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Hero_Of_Light
Responsible
Supreme Hero
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posted June 16, 2010 01:16 PM |
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No it doesn't work. That's actually the command to change an upgrade of a creature (!!MA:U3/19; for instance upgrades marksmen to grand elves).
What I want is a command to make the 4 elementals (water, fire, air and earth) not be able to upgrade at all (I actually tried to make them upgrade to anything else but it didn't work, water elementals still upgraded to Ice elementals etc).
Is there anything else I could try?
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Not idly do the leaves of Lorien fall.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted June 16, 2010 01:50 PM |
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Sorry my eyes betrayed me. It is very small, you must add -2 and not 2.
Example air elemental can't upgrade:
!#MA:U112/-2;
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Era II mods and utilities
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Hero_Of_Light
Responsible
Supreme Hero
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posted June 16, 2010 02:31 PM |
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Nope...still doesn't work. I tried it on centaurs and they were upgraded to pikemen(!)...don't ask me why.
And I did try it on elementals but they stll upgraded normally. I think there's something about the elementals. You can't change their upgrade in any way at all.
If you find something else please let me know...
This command would have great use. For instance there are some people in this forum that want to turn Heroes 3 into 4 and with this command they could. If no creature gets an upgrade then all you have to do is this:
1) Have the "Build twice a day" option on
2) Change the upgraded building's cost to lets say 100 gold
3) Assign a creature in the non upgraded building and another in the upgraded.
The result? You build lets say barracks in Castle town and then upgrade it (with almost no cost) in the same day. Having assigned in the barracks the crusaders and monks you actually get to choose! If you purchase crusaders then they can't be changed in to anything else. Same goes with monks. So you have to choose between the two which you will use in your army (just as Heroes 4).
I'm not really a fan about Heroes IV (and particularly of this change of strategy they used in it) but for those who are... I think it's the way to go.
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Not idly do the leaves of Lorien fall.
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shin0bi
Tavern Dweller
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posted June 16, 2010 02:49 PM |
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I wanted to give some heroes new specializations.
Here i wanted to give Vokial the ability to upgrade all Rampart creatures into undeads. However, if i use this script, only last upgrade will be possible (green and gold dragons to undead dragons) Why? Can u plz write a script that will allow hero X to upgrade more creatures than only one?
ZVSE
!#HE65:X6/14/15/56;
!#HE65:X6/16/17/58;
!#HE65:X6/18/19/60;
!#HE65:X6/20/21/61;
!#HE65:X6/24/25/172;
!#HE65:X6/26/27/68;
And 2nd question, could u write a script to change hero specialization's description? (to Vokial- change "increases attack and defense of all vampires" to "upgrade all rampart creatures into undead ones")
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Vlaad
Admirable
Legendary Hero
ghost of the past
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posted June 16, 2010 02:51 PM |
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@ Hero_Of_Light
Try !#MA:U112/112;
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Warmonger
Promising
Legendary Hero
fallen artist
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posted June 16, 2010 02:57 PM |
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Quote: only last upgrade will be possible
Because you overwrite previous calls It's not the same as adding them. Unfortunatelly, speciality seems to handle only one desired type.
Another limitation of ERM revealed
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The future of Heroes 3 is here!
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Hero_Of_Light
Responsible
Supreme Hero
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posted June 16, 2010 02:57 PM |
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Quote: Try !#MA:U112/112;
Yeah I already tried that... I tried anything it just doesn't work...I tried upgrading them to any creature (even the empty creature slots) but it didn't work... It works for other creatures but not the elementals (and I think it doesn't work on any Conflux creature, maybe because it's an add-on of Armageddon's Blade)
Maybe if there's a command to make the creature BE an upgrade already and so incapable of upgrading... If there was one it could work out for the Heroes III -> IV transformation I mentioned...
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Not idly do the leaves of Lorien fall.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted June 16, 2010 04:10 PM |
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As I see it, !!MA:U112/-2 will prohibit air elementals being upgraded at hill fort (tested) but they still can be upgraded in conflux. Maybe disable the ugraded building?
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Era II mods and utilities
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Vlaad
Admirable
Legendary Hero
ghost of the past
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posted June 16, 2010 05:25 PM |
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Quote:
Quote: Try !#MA:U112/112;
Yeah I already tried that...
It works for me, both at Hill Fort and in Conflux.
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gnollking
Supreme Hero
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posted June 17, 2010 10:58 PM |
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@shin0bi, I can help you with the script :). The way you tried it didn't work, of course, because you overwrited all the time the previous line. What you needed to to, was to 1, in hero screen, check the hero number, the position he/she clicked. 2, if clicked on any Rampart creatures (check first), then check what creature. 3, if clicked on Centaurs, change specialty to upgrading Centaurs to Skeleton Warriors. If clicked on Dwarves, specialty to upgrading them to Zombies.. 4, after upgrading, change back the specialty picture.
