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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: ERM help and discussion
Thread: ERM help and discussion [ This thread is 251 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 (54) 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 ]
Salamandre
Salamandre


Honorable
Undefeatable Hero
posted February 12, 2010 08:11 PM bonus applied by angelito on 26 Feb 2010.

It is not hard at all, when we look at the whole code it seems unreadable but it is basic.

Example:

You want monk attack/defend/walk/shot to sound different, ok?

Shot.
!?BG0;
!!BG:A?v4 N?v5; **what stack does, which stack is
!!BMv5:T?v6; what type of stack
!!FU&v6<>8/v4<>7:E; if not monk and shot, exit script
!!VRz1:S^DATA/monkshot.82m^;
!!SN:Pz1;

Walk
!?BG0;
!!BG:A?v4 N?v5; **what stack does, which stack is
!!BMv5:T?v6; what type of stack
!!FU&v6<>8/v4<>2:E; if not monk and walk, exit script
!!VRz1:S^DATA/monkwalk.82m^;
!!SN:Pz1;

Attack
!?BG0;
!!BG:A?v4 N?v5; **what stack does, which stack is
!!BMv5:T?v6; what type of stack
!!FU&v6<>8/v4<>6:E; if not monk and walk, exit script
!!VRz1:S^DATA/monkattk.82m^;
!!SN:Pz1;

Defend
!?BG0;
!!BG:A?v4 N?v5; **what stack does, which stack is
!!BMv5:T?v6; what type of stack
!!FU&v6<>8/v4<>3:E; if not monk and walk, exit script
!!VRz1:S^DATA/monkdef.82m^;
!!SN:Pz1;

With a bit of work you can compile the code in one alone, here I wrote separate to show how it works. Just use the conditions (attack/shot/defend/walk) in the SN:Pz1  (&v4<>$) and remove it from !!FU[...]
Here you already have 4 actions which will use a custom sound only for monk. Create 4 82m files, place them in DATA, use the whole code above. All you miss is death and getting hit, but it is better than nothing.
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gnollking
gnollking


Supreme Hero
Supreme Hero
posted February 13, 2010 03:01 PM

"!!VRz1:S^DATA/monkdef.82m^;"

In this way, would it be possible to play *.wavs? Because I've got a problem, I cannot re-name the *.wavs to *.82ms..
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Salamandre
Salamandre


Honorable
Undefeatable Hero
posted February 13, 2010 06:46 PM

.wav to .82m, not wavs to .82ms
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gnollking
gnollking


Supreme Hero
Supreme Hero
posted February 13, 2010 07:22 PM

Yes, I meant that . Is it possible?
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Salamandre
Salamandre


Honorable
Undefeatable Hero
posted February 13, 2010 07:59 PM

if you show me an extension called "wavs"...
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Charad
Charad

Tavern Dweller
posted February 21, 2010 12:01 AM

hi guys. I have another question:
I want to ask a player a question and i want him to choose an answer. For example

Question:
What is the best creature?

Anwers:
Supreme archangel
Hell baron
Sacred phoenix
Ghost behemoth

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Salamandre
Salamandre


Honorable
Undefeatable Hero
posted February 21, 2010 12:41 AM
Edited by Salamandre at 01:05, 21 Feb 2010.

!!VRz1:S^Which is the best creature?^;
!!VRz2:S^Supreme Archangel^; v1=1
!!VRz3:S^Hell Baron^;  v1=2
!!VRz4:S^Sacred Phoenix^; v1=4
!!VRz5:S^Ghost Behemoth^; v1=8
!!VRz6:S^None of them, it is me Popeye the strongest! (exit)^;v1=16
!!IF:G1/1/0/z1/z2/z3/z4/z5/z6;
!!FU&v1=16:E;
!!FU1&v1=1:P;
[.......]
!!FU4&v1=8:P;

!?FU1;
!!IF:M^Supreme archangel? Of course!^;
[.....]
up to FU4.
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Charad
Charad

Tavern Dweller
posted February 21, 2010 10:21 AM

works great! Thanks alot m8
I have another question. I want the player if he answers Wrong to be defeated. For example:

