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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 407 pages long: 1 50 ... 51 52 53 54 55 ... 100 150 200 250 300 350 400 407 · «PREV / NEXT»
Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted February 05, 2010 12:27 PM
Edited by angelito at 17:56, 05 Feb 2010.

I don't know what went wrong with the Nightmares. Anyway, here's script 67 in which all I did is change the creatures. I didn't change the commands and that's why the other changes work.

** Timer routine

!?TM2&$day$=1/$once$=1; // only once at day 1
!!UN:P67/?y-1; [check if script is enabled: y-1]
!!FU6104&y-1=1:P; // do conversion if script is enabled

** end of timer routine


** function to convert Conflux into neutral town

!?FU6104;

// change Dwellings in the town
!!UN:T8/1/0/138; [level 2 no upg - Halfling]
!!UN:T8/1/1/143; [level 2    upg - Rogues]
!!UN:T8/2/0/140; [level 3 no upg - Dire Wolves]
!!UN:T8/2/1/194; [level 3    upg - Werewolves]
!!UN:T8/3/0/137; [level 4 no upg - Sharpshooter]
!!UN:T8/3/1/171; [level 4    upg - Night Prowlers]
!!UN:T8/4/0/175; [level 5 no upg - Apprentice]
!!UN:T8/4/1/136; [level 5    upg - Enchanter]
!!UN:T8/5/0/142; [level 6 no upg - Nomad]
!!UN:T8/5/1/195; [level 6    upg - Desert Magi]

 

* [These creatures all count as being conflux troops]
!#MA:O138/8; [Halfling]
!#MA:O143/8; [Rogues]
!#MA:O140/8; [Dire Wolves]
!#MA:O194/8; [Werewolves]
!#MA:O137/8; [Sharpshooter]
!#MA:O171/8; [Night Prowlers]
!#MA:O175/8; [Apprentice]
!#MA:O136/8; [Enchanter]
!#MA:O142/8; [Nomads]
!#MA:O195/8; [Desert Magi]
!#MA:O158/8; [Sacred Phoenix]

Now, even if I add the sprites and Phoenix in the lists or not, it wouldn't change anything. All the other creatures DO COUNT as Conflux.

Anyway, I said it's no big Deal, If you can't think of anything that's OK. Maybe there is something wrong with my WOG install, I don't know. Thanks for trying.

EDIT: Sorry for forgeting to disable the emoticons again. I just won't learn:)

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srikandi2000
srikandi2000


Hired Hero
posted February 05, 2010 05:43 PM

animation in WoG

Hi all, after my last 'silly' question in other thread, I have been trying to learn about ERM (Btw, just an info, for those who don't know, THERE IS an ERM help file which you can download and install or read it on the web - very helpful; Reading the 77 script in s folder might gift you hint as well).

I saw this animation about space ship landing in Salamandre's stargate mod. Can anyone show me how its done? Does it us IF command? if yes, how?

Thanks for reply.

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Duke_Falcon
Duke_Falcon


Disgraceful
Supreme Hero
posted February 06, 2010 09:40 PM

Know someone what programm code is use by heroes3 exes?
C++, visual basic, pascal?
And what is the h3 videos' resolution? 640x480, 320x200?
Sorry for these silly and maybe meaningless questions...

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 06, 2010 10:16 PM

Working in the exe tutorial
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Duke_Falcon
Duke_Falcon


Disgraceful
Supreme Hero
posted February 07, 2010 01:22 PM

I have DevC++. I opened the h3ab.exe and the programm can't support it, so it seems it isn't in C++ language...
But it isn't visual language exe 'cause it's mere size...
And who use Pascal nowadays?

I read the tutorial too but don't help much... Maybe DevC++ is the weak point?

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted February 09, 2010 10:48 PM
Edited by Hero_Of_Light at 00:08, 10 Feb 2010.

I tried to make some new combination artifacts but it doesn't work exactly right.I used these ERM commands:

**[Armageddon's Blade]  
!!UN:A13/128/11/29/17/23;  
**[Retaliation shield]  
!!UN:A14/157/9/15/21/27;  
**[Gate key]
!!UN:A15/160/115/116/117;  
**[Dragon Heart]  
!!UN:A16/159/79/80/81/82;

Are these commands right? I read somewhere in this thread that there can be only 31 combined artifacts. Is that true?

Also I would like to make a one hex creature two hexed. Is this command correct? It doesn't seem to work. Can Anyone help?

