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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 366 pages long: 1 ... 47 48 49 50 51 ... 100 150 200 250 300 350 366 · «PREV / NEXT»
Siegfried
Siegfried


Famous Hero
posted October 16, 2009 04:28 PM

hero classes

Help!

In the erm help it says that the warlock has class number 10, and the overlord class number 11. but all other classes have their might heroes on even numbers, and their magic heroes on odd numbers (contrary to dungeon?).

Does anyone know if this is a bug in the erm help or is it indeed so, and the erm is correct here?


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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 16, 2009 04:48 PM
Edited by Salamandre at 16:55, 16 Oct 2009.

Should be an error in ERM help and they inverted it. Easy to check with a test.
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Timrod
Timrod

Tavern Dweller
Class: Dwarven Ranger
posted October 16, 2009 07:14 PM
Edited by Timrod at 19:38, 16 Oct 2009.

Hmmm, I've been reading this thread for a long time now, and I must say, that ERM sounds interesting .

@EDIT, nevermind what I asked, I already found an answer .
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Trying To Learn ERM..

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Gor
Gor

Tavern Dweller
posted October 17, 2009 04:00 AM

OK  here i am again still working on the script model ..

the first part was fine , and if only scripted for attacker it worked fine. it's when i tryed to reverse it.. it gives the computer hero fire resist and combat speed etc it seems,

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:P; ** gives left side (attacker) stuff
!!DO8004/21/41/1:P;  *** gives right side (defender ) stuff
!?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) stuff 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**
!!BMx16:F?v3;
!!VRv3:|16384; **fire
!!VRv3:|65536; **attackx2
!!VRv3:|32768; **no retal
!!BMx16:Fv3;

!?FU8004; **gives right side ( stacks 21-41 ) stuff 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**


!?BR&v997=0;
!!BH1:N?y-1;  ** right 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:P; ** gives left side (attacker) stuff
!!DO8004/21/41/1:P;  *** gives right side (defender ) stuff
!?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) stuff called by DO8003
!!BMx16:M54/225/3; *** 54 slow 225 rounds, expert level **
!!BMx16:M42/225/3;   ** 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 *

!?FU8004; **gives right side ( stacks 21-41 ) stuff called by DO8004
!!BMx16:M53/225/3;       ** 53 haste 225 rounds expert level
!!BMx16:M48/255/3;      ** 48 prayer 225 rounds expert level**
!!BMx16:M29/255/3;        ** 29fire shield 225 rounds expert level **
!!BMx16:M31/225/3;   **31 protection from fire *
!!BMx16:Sd4; ** =4 speed in combat**
!!BMx16:F?v3;
!!VRv3:|16384; **fire
!!VRv3:|65536; **attackx2
!!VRv3:|32768; **no retal
!!BMx16:Fv3;

!?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**

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 17, 2009 11:52 AM

Quote:

the first part was fine , and if only scripted for attacker it worked fine. it's when i tryed to reverse it.. it gives the computer hero fire resist and combat speed etc it seems,


You explained well, when reversed it will give to the defender all bonuses. What you want to do exactly? To work only for human, if he is attacker or defender but not for AI?
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Gor
Gor

Tavern Dweller
posted October 17, 2009 04:26 PM
Edited by Gor at 16:33, 17 Oct 2009.

making it human only would work?. it seems that AI is getting full effects. weather i attack him... or he attacks me.. So it seems the abilities and all. Is there a way to stop the AI from  getting the Script ?


Script is given to the computer player . Which i don't understand because after it checks for the artifact and finds the computer doesn't have it, it should exit the script ?

So if i equip the artifact both sides get benefits?

if i un-equip  them no one has the abilities. Somehow the computer is getting the abilities in spite of the artifact check .

If i script it for both attacker and defender, both sides get it.. if i script it only 1 way ( eather attacker OR defender ) then it's fine . as long as I am doing the attacking or defending ( which ever is scripted ) . If i script  half ( Def OR Att ) it works fine when i add both.. the computer gets the benefits...like it has the artifact , but it doesn't?