It might sound hard to script, so I took the liberty to do it myself:
Quote:
ZVSE
!?FU29003; [Set the function 29003 (for later use)]
!!HE-1:N?y-10; [Check current hero number]
!!HE-1&y-10=65:X1/62; [Vokial's specialty]
!?CM2&1000; [Hero screen mouse click]
!!IF:V5/0; [Set flag 5 to 0]
!!HE-1:N?y-10; [Check current hero number]
!!IF&y-10=65:V5/1; [If Vokial, set flag 5 to 1]
!!FU&-5:E; [If not Vokial, exit]
!!VRy-90:S0; [Clear]
!!IF:W-1; [Current hero]
!!OW:C?y5; [Current player]
!!CM:I?y1; [Get click location]
!!VRy2:S-1; [Set y2 to -1]
!!VRy3:S-1; [Set y3 to -1]
!!VRy2&y1>=68/y1<=74:Sy1 -68; [If clicked, set troop slot #: y2]
!!HE-1&y2>=0:C0/y2/?y3/d; [Type of monster in clicked slot: y3]
!!VRy-90|y3=14/y3=16/y3=18/y3=20/y3=22/y3=24/y3=26/y3=26:S100; [Set flag if Rampart creature clicked]
!!VRy-91|y1=30720/y1=130/y1=131/y1=132/y1=133/y1=134/y1=135/y1=136/y1=137:S100; [Set flag if any exit screen buttons clicked]
!!FU&y-90<>100/y3>-1:E; [End code if not clicked on Rampart creature]
!!FU&y-91<>100/y3=-1:E; [End code if not clicked on exit button]
** Set the new specialty
!!HE-1&y3=14:X6/14/d/57; [Centaurs to Skeleton Warriors]
!!HE-1&y3=16:X6/16/d/59; [Dwarves to Zombies]
!!HE-1&y3=18:X6/18/d/61; [Elves to Wraiths]
!!HE-1&y3=20:X6/20/d/63; [Pegasi to Vampire Lords]
!!HE-1&y3=22:X6/22/d/65; [Ents to Power Liches]
!!HE-1&y3=24:X6/24/d/67; [Unicorns to Dread Knights]
!!HE-1&y3=26:X6/26/d/69; [Dragons to Ghost Dragons]
!!FU29003&y-91=100:P; [Return hero specialisation to normal (from the function set earlier)]
I have tested it, and it worked :D. Only Vokial can upgrade all Rampart's creatures to Necropolis' upgraded ones.
About the specialty description, check HE:B1 from ERM Help.
@Warmonger, with ERM, you are able to almost anything! :P
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shin0bi
Tavern Dweller
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posted June 18, 2010 09:02 AM |
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It works! Thank you very much!
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Grim04
Adventuring Hero
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posted June 20, 2010 12:51 AM |
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Hey, I don't know anything about ERM and I'd like to make a few custom scripts.
I just have a few basic questions.
How would I make a script where the option to turn it on or off would be in the WOG options? I see where you can put the scripts in a map but would those scripts be map specific?
Also, does someone have links to some good programs to download that will help me in making scripts or editting monsters? My friend and I are thinking of making a town (well really just editting the conflux creatures)... I remember I downloaded some program that made it simple to edit creatures but I can't remember where I downloaded it from.
Thanks in advance for the help.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted June 20, 2010 02:12 AM |
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Quote: Another limitation of ERM revealed
Bad example. In this case opening a dialog and asking player what upgrade he wish to proceed, and then assigning a different function according to his answer will solve the problem. That's why ERM has functions.
The only limitation I can see so far is processing animation frames, as ERM does not allow any control over defs. So if you want one def to start with 4th frame and run until the 16th and ignore the others for example, you can't. Bye bye my plane landing.
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Era II mods and utilities
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Hero_Of_Light
Responsible
Supreme Hero
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posted June 27, 2010 10:47 PM |
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I have a question about upgrades...
In my mod I made the iron golems upgrade to gold and then to crystal. In WOG maps I've made it works (giving the golems a total of three upgrades instead of one or two).
But in other maps it doesn't work. The Golems upgrade only two times (up until they reach gold golems). Does anyone know why is that and what can I do about it?
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Not idly do the leaves of Lorien fall.
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PLYMOUTH
Tavern Dweller
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posted June 28, 2010 09:59 PM |
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Hello, i'm new here
I'm French, I live in Paris, and i'm a fan of heroes since 1999
Sorry if i make some mistakes of language.
