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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 ... 61 62 63 64 65 ... 100 150 200 250 300 350 400 407 · «PREV / NEXT»
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted June 29, 2010 05:43 PM

ZVSE

!?CM1;
!!CA-1:T?y1; check town subtype
!!FU&y1<>0:E; exit if no castle
!!CM:I?y2; check location click
!!FU&y2<>5:E; **if not tavern, exit
!!CM&y2=5:R0; **disable standard click
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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted June 29, 2010 06:44 PM
Edited by Hero_Of_Light at 00:35, 30 Jun 2010.

Thanks for the help

It worked. I'll be working on some details and see how it fares from here.

Thanks again.

EDIT

But now any time I click on the Tavern instead of opening the Tavern window it opens the custom made window (and now I can't visit the Tavern). Is there any way to make the Tavern window open after I get the first one?

EDIT 2

Nevermind... It is to much for me... Maybe another time or another way...
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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted June 29, 2010 07:54 PM

I need some scripts:
1.to make a creature flyer
2.to make a creature poisionus
3.to make a creature undead

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted June 29, 2010 10:01 PM

It's in ERM script editor ----> Formats ----> Monster flags

Example

!!MA:X188/?v300; save natural abilities in v300
!!VRj:Sv300 &2; loose fly
!!VRk:Sv300+j; get rid of it if so
!!MA:X188/k;

where 188 is the creature number and the &2 means get rid of fly.

To gain an attribute (as in Life) you use:

!!MA:X139/?v300;
!!VRj:|16; **add life
!!VRv300:+j;
!!MA:X139/v300;  

Which is pretty much the same.

To make a creature poisonous I'd use the Experience txt (Crexbon.txt in Data Folder) There is a way described here:

http://heroescommunity.com/viewthread.php3?TID=27213
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PLYMOUTH
PLYMOUTH

Tavern Dweller
posted June 29, 2010 10:27 PM

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
Hero_Of_Light


Responsible
Supreme Hero
posted June 29, 2010 10:38 PM
Edited by Hero_Of_Light at 22:39, 29 Jun 2010.

Dude you posted the same thing twice.

But anyway welcome to the forum and since I'm in the mood for some posting I'll answer your questions

Quote:

I have the WOG, what is the last version ?


3.58f There hasn't been an update yet.



I'm also looking for new mods, and i saw HOTA. But, when will it be finish ?


Nobody knows that (And I do mean NOBODY)



I don't understand with all the posts of the topic.


This topic is for troubleshoot with WOG modding. So it was kinda wrong to start here...


So, I have the WOG, i want to have new creature and new towns.
What do you advice to me ?


Try some other topics of this forum... There are already some mods done and downloadable... And you may learn how to make your own (If you are interested).
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted June 30, 2010 01:42 AM
Edited by Salamandre at 01:44, 30 Jun 2010.

Quote:
But now any time I click on the Tavern instead of opening the Tavern window it opens the custom made window (and now I can't visit the Tavern). Is there any way to make the Tavern window open after I get the first one?
Nevermind... It is to much for me... Maybe another time or another way...


Don't give up, you are close. You get custom window because I disable the tavern with CM:R0, as if not you will have double screen. Now:

What you can do is to choose which day you want your tavern to act in not normal way, make a time trigger and add a flag. The CM1 thing will work only on day 1 of each week for example (link it to a flag, !!CM&50 for example), once second day is coming the time trigger resets the flag 50 to false, and tavern works as before. Try it.

Creature poisonous:

!!EA$:B6/1/99/71/50/50/50/50/50/50/50/50/50/50/50;  Poison 50% of attacks, change to whatever you want, $= creature ID
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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted July 01, 2010 01:15 PM
Edited by Hero_Of_Light at 13:16, 01 Jul 2010.

No that can't be. Because If you need to recruit a hero in a particular day, it would be bad If you just couldn't. Instead I decided to make it work for buildings that don't have an action when you click on them. But It's just that I can't make it work for any other town... I tried to make it work for Necropolis but it didn't work at all. Can you show me what I did wrong?


!?PI;


!#TM1:S1/999/1/255; [Triggers for every color every day]


** [Weekly Day 1 Timer]
!?TM1; [Daily Timer is trigger]

!#UN:P67/?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:U98/4/?y-3; [Number of Necropolis 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 Necropolis 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 B3/18; [Owner of  Town (y2), Flag 1 is TRUE if the building is built]
!!VRy3:S3 R3; [3-6 Ghosts: 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 Ampl built, add 3-6 Ghosts 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 Ghosts 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;
!!CA-1:T?y1; check town subtype
!!FU&y1<>4:E; exit if not Necropolis
!!CM:I?y2; check location click
!!FU&y2<>18:E; **if not Amplifier, exit
!!CM&y2=5:R0; **disable standard click  [Town mouse-click is trigger]
!!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 Ghosts available to be recruited: y-6]
!!IF&y-6>0:Q2/21/159/2^{Necromancy Amplifier}

The Necromancy Amplifier increases the Necromancy  skill of all your heroes by 10% and is haunted by Ghosts.