I'm wondering if there is a different check or exit? Because the computer is getting full benefits when i equip the artifact? So I'm guessing it's the artifact check or the exit that is failing ?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 18, 2009 12:23 AM
Edited by Salamandre at 00:29, 18 Oct 2009.

After a quick check, it seems your problems comes from this:
!!HEy-1:A2/164/d/?y-2;  ** 164 artifact number **

So far, the use of "d" in a check may lead to bugs. Try both times:
!!HEy-1:A2/164/?y-99/?y-2;  ** 164 artifact number **

Also you store both right and left heros in y-1, and this is wrong. After a function occurs all y variables are reseted, I am not sure it can work for both heros in the same BR trigger. My self I would change for left hero (try y-98) to avoid confusion.

And tell me if this changes something. Also you should start to learn to organize a script. All the !?AE things must be at the end (or in another event), for easier read, not inside the battle triggers. Hard to follow.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 18, 2009 07:02 AM
Edited by Salamandre at 14:05, 18 Oct 2009.

Ok, removed useless codes and fixed it.

ZVSE

!?BR&v997=0;
!!BH0:N?y-93;  ** left hero ID **
!!BH1:N?y-95;
!!FU|y-95<0/y-93<0:E; **safety exit **
!!HEy-93:A2/164/?y-3/?y-2;  ** 164 artifact number **
!!HEy-95:A2/164/?y-3/?y-4;  ** 164 artifact number **
!!FU&y-2<1/y-4<1:E; ** artifact not equipped ,exit**
!!DO8003/0/20/1:P; ** gives left side (attacker) stuff
!!DO8004/21/41/1:P;  *** gives right side (defender ) stuff

!?FU8003&y-2=1; ** gives left side (stacks 0-20) stuff 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**
!!BMx16:F?v3;
!!VRv3:|16384; **fire
!!VRv3:|65536; **attackx2
!!VRv3:|32768; **no retal
!!BMx16:Fv3;

!?FU8004&y-2=1; **gives right side ( stacks 21-41 ) stuff 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 *

!?FU8003&y-4=1; ** gives left side (stacks 0-20) stuff called by DO8003
!!BMx16:M54/225/3; *** 54 slow 225 rounds, expert level **
!!BMx16:M42/225/3;   ** 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 *

!?FU8004&y-4=1; **gives right side ( stacks 21-41 ) stuff called by DO8004
!!BMx16:M53/225/3;       ** 53 haste 225 rounds expert level
!!BMx16:M48/255/3;      ** 48 prayer 225 rounds expert level**
!!BMx16:M29/255/3;        ** 29fire shield 225 rounds expert level **
!!BMx16:M31/225/3;   **31 protection from fire *
!!BMx16:Sd4; ** =4 speed in combat**
!!BMx16:F?v3;
!!VRv3:|16384; **fire
!!VRv3:|65536; **attackx2
!!VRv3:|32768; **no retal
!!BMx16:Fv3;

!?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 *

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


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Gor
Gor

Tavern Dweller
posted October 18, 2009 11:19 PM
Edited by Gor at 23:24, 18 Oct 2009.

Ok i changed around  all you suggested and more and if it is scripted for both ATT and DEF  it cast both set of spells  and gives all abilities to both sides.. even stacks of mob with no hero..

SO I'm thinking a different path.. This is Armor of Haste from the map Alexander . it works fine .. but only if  you play RED ..

Question #1 . how do i make it for a hero  other than RED ?

Question #2 . Can i make it for 2 colors of heroes . ( my wife and i play against the computer )


Question #3 can it be made so any color that picks it up can use it ?