So, i post because I love the game, but i have some question ;
I have the WOG, what is the last version ?
I'm also looking for new mods, and i saw HOTA. But, when will it be finish ?
I don't understand with all the posts of the topic.
So, I have the WOG, i want to have new creature and new towns.
What do you advice to me ?
Thank you very mutch
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Hero_Of_Light
Responsible
Supreme Hero
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posted June 29, 2010 04:48 PM |
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OK! NEW QUESTION
I've always liked the Halfling Mod. It had some good ideas and a great ERM script on Heroes specialties. I came across the one that Makes the Gem Pond produce Rocs every week.
I wanted to make every town have that sort of trigger allowing to recruit some creatures at the start of the week from the Tavern (sort of making the taverns a place were you can find heroes and mercenaries) The complete script follows.
!?PI;
!#TM1:S1/999/1/255; [Triggers for every color every day]
** [Weekly Day 1 Timer]
!?TM1; [Daily Timer is trigger]
!#UN:P83/?v5993; [Check is the script is enabled, otherwise exit]
!!FU&v5993<>1:E;
!!VRy-1:Sc-1; [Current day minus 1: y-1]
!!VRy-2:Sy-1 :7 *7; [Divide day by 7, multiply by 7: y-2]
!!FU&y-1<>y-2:E; [Exit if not a day 1]
!!UN:U98/1/?y-3; [Number of Halfling Towns on map: y-3]
!!FU&y-3<1:E; [Exit if no Towns]
!!VRv2:S-1; [Initialize v2 to -1 for fast UN:U looping]
!!DO26201/1/y-3/1:P; [Loop through all Halfling Towns]
** [Loop through all Halfling Towns]
!?FU26201;
!!UN:U98/1/-1/2; [Store Halfling Town coordinates in v2/v3/v4]
!!OW:C?y1; [Current player: y1]
!!CA2:O?y2 B3/17; [Owner of Town (y2), Flag 1 is TRUE if the building is built]
!!VRy3:S3 R3; [3-6 Rocs: y3]
!!OW:Iy1/?y4; [Check if player is Human (0) or AI (1): y4]
!!PO2&y1=y2/1:V2/dy3; [If player owns town and Pond built, add 3-6 Rocs available for recruiting: PO:V2 number]
!!FU|y4=0/y1<>y2/-1:E; [Exit if Human player or if current player doesn't own town or no Pond built]
!!CA2:H0/?y-4; [AI's Garrison hero # (-1 if no garrison hero): y-4]
!!PO2:V2/?y-6; [Number of Rocs available to be recruited by AI: y-6]
!!DO26202/0/6/1:Py-4; [Loop through all slots and recruit Rocs for AI if there's space]
** [Left Click on Pond]
!?CM1; [Town mouse-click is trigger]
!#UN:P83/?v5993; [Check is the script is enabled, otherwise exit]
!!FU&v5993<>1:E;
!!CA-1:T?y-1; [Town type: y-1]
!!CM:S?y-2 I?y-3; [Subtype of click (y-2), Location (y-3)]
!!FU|y-1<>1/y-2<>12/y-3<>17:E; [Exit if not a left click on Pond]
!!CA-1:P?v2/?v3/?v4; [Town's location: v2/v3/v4]
!!CA2:H0/?y-4; [Garrison hero # (-1 if no garrison hero): y-4]
!!PO2:V2/?y-6; [Number of Rocs available to be recruited: y-6]
!!IF&y-6>0:Q2/23/17/21/92/2^{Mystic Pond}
The Mystic Pond produces a small number of resources weekly and allows you to recruit Rocs, but the latter is disabled if you build Fountain of Fortune.
There are currently %Y-6 Rocs available. Do you wish to recruit them now?^;
!!IF&y-6<1:Q1/23/17/21/92/1^{Mystic Pond}
The Mystic Pond produces a small number of resources weekly and allows you to recruit Rocs, but the latter is disabled if you build Fountain of Fortune.