!!MA:X181/?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:X181/k;
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 10, 2010 02:05 AM
Edited by Salamandre at 02:14, 10 Feb 2010.

Double wide:

ZVSE

!?PI;
!!MA:X181/?v300;
!!VRj:|1; **add 1 bit (0x00000001 = 1 - DOUBLE_WIDE - Takes 2 square)
!!VRv300:+j;
!!MA:X181/v300;

Example of new combo:

**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) (standard combos are 0-11)
** $ - 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

!#UN:A15/163/11/17/23/29; new combo #15 is formed of Sword of Hellfire (11), Shield of the Damned (17), Hellstorm Helmet (23), and Breastplate of Brimstone (29), and represented by shield #163


When I see all your scripts starting with !! I guess you know that they have to be triggered by something. If you just put !! without any trigger or !?PI before it will never happen. Use !# if no trigger.


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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted February 10, 2010 12:59 PM

OK thanks, they both worked. Actually the original combo artifacts are 12, so you must start from 13, and that's why I asked if the limit is 31. It doesn't matter much I only used up to 20.
As for the commands I use the 'first day' trigger from script 67 so that all the commands start with !! (I find it much easier than setting up variables true or false).

Thanks for your help, appreciate it
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martinkunev
martinkunev

Tavern Dweller
posted February 10, 2010 01:05 PM

@Duke_Falcon - How do you expect to open a compiled executable file with programming environment application?

Most probably Heroes III is written in C++. If it's not C++ then it is C.
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Duke_Falcon
Duke_Falcon


Disgraceful
Supreme Hero
posted February 10, 2010 03:50 PM

Quote:
@Duke_Falcon - How do you expect to open a compiled executable file with programming environment application?

Most probably Heroes III is written in C++. If it's not C++ then it is C.


Finally I've done this... I do not know exactly how but now it run without the cd image. I require no more those damned isos!
DevC++ works just complicated and slow. Heroes is in C++. Furthermore I do not know what shall I do with it... I don't really want to edit the exe file as long as I do not understand the C++ language fully...

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted February 12, 2010 12:56 AM

Quote:
Double wide:

ZVSE

!?PI;
!!MA:X181/?v300;
!!VRj:|1; **add 1 bit (0x00000001 = 1 - DOUBLE_WIDE - Takes 2 square)
!!VRv300:+j;
!!MA:X181/v300;



Which will be the command to remove a ability flag? I tried it with a -1 it didn't work.
If it is possible can anyone post the commands to remove from a creature the shooter, flier and breath attack abilities.
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390625
390625

Tavern Dweller
posted February 12, 2010 03:33 AM

Hero's Special Ability

I want to make a hero with customized ability:

- Say I want to change Roland (#152) and make his specialty Implosion.

- Restrict Roland such that he will be unable to cast any other spell during combat and non-combat. Equivalently, Roland's spellbook is permanently disabled but he is able to cast Implosion during combat.

- Reformulate the damage when cast by Roland: Damage = 1000 + 200 * power but the damage is normal (100 + 75 * power) when cast by other heroes.

- Roland needs no spell points to cast his specialty spell. However for other heroes implosion cost 30 mana as usual.

Is there anyway this can be done within script 39?

The special spell greatly resemble titan's thunder. If we don't use script 39, can we code an artifact that behaves like titan's thunder but  cast implosion instead?

I am new to ERM, so please direct me to any existing erm where possible... Thanks

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 12, 2010 07:29 AM
Edited by Salamandre at 07:50, 12 Feb 2010.

Quote:

- Say I want to change Roland (#152) and make his specialty Implosion.


!!HE152:X3/18; **you will need to fix the text when click right on implosion pic

Quote:

- Restrict Roland such that he will be unable to cast any other spell during combat and non-combat. Equivalently, Roland's spellbook is permanently disabled but he is able to cast Implosion during combat.
- Roland needs no spell points to cast his specialty spell. However for other heroes implosion cost 30 mana as usual.



Not possible to disable book but still be able to cast. The shortest way is to give Roland 600 SP at the start of the battle and remove all spells but implosion. Then at the end of the battle restore his SP as before:

!?BA0;
!!BA:H0/?y-98;
!!BA:H1/?y-99;
!!IF|y-98=152/y-99=152:V99/1;
!!FU&y-98<>152/y-99<>152:E; if Roland not in battle, quit
!!HE152:I?v99;
!!HE152:Id600;
!!DO1/0/69/1:P152;
!!HE152:M18/1;

!?BA1&99;
!!HE152:O?v1;
!!FU&v1<0:E;
!!HE152:Iv99;
!!IF:V99/0;

!?FU1;
!!HEx1:Mx16/0;

Quote:

- Reformulate the damage when cast by Roland: Damage = 1000 + 200 * power but the damage is normal (100 + 75 * power) when cast by other heroes.