ZVSE

[Set new description for Armor of Haste]
!#VRz303:S^Armor of Haste^;
!#VRz304:S^{Armor of haste}
When worn, this magical armor add four to the speed of your troops in battle.^;
!#UN:A167/9/303; [Set new description]
!#UN:A167/10/304;

[Start of battle trigger]
!?BA0;
!!IF:V71/0; [Initialize Flag 71 to False]
!!BA:O?v1/?v2; [Owner: Attacker v1, Defender v2]
!!VRv42:S-1; [Initialize v42 to -1]
!!VRv42&v1=0:S0; [Set v42 to 0 if Red player is attacker]
!!VRv42&v2=0:S1; [Set v42 to 1 if Red player is defender]
!!FU&v42<0:E; [Exit if Red player isn't in battle]

!!BA:Hv42/?v3; [Red player's hero: v3]
!!HEv3&v3>=0:A2/167/?v4/?v5; [Armor of Haste equipped? v5=1 if yes]
!!IF&v5=1/v3>=0:V71/1; [Set Flag 71 to True if Armor of Haste equipped]

[Armor of Haste give +4 Speed to all allied troops in battle]
!?BR&v997>=0/71;

!!DO23/0/12/1&v42=0:P; [Give +4 speed to friendly troops (attacking)]
!!DO23/21/32/1&v42=1:P; [Give +4speed to friendly troops (defending)]
!!IF:V71/0; [Set Flag 71 to False so bonus only given once per battle]

--------------------------------------------------------------------------------------------------------------------

[Give +4 Speed bonus to friendly troops]
!?FU23;
!!BMx16:Sd4; [Increase Monster's Speed by 4]


MY best guess is  " =0  " means red hero.. but when i replace all =0 with say =1  for blue... it doesn't work


EDIT :::: i  posted befor refreshing the page and did not see your fix.. TY TY TY i will try it out now !!!!!!

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 19, 2009 12:03 AM
Edited by Salamandre at 00:03, 19 Oct 2009.

Here is a little challenge for you: you see the script I gave you about artefact 164?

Now remove from it everything related to double attack, fire, no retal, bonuses and keep only the haste code (BMx16:Sd4;). Change the numbers of functions, variables for checking who is the hero, variables for checking the artefact, and you will have my armor of haste available for any player wears it. Post the result.
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Gor
Gor

Tavern Dweller
posted October 19, 2009 01:09 AM

I will  work on my homework , it will take me awhile to figure out that.

And your script is perfect except for  one small thing when fighting monster stacks without a hero it seems to disable the artifact . ?

My test map normally just has a a second hero to test against and against  that it works fine . it's only monsters with no hero that it seems different ?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 19, 2009 01:13 AM
Edited by Salamandre at 01:18, 19 Oct 2009.

Your script had this condition from the beginning, I did not change it cuz I was thinking you want it.

If you want to work vs neutrals too it needs some adjustments, I will look into it when have time.
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Gor
Gor

Tavern Dweller
posted October 19, 2009 02:09 AM

I did not know this , some of the parts are taken from Alexander where the invader gets haste and red defender gets slowed , perhaps that is where that comes from . my broken script worked against mob but was broken for everything else so i didn't see that when i was piecing it together. I'm learning , just very slowly .

thank you again

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Gor
Gor

Tavern Dweller
posted October 19, 2009 07:32 PM

Wait just a few day please before you fix that please .. So i have some time to try..I'll post and let the Teacher grade it  ...

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 19, 2009 07:43 PM

It's not about teaching. You copy/paste parts of other scripts and of course they will not work as you want. It is a better option to learn to modify them to suit your demand than rely on me doing the scripts instead of you

So I propose you change the first script (164) to work as armor of haste, when you are ready, post it and I will tell what is wrong. If you succeed modifying it, you will be able to modify others too. It is really not hard.
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Gor
Gor

Tavern Dweller
posted October 20, 2009 06:05 AM

Ok i can't seem to get my brain to think for both attackers and defenders at the same time . When i added your " check " it fixed both sides .. so everything works fine.. better than fine really
!?FU8004&y-2=1  The &y-2=1 was Genius , when i grow up, i wanna be just like you ..