There are currently %Y-6 Rocs available.^;
!!CM:R0; [Disable standard click action]
!!FU|-2/y-6<1:E; [Exit if player doesn't wish to recruit Rocs or none available]
!!VRy-5:S-1; [Initialize y-5 to -1]
!!DO26202/0/6/1:Py-4; [Loop through all slots and recruit Rocs if there's space]
!!IF&y-5<0:Q1/21/92/1^You must make room in your army before you can recruit the Rocs.^;
!!UN:R4/0; [Redraw Town Screen]
** [Loop through all slots and give Rocs]
!?FU26202;
!!CA2&x1<0:M2/x16/?y2/?y3; [Garrison troops in slot x16. Type: y2, Number: y3]
!!HEx1&x1>=0:C0/x16/?y2/?y3; [Garrison hero's troops in slot x16. Type: y2, Number: y3]
!!FU&y2>=0/y2<>92:E; [Exit if slot isn't empty unless it contains Rocs already]
!!CA2&x1<0:M2/x16/92/dy-6; [Garrison: give available Rocs]
!!HEx1&x1>=0:C0/x16/92/dy-6; [Garrison hero: give available Rocs]
!!VRy-5:S1; [Set y-5 to 1 if Rocs given]
!!VRx16:S999; [Set x16 to 999 to exit loop]
!!PO2:V2/0; [Reset PO:V2 to 0 if Rocs given]
** end of part two
Now for the question part:
!!UN:U98/1/?y-3; [Number of Halfling Towns on map: y-3]
!!FU&y-3<1:E; [Exit if no Towns]
!!VRv2:S-1; [Initialize v2 to -1 for fast UN:U looping]
!!DO26201/1/y-3/1:P; [Loop through all Halfling Towns]
I tried to make this command to go for Castle towns but failed. Which command specifies the town number?
** [Loop through all Halfling Town}
!?FU26201;
!!UN:U98/1/-1/2; [Store Halfling Town coordinates in v2/v3/v4]
!!OW:C?y1; [Current player: y1]
!!CA2:O?y2 B3/17; [Owner of Town (y2), Flag 1 is TRUE if the building is built]
!!VRy3:S3 R3; [3-6 Rocs: y3]
!!OW:Iy1/?y4; [Check if player is Human (0) or AI (1): y4]
!!PO2&y1=y2/1:V2/dy3; [If player owns town and Pond built, add 3-6 Rocs available for recruiting: PO:V2 number]
!!FU|y4=0/y1<>y2/-1:E; [Exit if Human player or if current player doesn't own town or no Pond built]
!!CA2:H0/?y-4; [AI's Garrison hero # (-1 if no garrison hero): y-4]
!!PO2:V2/?y-6; [Number of Rocs available to be recruited by AI: y-6]
!!DO26202/0/6/1:Py-4; [Loop through all slots and recruit Rocs for AI if there's space]
** [Left Click on Pond]
!?CM1; [Town mouse-click is trigger]
!#UN:P83/?v5993; [Check is the script is enabled, otherwise exit]
!!FU&v5993<>1:E;
!!CA-1:T?y-1; [Town type: y-1]
!!CM:S?y-2 I?y-3; [Subtype of click (y-2), Location (y-3)]
!!FU|y-1<>1/y-2<>12/y-3<>17:E; [Exit if not a left click on Pond]
Second question. When I change the number 17 (which is supposedly the number of the building?) to any other number the script doesn't work. What must I change to make the creatures recruitable by the tavern?
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Not idly do the leaves of Lorien fall.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted June 29, 2010 04:54 PM |
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yes because the Halfling script used this command to get ramparts. Change every similar to:
!!UN:U98/0/?y-3; [Number of Halfling Towns on map: y-3]
Castle town = type 98, subtype 0
Also:
!!FU|y-1<>1/y-2<>12/y-3<>17:E; [Exit if not a left click on Pond]
Change to:
!!FU|y-1<>0/y-2<>12/y-3<>17:E; [Exit if not a left click on Pond]
because y-1<>1 made the function exit if not rampart
ERM help is wrong here, as CA:T shows the subtype, not the type of a town.
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Era II mods and utilities
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Hero_Of_Light
Responsible
Supreme Hero
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posted June 29, 2010 05:07 PM |
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Thanks, but still... How can I make it be triggered by right mouse click? Making the command CM0 ?
And furthermore by only changing the number 17 with 6 (the tavern number) or even 20 (the treasury number) it didn't work. (By the way I think number 17 is the Grail structure).
How can I make it to be triggered by a right mouse click on the tavern?
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Not idly do the leaves of Lorien fall.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted June 29, 2010 05:12 PM |
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It did not work for two reasons:
1) The function exited because it was not a rampart town (change)
2) Tavern is 5, not 6.
!!CA-1:T?y-1; [Town type: y-1]
!!CM:S?y-2 I?y-3; [Subtype of click (y-2), Location (y-3)]
!!FU|y-1<>0/y-2<>12/y-3<>5:E; [Exit if not a left click on tavern]
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Era II mods and utilities
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Hero_Of_Light
Responsible
Supreme Hero
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posted June 29, 2010 05:15 PM |
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No, you don't understand...
At first I only changed the number 17 where I saw it. Nothing else... And when I entered Rampart town I started clicking all the buildings but nothing happened.
That's why I wanna try it with right click trigger.
Is the command CM0 ?
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Not idly do the leaves of Lorien fall.
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