves while keeping red/yellow squares for objects. And I guess script settings will change regardless map size.

@Gnoll:
!?OB10/10/0;
!!HE-1:C2/98/1/1;
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gnollking
gnollking


Supreme Hero
Supreme Hero
posted October 13, 2009 08:17 PM

Thanks .
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Gor
Gor

Tavern Dweller
posted October 14, 2009 01:46 AM

Ok maybe I'm asking the wrong question ? I'm looking for the commands to add  things like  .. Double attack... Immune to fire ..No retaliation...pointing me to someone's armor is fine if that armor has hint lines so i know which lines are the ones i want..
So far i have this, it's not that i would make it for a map , what i DO IS add things and test it then save it.. when I'm done i will have a model that i can go to and pick what effects i want...

ZVSE
ERMS_ScriptDate=13.10(October).2009
_WARNING_#1=IMPORTANT! This file is not in a plain text format. NEVER use any editor except ERM_S for making any kind of changes!
ERMS_PoweredBy=ERM Scripter v. 2004.10.5.945
!?BR&v997=0;
!!BH0:N?y-1;  ** left hero ID **
!!FU&y-1<0:E; **safety exit **
!!HEy-1:A2/164/d/?y-2;  ** 164 artifact number **
!!FU&y-2=0:E; ** artifact not equipped ,exit**
!!DO8003/0/20/1; ** gives left side (attacker) haste
!!DO8004/21/41/1;  *** gives right side (defender ) slow
!?AE1&v998=164;     ** set up artifact ? if equipped**
!!HE-1:Fd10/d10/d10/d10;     ** sets stats 10 att/def/power/knowledge*
!!HE-1:M26/1;        * gives hero knowledge of Armageddon *

!?FU8003; ** gives left side (stacks 0-20) haste called by DO8003
!!BMx16:M53/225/3; ** 53 haste 225 rounds expert level
!!BMx16:M48/225/3; ** 48 prayer 225 rounds expert level**
!!BMx16:M29/255/3; ** fire shield 225 rounds expert level **
!!BMx16:M31/225/3; ** protection from fire *
!!BMx16:Sd4; ** =4 speed in combat**
XXXXXXXXXXXXXXXX     ( looking for double attack)
XXXXXXXXXXXXXXXX     ( looking  for no retaliation)
XXXXXXXXXXXXXXXX     (looking for Immunity to fire)


!?FU8004; **gives right side ( stacks 21-41 ) slow called by DO8004
!!BMx16:M54/225/3; ** 54 slow 225 rounds, expert level **
!!BMx16:M42/255/3; ** 42 curse 225 rounds, expert level **
!!BMx16:M45/255/3; ** 45 weakness 225 rounds, expert level *
!!BMx16:M52/225/3; ** 52 misfortune ,225 rounds , expert level *

!?AE0&v998=164;       ** sets up artifact if unequipped**
!!HE-1Fd-10/d-10/d-10/d-10;     ** removes stats**
!!HE-1M26/0;    * removes knowledge of Armageddon**

--------------------------------------
some of the hints are just my best guess so feel free to correct me there also


yes i know that this is just for the attacker i have scripted the defender side also.. just didn't see a point in taking up more space

I have a List of Spells.. i have a list of Heroes.. i have a list of Monsters..I have a list of Artifacts ... what i can't find is a list of abilities

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 14, 2009 02:21 AM

Quote:

XXXXXXXXXXXXXXXX     ( looking for double attack)
XXXXXXXXXXXXXXXX     ( looking  for no retaliation)
XXXXXXXXXXXXXXXX     (looking for Immunity to fire)
 


!BMx16:F?v3;
!!VRv3:|16384; **fire
!!VRv3:|65536; **attackx2
!!VRv3:|32768; **no retal
!!BMx16:Fv3;

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Gor
Gor

Tavern Dweller
posted October 14, 2009 03:32 AM

Thank you so much !  do you know anymore ? you could just copy your list here or tell me where i can find them , i looked  under  BM and  VR in the Help  and found nothing for a list

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Siegfried
Siegfried


Famous Hero
posted October 14, 2009 09:07 AM

Problem

I hope f.ex. Salamandre can help: I have a new problem. I scripted something for the first battle round. So i used a trigger !?BR&v997=0; When it comes to battle the screen goes black and the game is waiting for something. i then need to hit enter for the game to continue. The script then seems to work.

I changed the trigger to !?BR&v997=1; and it works out of the box, but unfortunately not in the first round, but in the second. If there is no other way i wohld keep it like that, but i'd prefere the !?BR&v997=0; version. Is there a !$BR&v997=0; trigger?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 14, 2009 12:11 PM
Edited by Salamandre at 20:59, 23 Oct 2009.