!!VRz2:S^How much healt does an Darkness dragon has?^;
!!VRz3:S^300^; (wrong)
!!VRz4:S^400^; (wrong)
!!VRz5:S^500^; (wrong)
!!VRz6:S^600^; (Right)
!!IF:G1/1/0/z2/z3/z4/z5/z6;
!!IF&v1=1:M^Wrong answer! You lost!^;
!!IF&v1=2:M^Wrong answer! You lost!^;
!!IF&v1=4:M^Wrong answer! You lost!^;
!!IF&v1=8:M^That is correct!^;





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Hero_Of_Light
Hero_Of_Light


Promising
Supreme Hero
posted February 21, 2010 11:36 AM

It's not really a question but I thought I'd share it with you.

I started tweaking hero's specialties when I realized the following:

When you give a spell specialization it doesn't work If you don't specify the boost. For example:

** Astral(#40)
!!HE40:X3/18;
!!HE40:M18/1; [Starting Spell: Implosion]
!!HE40:M60/0; [Loose Hypnotize]

This command gives Astral the Implosion specialty in the hero screen and the spell to his spell book. But the damage dealt is the same. Can anyone give me the command to make it work? If not it's fine.

However when you give a creature specialization it works just the same with all creature specializations (+1 speed and +1 attack/defense):

** Catherine (#146) specialises to Angels
!!HE146:X1/12; [Master of Creatures]
!#VRz999:S^Increases the attack and defense of Angels and Archangels.^; [Set up text]
!!UN:G2/146/2/999;

The most astonishing discovery came from secondary skills. I thought there should be heroes specializations for all the skills. And I figured out it works, with a 5% bonus per level as usual:

** Melodia(#29)
!!HE29:X0/9; [Master of Skills: Luck]
!#VRz978:S^Receives a 5% per level bonus to her Luck skill.^; [Set up text]
!!UN:G2/29/2/978;

** Valeska(#1)
!!HE1:X0/6; [Master of Skills: Leadership]
!!HE1:S6/2; [Starting Skills: Advanced Leadership]
!#VRz953:S^Receives a 5% bonus per level to her Leadership skill.^; [Set up text]
!!UN:G2/1/2/953;

When I gave specialties in those two secondary skills I thought it wouldn't work. However when reaching level 20, Melodia had: 5*20=100% boost to her luck skill, giving her a total of 6 Luck! (Same with Leadership)

That works also for these Secondary skills (some of which were made in a Wog to have a percentage bonus):Diplomacy, Pathfinding, Scouting, Learning and even Scholar.  

I thought I'd post this because some of you are recreating Heroes and I think it would be nice to make heroes with new specialties (I already did). For example there are so many heroes with Eagle Eye specialty, they could be made to have something else.
 

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Salamandre
Salamandre


Honorable
Undefeatable Hero
posted February 21, 2010 01:06 PM
Edited by Salamandre at 13:26, 21 Feb 2010.

Quote:
I have another question. I want the player if he answers Wrong to be defeated.


!!VRz2:S^How much health does an Darkness dragon has?^;
!!VRz3:S^300^; (wrong)
!!VRz4:S^400^; (wrong)
!!VRz5:S^500^; (wrong)
!!VRz6:S^600^; (Right)
!!IF:G1/1/0/z2/z3/z4/z5/z6;
!!IF&v1=1:M^Wrong answer! You lost!^;
!!IF&v1=2:M^Wrong answer! You lost!^;
!!IF&v1=4:M^Wrong answer! You lost!^;
!!IF&v1=8:M^That is correct!^;
!!FU&v1=8:E;
!!IF|v1=1/v1=2/v1=4:M^Burn in fire for your ignorance^;
!!UN:Q0/1; lose game

Usually the players hate to lose game just for answering wrong to a simple question, so you may want to change it to a penalty, like losing money.

Hero of Light
Quote:
This command gives Astral the Implosion specialty in the hero screen and the spell to his spell book. But the damage dealt is the same. Can anyone give me the command to make it work? If not it's fine.


It works perfectly. On combat game log messages you will get the notification "X took a $$ extra damage"
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DoCSumann
DoCSumann

Tavern Dweller
posted February 21, 2010 05:29 PM
Edited by angelito at 18:04, 21 Feb 2010.