There are currently %Y-6 Ghosts available. Do you wish to recruit them now?^;
!!IF&y-6<1:Q1/21/92/1^{Necromancy Amplifier}

The Necromancy Amplifier increases the Necromancy  skill of all your heroes by 10% and is haunted by Ghosts.

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 Ghosts or none available]

!!VRy-5:S-1; [Initialize y-5 to -1]
!!DO26202/0/6/1:Py-4; [Loop through all slots and recruit Ghosts if there's space]
!!IF&y-5<0:Q1/21/159/1^You must make room in your army before you can recruit the Ghosts.^;
!!UN:R4/5; [Redraw Town Screen]

** [Loop through all slots and give Ghosts]
!?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<>159:E; [Exit if slot isn't empty unless it contains Rocs already]

!!CA2&x1<0:M2/x16/159/dy-6; [Garrison: give available Rocs]
!!HEx1&x1>=0:C0/x16/159/dy-6; [Garrison hero: give available Rocs]
!!VRy-5:S1; [Set y-5 to 1 if Ghosts given]
!!VRx16:S999; [Set x16 to 999 to exit loop]
!!PO2:V2/0; [Reset PO:V2 to 0 if Rocs given]

***END Necropolis


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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 01, 2010 01:26 PM
Edited by Salamandre at 13:31, 01 Jul 2010.

Why not pop up a dialog choice when clicking on tavern:
1) Recruit hero
2) Recruit creatures

If player choose second option, disable tavern with CM:R0. If not, let the tavern work normal. Assign a function for second choice.
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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted July 01, 2010 01:31 PM

I don't know how to do that.

And Anyway, the Tavern trigger is not that important... What I am trying to tell you is that I can't make it work for any other town.  
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 01, 2010 01:45 PM
Edited by Salamandre at 13:47, 01 Jul 2010.

You are trying to adapt scripts from other mods to suit your needs, but it is not so easy. Making a 2 choice dialog is way easier than that.

When click on tavern (normal click):

ZVSE

!?CM1;
!!CA-1:T?y1;
!!FU&y1<>0:E; **if castle town, continue
!!CM:I?y2;
!!FU&y2<>5:E; **if not tavern, exit
!!VRz1:S^Tavern^;
!!VRz2:S^Recruit Heroes^; v1=1
!!VRz3:S^Recruit creatures^;v1=2
!!VRz4:S^Leave^; v1=4
!!IF:G1/1/0/z1/z2/z3/z4;
!!CM|v1=2/v1=4:R0;
!!FU999&v1=2:P;
!?FU999;
!!IF:M^Here you insert your creatures recruit scripts^;

Not tested but should work.

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted July 01, 2010 03:53 PM

It worked yes...Thanks

I'm not sure how to make it work for all the towns though...And make it give different creatures accordingly.

Anyway I'll try it... If I get too fed up with it I'll just leave it be
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 01, 2010 04:06 PM

Very easy (how about you check in ERM the commands used here?)

ZVSE

!?CM1;
**CA-1:T?y1;
**FU&y1<>0:E; removed to enable for all towns

!!CM:I?y2;
!!FU&y2<>5:E; **if not tavern, exit
!!VRz1:S^Tavern^;
!!VRz2:S^Recruit Heroes^; v1=1
!!VRz3:S^Recruit creatures^;v1=2
!!VRz4:S^Leave^; v1=4
!!IF:G1/1/0/z1/z2/z3/z4;
!!CM|v1=2/v1=4:R0;
!!CA-1:T?y1; **added check town subtype
!!FU991&y1=0/v1=2:P; **castle
!!FU992&y1=1/v1=2:P; **rampart
...up to FU999-conflux...(y1=8)

Then, assign a different function accordingly the town subtype.

!?FU991;
Castle units to recruit
!?FU992;
Rampart units to recruit
etc...
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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted July 01, 2010 08:03 PM
Edited by Hero_Of_Light at 20:04, 01 Jul 2010.

It worked and then...It didn't work...

!?CM1;
!!CA-1:T?y1;
!!FU&y1<>0:E; removed to enable for all towns

!!CM:I?y2;
!!FU&y2<>5:E; **if not tavern, exit
!!FU991&y1=0/v1=2:P; **castle
!!FU992&y1=1/v1=2:P; **rampart
!!FU993&y1=2/v1=2:P; **Tower
!!FU994&y1=3/v1=2:P; **Inferno
!!FU995&y1=4/v1=2:P; **Necropolis
!!FU996&y1=5/v1=2:P; **Dungeon
!!FU997&y1=6/v1=2:P; **Stronghold
!!FU998&y1=7/v1=2:P; **Fortress
!!FU999&y1=8/v1=2:P; **Conflux



I used this as you recommended and then I used the standard ERM script (for rampart) and added the extra lines in the town loop as is:  

!?FU992;