If you script something to happen in the round 0 the screen will go black and you will have to wait. It will work finally but still have to wait. I never could go past this one. Better stick to round 1, but still some actions can be scripted safely on round 0. Depends also if the heros has tactics. Quite disappointing, as prohibits custom battles from the real beginning.

However I know one guy who made it, James Vogan. If you look in my map 300 spartans at Battlechess script you will see how he did it (he made 9 puzzles for that map, besides other fixes). Myself I have not the skill to understand his script, but I know it works (he scripted 27 creatures to move from OUTSIDE battle field INSIDE on round 0!). If you get the thing, explain me too. To test that battle, place Leonidas in front of the battle chess object (80/103/0) and disable introduction and all stuff that happens on day one. Don't need patch install, only data pics (you have already the latest patch)

@Gor: Are you Gorrister from map4heroes?
Look at MA:X flags, they work in BM section too.

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Siegfried
Siegfried


Famous Hero
posted October 14, 2009 04:23 PM
Edited by Siegfried at 16:27, 14 Oct 2009.

Sounds interesting. Where can i get that map?

Another question: Placing some "holy ground" with a special hero works now. But the placed patch is too big. It's the long small vertical one. I took subtype 0. So i assume that which one gets placed depends on the subtype. Does anybody know which subtype is the smalles one?

It's quite nice to see the hero create a patch of holy ground after the won battle. And it fits well to this hero. Although still there is some bug i have to find. But then i'll script other types

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 14, 2009 04:31 PM
Edited by Salamandre at 16:33, 14 Oct 2009.

I don't know, it was in my sig, but where is the sig...for subtypes of special terrain, look in mithril script, I remember there is a feature there to place a big one when clicking on town entrance.
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Gor
Gor

Tavern Dweller
posted October 14, 2009 06:33 PM

ok playing with combo artifacts

"Extended UN:A command syntax for Combination Artifact management
Combination artifact management:
!!UN:A#/$/#1/#2 {/#3/#4/#5/#6/#7/#8/#9/#10/#11/#12/#13/#14};
Build/remove a Combo Art.
# - Combo index (0...31)
$ - set/check/get Combo Art Num (0...MaxArtNum)
#1 - Part 1 of Combo art
#2 - Part 2 of Combo art
#3 - Part 3 of Combo art (optional)"


This is what I'm trying to do ? what else do i need ?


!!UN:A13/130/72/97/98; ** 139-Cloak of the undead King made by combining 72 Angle wings,97 necklace of swiftness,98 boots of speed *

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Siegfried
Siegfried


Famous Hero
posted October 14, 2009 07:23 PM

Quote:
If you script something to happen in the round 0 the screen will go black and you will have to wait. [...]
If you get the thing, explain me too.



Maybe i found the reason for it. In the help it says:
Quote:

This trigger occurs every turn of a battle (for the first turn it occurs twice).



I think the part in parantheses is the reason. I remember having had this problem somewhen in the past, and as far as i remeber i solved it somehow this way.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 15, 2009 01:51 AM

Gor I can' help you there. I never built a combo or changed an existent one. All I did was disable a combo once and activate it again by visiting 5 objects. I remember I wanted to build a new combo but failed and I gave up.
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Gor
Gor

Tavern Dweller
posted October 15, 2009 02:18 AM

Quote:
ok playing with combo artifacts

"Extended UN:A command syntax for Combination Artifact management
Combination artifact management:
!!UN:A#/$/#1/#2 {/#3/#4/#5/#6/#7/#8/#9/#10/#11/#12/#13/#14};
Build/remove a Combo Art.
# - Combo index (0...31)
$ - set/check/get Combo Art Num (0...MaxArtNum)
#1 - Part 1 of Combo art
#2 - Part 2 of Combo art
#3 - Part 3 of Combo art (optional)"


This is what I'm trying to do ? what else do i need ?


!!UN:A13/130/72/97/98; ** 139-Cloak of the undead King made by combining 72 Angle wings,97 necklace of swiftness,98 boots of speed *


No i'm not that person.. just noob trying to learn wog  

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Gor
Gor

Tavern Dweller
posted October 15, 2009 02:39 AM

well i have learned this.. you can make a combo artifact easy, if the one you want to make is not a combo already ....ex..

!UN:A13/159/37/45  ( from Clan wars ) works fine  to make Dragon Heart ( not a combo art normally) 159 . Use  37 and 45 , dragon rings . it then blanks out the 2 ring slots..


how would i Disable an artifact ? I'm thinking if  i disable it , then add the new string it may take?

