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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 ... 54 55 56 57 58 ... 100 150 200 250 300 350 400 407 · «PREV / NEXT»
Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted April 06, 2010 12:49 PM
Edited by Hero_Of_Light at 12:50, 06 Apr 2010.

Is there any ERM command to prevent a creature from attacking the walls (like Cyclopes do)?

I made a skeleton magi creature from the soul eater for my mod and I recently realized (out of nowhere) that it attacks walls (and sometimes destroy them completely). I think its because I used the commanders creatures and their abilities as commanders mix up with those as creatures. If anyone knows this please answer.

PS: I noticed that commander creatures are met two times (for example paladins are creature no 174 and 183). Does it matter which I use?
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OxFEA
OxFEA


Promising
Famous Hero
feanor on DF2.ru
posted April 06, 2010 04:23 PM

Defs do not contain abilities.
To prevent creatures from attacking walls - set 32-flag to 0.

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted April 06, 2010 06:38 PM

Thanks it worked

Quote:
Defs do not contain abilities.


I know that. I'm just saying that the Commander creatures have many abilities to begin with (such as fly, shoot, magical resistance etc) and you have to get rid of them. I just do not know how the soul eater got this particular ability.

Anyway, thanks again for your help.


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ItachiBrolly
ItachiBrolly


Adventuring Hero
Child Killer
posted April 09, 2010 02:50 PM

does there exist a alternate creature update script
Example you choose a option that enables a alternate upgrade for the centaurs
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gnollking
gnollking


Supreme Hero
posted April 09, 2010 02:52 PM

Currently - no. But I think the Blade of Hope team is working on it.
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ItachiBrolly
ItachiBrolly


Adventuring Hero
Child Killer
posted April 09, 2010 02:56 PM

so i must totally replace the normal upgrade
can someone make a tutorial for understanding erm ?
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Pollo2002
Pollo2002


Famous Hero
posted April 17, 2010 06:44 PM
Edited by Pollo2002 at 20:53, 17 Apr 2010.

1)I want to remove mirth and fortune spells from the game. Is there a way to make master genies not cast those spells in their repertoire?

2)I want to limit the number of active heroes players can have to 6 instead of 8, is there a way to do it?

3)I want to limit the number of slots for creatures heroes have. like having 5 instead of 7, is this possible?

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DracoL1ch
DracoL1ch

Tavern Dweller
posted April 20, 2010 10:34 AM

Quote:
1)I want to remove mirth and fortune spells from the game. Is there a way to make master genies not cast those spells in their repertoire?

2)I want to limit the number of active heroes players can have to 6 instead of 8, is there a way to do it?

3)I want to limit the number of slots for creatures heroes have. like having 5 instead of 7, is this possible?


1) Check spell number BG:S and change it manually
2) Very hard to do, but u can try to find this constant and change with UN:C
3) I think not
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KingSlayer
KingSlayer

Tavern Dweller
posted April 29, 2010 10:49 AM

Hello,

I'll try to ask for help again here. I have problems with two scripts that I need.

1.The problem is with script20 “Week of Monsters”. I managed to remove certain creatures, so they would not appear in the event, as well as the time when the event takes place. But my main problem is that the monsters give random artifacts or resources. Which part of the script is responsible for that and can I remove it?

2.This one is really bugging me too. I want to modify the fog of war. I want to make it so, that a certain hero removes the fog with at a different degree. For example +1 or -1, when exploring the map.
Is there a way to put a patch of fog of war on the map, which can't be removed and is permanent and stationary?

10x

PS: If someone is wondering, why I don't regularly take part in this forum, but I ask for such help, the reason is that my English is not on such a level for adequate discussions.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 29, 2010 11:14 AM

If you leave "week of monsters" enabled and disable the following 4 options no monsters will be triggered on map thus no fights, is this what you looking for?

There is a minimum of scouting radius to keep, from tests it seems to be 4-5 squares, less couldn't get. You can prohibit an hero to enter a covered area by cursing him when passing through an event:
**!!HE-1:Y1/0/999/1;
The curse needs to be removed if the hero goes out and applied again if he goes in, you may already know this (re enable event).
Another option would be to have a time trigger every day for all players covering a given area, but the hero will still see within radius if he explores it. If I understand properly what you are asking for.
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Era II mods and utilities

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KingSlayer
KingSlayer

Tavern Dweller
posted April 29, 2010 11:48 AM
Edited by KingSlayer at 11:52, 29 Apr 2010.