This is more complex. Take a look in Chaser map (available in the WoG links install) at the event "magic arrow", you need MF (stack taking damage) to code it.

Quote:

The special spell greatly resemble titan's thunder. If we don't use script 39, can we code an artifact that behaves like titan's thunder but  cast implosion instead?


Well, yes, just enable all the commands above if Roland has the required artefact at start of the battle (HE152:A2/#/?v1/?v2....etc)


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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted February 12, 2010 02:51 PM

Quote:
Quote:

Which will be the command to remove a ability flag? I tried it with a -1 it didn't work.
If it is possible can anyone post the commands to remove from a creature the shooter, flier and breath attack abilities.


EDIT: I found it.

But I've got a new question
Is there a way to change the sounds of a creature using ERM? I found the sounds with resedit2 but I don't know how to associate them with the creature I want to have them.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 12, 2010 06:01 PM

Create a wav with exact name as the original, place in Heroes/data and rename the extension .wav to 82m. Thats all.
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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted February 12, 2010 07:53 PM

I don't quite understand...

I didn't mean (example) to exchange the sound that a monk does when he is hurt to another.

I made some new creatures replacing some old ones but the sound they make remains that of the old ones and don't quite fit.
For example I replaced the war zealots with a priestess creature and I would like to give them the sound the sprites do so that they sound as females.

Is there an ERM command for that?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 12, 2010 08:06 PM

Ok I repeat myself:

Example: you change monk with gog. You want the new monk (gog)attack to have another sound. Make a wav file, name it to MONKATTK.82m and put it in Data folder. Now, when your new monk will attack, it will read the sound from DATA.
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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted February 12, 2010 08:21 PM

Yes I understand that.

But then all the creatures that have the monk attack sound will sound like this (Monks, Zealots, War Zealots, Hierophants, Werewolves)

I don't want that. I would like to associate some existing sounds with creatures.

For my example, I want only the War Zealots to sound like sprites, but the rest (monks, Zealots etc), will sound as before.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 12, 2010 08:33 PM

That is more complicated. I am using it in Atlantis but it requires some codes.

A$;   Type of an action:

0 = Cancel Action (the stack can do a different action now but it may still be impossible to force it to do most actions through ERM).
1 = Hero cast a spell
2 = Walk
3 = Defend
4 = Retreat from the battle
5 = Surrender
6 = Walk and Attack
7 = Shoot
8 = Wait

For example, I coded the 4 characters to use a different sound on attack regardless the weapon carried:

!?BG0;
!!BG:A?v4 N?v5; action shoot
!!BMv5:T?v6;
!!FU&v6<>44/v6<>45/v6<>35/v6<>89:E; (SGA)
!!FU&v4<>7:E; exit if not shooting
!!VRz10:S^^;
!!VRz9:S^^;
!!HE106:A2/7/?y-1/?y-2; assume SGA is HE106
!!VRz10&y-2>0:S^SGA/mp5-1.82m^; **Gun
!!HE106:A2/8/?y-1/?y-2;
!!VRz10&y-2>0:S^SGA/autogun.82m^; **UZI
!!HE106:A2/9/?y-1/?y-2;
!!VRz10&y-2>0:S^SGA/Electr.82m^; **SCI-FI gund
!!HE106:A2/10/?y-1/?y-2;
!!VRz10&y-2>0:S^SGA/Zat.82m^; **ZAT
!!SN&z10<>z9:Pz10;

What we see here? When creature ID 44/45/35/89 shot, the ERM checks the weapon equipped and triggers a different sound, using BG command. (here BG=4, that means shot). You can do same to isolate the new monk from all others monk extensions, war zealot etc.

You can do it for attack, shot, defend, wait. For getting hit you will need to code with !?MF (stack taking damage).

In all cases, you will need new sounds in DATA.
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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted February 12, 2010 08:41 PM

WOW, It DOES need a lot of work!

Anyway thanks, I'll give it a try but I don't think I'll succeed.

If I don't the priestesses will just sound like men, BIG DIF
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