Is there any command which makes 8th level dwellings to function as regular ones?

I tried with next wog option seting command, but it doesn't work.

!#UN:P137/0; [Level 8 Creature Dwellings option is disabled]

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Charad
Charad

Tavern Dweller
posted February 21, 2010 06:26 PM

Works great, thanks Salamandre. I'm working at some sort of quiz level now so thats why the player loses if he answers wrong.
script now looks like this:

!!VRz2:S^How much health does an Darkness dragon has?^;
!!VRz3:S^300^;
!!VRz4:S^400^;
!!VRz5:S^500^;
!!VRz6:S^600^;
!!IF:G1/1/0/z2/z3/z4/z5/z6;
!!IF&v1=1:M^Wrong answer! You lost!^;
!!IF&v1=2:M^Wrong answer! You lost!^;
!!IF&v1=4:M^Wrong answer! You lost!^;
!!IF&v1=8:M^That is correct! On to the next question!^;
!!UN&v1=1:Q0/1;
!!UN&v1=2:Q0/1;
!!UN&v1=4:Q0/1;

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Salamandre
Salamandre


Honorable
Undefeatable Hero
posted February 21, 2010 07:31 PM

Quote:
Is there any command which makes 8th level dwellings to function as regular ones?

I tried with next wog option seting command, but it doesn't work.

!#UN:P137/0; [Level 8 Creature Dwellings option is disabled]


Try this? (or zero, try both to see)
!#UN:P1;
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DoCSumann
DoCSumann

Tavern Dweller
posted February 21, 2010 08:12 PM

Quote:
Try this? (or zero, try both to see)
!#UN1;



Tried both (!#UN1/0; and !#UN1/1 without results.

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Salamandre
Salamandre


Honorable
Undefeatable Hero
posted February 21, 2010 08:32 PM

Use the small red cross on left to disable smiles. What exactly you want with 8th level dwellings? I never used them but UN:P1 says they will work as normal ones.
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DoCSumann
DoCSumann

Tavern Dweller
posted February 21, 2010 09:38 PM

Ok, I found it. It's !#UN:P0/1;

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Hero_Of_Light
Hero_Of_Light


Promising
Supreme Hero
posted February 24, 2010 04:54 PM

OK it may be a bit hard but I thought I'd ask.

I found out that they finally posted something I've been waiting for a long time in this page:

http://translate.google.pl/translate?hl=pl&sl=pl&tl=en&u=http%3A%2F%2Fwogtreasurechest.dbv.pl%2Fdownloads.php%3Fcat_id%3D1

A PIRATE-CORSAIR! (and a nice animation too)

I always thought It would be a nice addition. So I thought that a corsair would be cool to have the same specialty as the Navigation skill in Wog has (adds +2 attack defense in naval battles)

Does anyone have this command so that the corsair has +2 attack defense when on water? (Or even better a +1 speed and enhanced damage would be nice)

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Salamandre
Salamandre


Honorable
Undefeatable Hero
posted February 27, 2010 01:52 AM

It is very easy, I used for example ID=150 (supreme archangel)

ZVSE

!?BA0;
!!TR998:T?y1/?y2/d/d/d/d/d/d; check battle square terrain type
!!FU&y1<>08:E; if no water, exit
!!IF:V99/1;
!!MA:D150/?v3; Store archangels initial defense
!!VRy4:Sv3;
!!VRy4:+2;
!!MA:D150/y4; +2 def for ID=150
!?BA1&99;
!!IF:V99/0;
!!MA:D150/v3; after battle, restore initial stats
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Aleee
Aleee


Known Hero
posted February 27, 2010 06:52 AM
Edited by angelito at 11:44, 27 Feb 2010.

Just a little remark: in such cases you don't need to do a chain like

!!MA:D150/?v3;
!!VRy4:Sv3;
!!VRy4:+2;
!!MA:D150/y4;

it is quite enough to write

!!MA:D150/?v3;
!!MA:D150/d+2;

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Salamandre
Salamandre


Honorable
Undefeatable Hero
posted February 27, 2010 07:00 AM

You are right, I just got over cautious with variables since using 1 million of them in battle scripts. My bad.

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