Hi Valery
Nice to hear from you after so long

For 1. I want to keep the creatures apearing on "their week", but I want to remove (disable) the artifact and resourse bonuses, they receive later in the game (that is what script.20 does)

For 2. I want the player hero to have a permanently redused scouting radius (exsample -1 square)
For2.2 I want to put in some places permanent and unexplorable Fog of Wat, the same way you did in your Atlantis (the area around the city)

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 29, 2010 01:22 PM

As I see the script you only need to copy it in map and delete lines 563-566
**!!UN:P234/?y15; [Check if Warlord's Banner are disabled: y15=1 if disabled]
!!MOy10/y11/x2&v170>=0/y1<8/y3=0/y14=1/y15<>1:A156; [33% chance of carrying a Warlord's Banner]
!!VRy5&v170<0/v179<>-100/y1<8/y3=0:Sx3 Rx3; [Random number for value of resource pile]
!!ARy10/y11/x2&v170<0/v170<>-100/y1<8/y3=0:Vy5; [Set value of resource pile]
to disable bonuses, did not tested but should work I think.

For Fog of war I only cursed the hero (he can not explore around) and opened manually view. I already tried in "300" to get a scouting radius less than 5 but never succeeded, I think the minimum is hardcoded.

You can also create fog of war around your hero at each step:

!?HM-1;
!!UN:Hv998/v999/v1000/7/8;

It will invalidate his scouting area at each step. Hope it helps, I have no other ideas about.
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Era II mods and utilities

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kingslayer
kingslayer

Tavern Dweller
posted April 29, 2010 02:35 PM

10x a lot!

In the Script the line 563-566 sais it is about the upper level (theres one line). I asume  I have to delete the lines for the lower level which are a few lines down as well. Will your func work for that level as well or do I need to replace them with the part you gave me

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 29, 2010 03:18 PM
Edited by Salamandre at 15:20, 29 Apr 2010.

The 4 lines I pasted need to be deleted from 20.erm, I think only those 4 are about giving resources/arties.

Search for those:
!!UN:P234/?y15; [Check if Warlord's Banner are disabled: y15=1 if disabled]
!!MOy10/y11/x2&v170>=0/y1<8/y3=0/y14=1/y15<>1:A156; [33% chance of carrying a Warlord's Banner]
!!VRy5&v170<0/v179<>-100/y1<8/y3=0:Sx3 Rx3; [Random number for value of resource pile]
!!ARy10/y11/x2&v170<0/v170<>-100/y1<8/y3=0:Vy5; [Set value of resource pile]

and delete them.
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Era II mods and utilities

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kingslayer
kingslayer

Tavern Dweller
posted April 29, 2010 05:04 PM

10x for your attention Valery

I may not be able to use this script. I found the lines you mentioned and removed them. The test was unsuccessfull. The monsters which appeared on the map continue to give resourses and artefacts at higher levels of expirience. It seems to me that the values of the attribute from the part you posted and the ones from the script.20 I have, are different. This isn't the issue, is it? I checked all lines in this script which begin with similar func, but there are not any that seem to be responsible for this monster's "loot" or any bonus they recieve from expirience rangs.

If you have some spear time these days, you could take another look at the script and if you find a solution I'would be gratefull

10x again

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 29, 2010 05:53 PM

It works here. Try this map, all is inside, script prohibits bonuses from wandering monsters. Let a few weeks go, attack them, nothing is dropped.

Test Map
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Era II mods and utilities

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kingslayer
kingslayer

Tavern Dweller
posted April 29, 2010 06:45 PM

Yes its true, your test is working. But there the creatures don’t have exp. In cript.20 this bonus becomes active (loot bonus of art and res) only after the creatures reach a certain level of exp, before that there isn’t any “loot”. I use a part of scr.57, where the neutral creatures can gain exp. Maybe this is what my problem is. Or maybe the scripts are incompatible because of the creatures exp

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gnollking
gnollking


Supreme Hero
posted April 30, 2010 04:45 PM

I got one question, when using the "MA", it changes the abilities/skills of all monsters of the same type.
But how to add abilities to monsters on a certain hero?
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OxFEA
OxFEA


Promising
Famous Hero
feanor on DF2.ru
posted May 06, 2010 07:11 PM

ZVSE
!?BG1;
!!VRy1:S0 R6;
!!UN&y1=0:C4453008/4/63488;
!!UN&y1=1:C4453008/4/64512;
!!UN&y1=2:C4453008/4/65504;
!!UN&y1=3:C4453008/4/02016;
!!UN&y1=4:C4453008/4/02047;
!!UN&y1=5:C4453008/4/00031;
!!UN&y1=6:C4453008/4/32784;

Beholders and evil eyes shoot rays of all rainbow's colors (=

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gnollking
gnollking


Supreme Hero
posted May 06, 2010 07:18 PM

How exactly does it work

All the rays are different color or something?
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