The only thing i will work on is making them  one script ..They work Perfect as 2 events , So i set event for Attack and a second event for Defend

Attacker:

ZVSE
_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-93;  ** left hero ID **
!!FU&y-93<0:E; **safety exit **
!!HEy-93:A2/164/?y-3/?y-2;  ** 164 artifact number **
!!FU&y-2=0:E; ** artifact not equipped ,exit**
!!DO8003/0/20/1:P; ** gives left side (attacker) stuff
!!DO8004/21/41/1:P;  *** gives right side (defender ) stuff


!?FU8003&y-2=1; ** 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**
!!BMx16:F?v3;
!!VRv3:|16384; **fire
!!VRv3:|65536; **attackx2
!!VRv3:|32768; **no retal
!!BMx16:Fv3;

!?FU8004&y-2=1; **gives right side ( stacks 21-41 ) slow called by
!!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 *

!?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 *

!?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**

Defender:

ZVSE
_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;        ** starts actions before first round**
!!BH1:N?y-95;  ** right hero ID **
!!FU&y-95<0:E; **safety exit **
!!HEy-95:A2/164/?y-3/?y-4;  ** 164 artifact number ** ?y-3 checks inventory ?y-4 checks equipped
!!FU&y-4=0:E; ** artifact not equipped ,exit** if the answer to ?y-4 is no (0) calls for exit
!!DO8003/0/20/1:P; ** gives left side (attacker) stuff
!!DO8004/21/41/1:P;  *** gives right side (defender ) stuff

!?FU8003&y-4=1; ** gives left side (stacks 0-20) stuff called by DO8003
!!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 *

!?FU8004&y-4=1; **gives right side ( stacks 21-41 ) stuff called by
!!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**
!!BMx16:F?v3;      ** sets up innate abilities
!!VRv3:|16384; **fire
!!VRv3:|65536; **attackx2
!!VRv3:|32768; **no retaliation
!!BMx16:Fv3;

!?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 *

!?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**

It works. it may not be pretty.. but better than that i understand ' most' of it . Even tho it works as it is, what it is ,is a model so for any map i can custom make an artifact with any stats,any abilities, any spells on attacker or defender, human or computer

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Siegfried
Siegfried


Famous Hero
posted October 30, 2009 09:44 AM

Next problem

I have a loop through all towns. First i get the number of towns with !!UN:U98/-1/... then i loop through that towns. In the loop i get the town coordinates (to later refere to that town) with UN:U98/-1/x16/998

That works until there is a visiting hero. Now i check the object type with !!OB998:T:?y1 U?y2. When there is a visiting hero in town, then sometimes i get type=town, sometimes i get type=hero.

Similar problem with garrisons. And similar problem, when i loop through all heroes and one of these heroes is visiting a town. If i want to check that, i have to look for object type at these coordinates. Sometimes there is a hero, sometimes there is a town.

If i just use the !!CA receiver for these coordinates it throws an error whenever there is a visiting hero found. A hero is not a town. Main problem is: Sometimes a town is found, sometimes a hero is found.

Does anyone know of any solution?

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Mister_kalu
Mister_kalu


Known Hero
posted November 07, 2009 05:36 PM

somebody know how to transform a 2 hex monster in unique hex? really i need it

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 07, 2009 06:22 PM

Usually this is done by replacing a 1 hex creature. But if not possible you can try removing the 2 hex flag:

!!MA:X$/?v300; save natural abilities in v300
!!VRj:Sv300 &1*-1; check for 2 hex; (0x00000001 = 1 - DOUBLE_WIDE - Takes 2 square)
!!VRk:Sv300+j; get rid of it if so
!!MA:X$/k;

$= Monster ID
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Vanderlow
Vanderlow

Tavern Dweller
posted November 21, 2009 04:07 AM

ERM Question

Hey all.

Very new to ERM / WOG, but i have been playing HOMM3 for a couple years.

Love the idea of WOG, and i'm just starting to mess around with ERM.

ERM is the first programming / scripting i've done (except for a touch of Qbasic years ago....)

So understandably i've got LOADS of questions

1stly:  Can I create a custom artifact based on a WOG blank and give it my own attributes (skill/spell pt/attack bonus etc.)?

Does this have to be ERM scripted and put into a timed event in the map?  OR can i create the artifact externally and then simply drag and drop it in map editor???

.... and also how?



like i said i'm a noob to this so any help appreciated!

-Vanderlow


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