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gnollking
gnollking


Supreme Hero
Supreme Hero
posted October 15, 2009 01:08 PM

Wow I just tried that and it worked .
That is a good script to know.
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Gor
Gor

Tavern Dweller
posted October 16, 2009 12:20 AM
Edited by Gor at 00:26, 16 Oct 2009.

ok this works  my Question is how can i change this from 10% to 5% or 20 % .. i changed the 10's in the script and it didn't work. ( default is 10% )

ZVSE

Used:
flag300 = show dialog or add automatically
v1,v2
library function 20010

!?BA0;
!!FU20500:P;

!?FU20500;
!!BA:H0/?y1; !!HEy1&y1<>-1:A2/68/?y2/?y2;
!!FU20501&y2>0:Py1;

!?FU20501;
!!HEx1:O?y2; !!OW:Iy2/?y3; !!VRy3&300:S1;
!!VRy1:S0;
!!BA:M1/0/?y10/?y20M1/1/?y11/?y21M1/2/?y12/?y22M1/3/?y13/?y23M1/4/?y14/?y24M1/5/?y15/?y25M1/6/?y16/?y26;
!!FU20010:Px1/y10; !!VRy30:S-1; !!VRy30&v1>0/y20>10:Sy20:10; !!VRy1&y30>0:+y30; !!VRy20&y30>0:-y30;
!!FU20502&y3=1:Py30/v2;
!!FU20010:Px1/y11; !!VRy31:S-1; !!VRy31&v1>0/y21>10:Sy21:10; !!VRy1&y31>0:+y31; !!VRy21&y31>0:-y31;
!!FU20502&y3=1:Py31/v2;
!!FU20010:Px1/y12; !!VRy32:S-1; !!VRy32&v1>0/y22>10:Sy22:10; !!VRy1&y32>0:+y32; !!VRy22&y32>0:-y32;
!!FU20502&y3=1:Py32/v2;
!!FU20010:Px1/y13; !!VRy33:S-1; !!VRy33&v1>0/y23>10:Sy23:10; !!VRy1&y33>0:+y33; !!VRy23&y33>0:-y33;
!!FU20502&y3=1:Py33/v2;
!!FU20010:Px1/y14; !!VRy34:S-1; !!VRy34&v1>0/y24>10:Sy24:10; !!VRy1&y34>0:+y34; !!VRy24&y34>0:-y34;
!!FU20502&y3=1:Py34/v2;
!!FU20010:Px1/y15; !!VRy35:S-1; !!VRy35&v1>0/y25>10:Sy25:10; !!VRy1&y35>0:+y35; !!VRy25&y35>0:-y35;
!!FU20502&y3=1:Py35/v2;
!!FU20010:Px1/y16; !!VRy36:S-1; !!VRy36&v1>0/y26>10:Sy26:10; !!VRy1&y36>0:+y36; !!VRy26&y36>0:-y36;
!!FU20502&y3=1:Py36/v2;
!!IF&y1>0/y3=0:Q1/8/68/1^The aura of the Ambassador's Sash is having a magical effect on the enemy's army, causing some of them to join up with their own kind under your hero's command!^;
!!HEx1&y1>0/y3=0:Cy10/y30/y11/y31/y12/y32/y13/y33/y14/y34/y15/y35/y16/y36;
!!BA:M1/0/d/y20M1/1/d/y21M1/2/d/y22M1/3/d/y23M1/4/d/y24M1/5/d/y25M1/6/d/y26;

!?FU20502; !!BA:M0/x2/d/?y1;  !!VRy1&x1>0:+x1; !!BA:M0/x2/d/y1;

!?FU20010;
!!VRv1:S0; !!VRv2:S-1;
!!HEx1:C0/0/?y2/?y3; !!VRv1&y2=x2:+y3; !!VRv2&y2=x2:S0;
!!HEx1:C0/1/?y2/?y3; !!VRv1&y2=x2:+y3; !!VRv2&y2=x2:S1;
!!HEx1:C0/2/?y2/?y3; !!VRv1&y2=x2:+y3; !!VRv2&y2=x2:S2;
!!HEx1:C0/3/?y2/?y3; !!VRv1&y2=x2:+y3; !!VRv2&y2=x2:S3;
!!HEx1:C0/4/?y2/?y3; !!VRv1&y2=x2:+y3; !!VRv2&y2=x2:S4;
!!HEx1:C0/5/?y2/?y3; !!VRv1&y2=x2:+y3; !!VRv2&y2=x2:S5;
!!HEx1:C0/6/?y2/?y3; !!VRv1&y2=x2:+y3; !!VRv2&y2=x2:S6;



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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 16, 2009 12:58 AM
Edited by Salamandre at 01:13, 16 Oct 2009.

Every time you see for example :
Sy22:10, change it using mathematic logic. y22:10 means y22 will be now 10% from the previous y22. So if you change 10 to 5, it will not be 5% but 20% and so on. Do this for each stack and it will work. Don't change every "10" you see, because not all means it will be divided. For example if you see y10 DON'T change the number. It will not work if stack has less than 10 creatures, as the script shows.
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