!#TM1:S1/999/1/255; [Triggers for every color every day]
---
---

----
----

** [Left Click on Tavern]
!?CM1;
!!CA-1:T?y1;
!!FU&y1<>1:E; **if castle town, continue
!!CM:I?y2;
!!FU&y2<>5:E; **if not tavern, exit
!!VRz1:S^Tavern^;
!!VRz2:S^Recruit Heroes^; v1=1
!!VRz3:S^Hire Mercenaries^;v1=2
!!VRz4:S^Leave^; v1=4
!!IF:G1/1/0/z1/z2/z3/z4;
!!CM|v1=2/v1=4:R0;
!!FU999&v1=2:P;
!?FU999;


And indeed... When I clicked on the Rampart tavern it opened the choice screen and when I pressed the hire creatures button it did...and then there were no creatures for a week.

The problem is that when I copied it and changed it to be for another town (!?FU993; for Tower) It didn't work. Now the Tavern had two types of creatures and in Tower town it had always 0 creatures to recruit and in Rampart it had double the number to recruit! I changed the variables names but nothing... It just can't be done for more than one town.



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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 01, 2010 08:13 PM
Edited by Salamandre at 20:30, 01 Jul 2010.

Hero of Light,  There are many variables in your script which HAVE to be changed accordingly to the town you visit.

When I wrote this:

**CA-1:T?y1;
**FU&y1<>0:E; removed to enable for all towns

It means you have to remove it, not to enable (I disabled it by **), you re enabled it with !!....so you are back to start point.


Later:

You must delete all those commands as well (only BEFORE you visit tavern) because the script will exit if no castle. First you told me you want to work with castle, so I added this check. Now you want it for all towns, remove the condition exit, but keep the script checking town subtype:

!!CA-1:T?y1;
!!FU&y1<>1:E; **if castle town, continue (THIS REMOVE)
!!CM:I?y2; THIS KEEP

By looking in ERM help you will understand all those commands, they are very basic. But if you don't look, you will paste them wrong. ERM is microscopically sensitive, one letter/number mistake, all script is gone, no matter how long or good it is.


Try this, and add your functions at the end:

!?CM1;
!!CM:I?y2;
!!FU&y2<>5:E; **if not tavern, exit
!!VRz1:S^Tavern^;
!!VRz2:S^Recruit Heroes^; v1=1
!!VRz3:S^Hire Mercenaries^;v1=2
!!VRz4:S^Leave^; v1=4
!!IF:G1/1/0/z1/z2/z3/z4;
!!CM|v1=2/v1=4:R0;
!!FU&y2<>5:E; **if not tavern, exit
!!CA-1:T?y1;
!!FU991&y1=0/v1=2:P; **castle
!!FU992&y1=1/v1=2:P; **rampart
!!FU993&y1=2/v1=2:P; **Tower
!!FU994&y1=3/v1=2:P; **Inferno
!!FU995&y1=4/v1=2:P; **Necropolis
!!FU996&y1=5/v1=2:P; **Dungeon
!!FU997&y1=6/v1=2:P; **Stronghold
!!FU998&y1=7/v1=2:P; **Fortress
!!FU999&y1=8/v1=2:P; **Conflux

If doesn't work, move up !!CA-1:T?y1; right before !!VRz1:S^Tavern^;, sometimes v1 is reseted to zero if other commands between (bug)

To test a script use messages when a function is enabled:
!?FU991;
!!IF:M^This is a castle^;
!?FU992;
!!IF:M^This is a rampart^;

And so on. So you will quickly discover where is wrong and what is working.

@Edit: I tested it and works.
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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted July 01, 2010 08:47 PM

Yeah I can see that...

Anyway, really many thanks for your time...
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Grim04
Grim04


Adventuring Hero
posted July 02, 2010 10:53 AM

Anyone know if it's possible to edit starting creatures using ERM?

Air elementals are 5th level creatures in my town so starting off with some is over-powered.

Also, can anyone see any problems with switching the 2nd and 5th level creatures that can't be fixed with ERM?
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OxFEA
OxFEA


Promising
Famous Hero
feanor on DF2.ru
posted July 02, 2010 11:30 AM

Read the ERM-help entirely once.
It'll take not more than an hour, but will solve many future problems.

!!HE:C and HE:H helps.

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PLYMOUTH
PLYMOUTH

Tavern Dweller
posted July 03, 2010 11:42 PM

Hello, help me please

i play heroes wog and i have a error when i play
erm syntax error
file monster
line 6493
reason :
"!!BA:M" slot out of range(0...6)
save all erm wars to WOGERMLOG.txt ( may take time ? )

It doesn't work whether i click on the box yes or no.

Thank you for your help,
Mr Plymouth

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Grim04
Grim04


Adventuring Hero
posted July 06, 2010 10:15 PM

I've been through the ERM Help but I couldn't find what I was looking for.

Does anyone know if it's possible to change the stack experience bonuses when leveling?

I swapped my 2nd and 5th level troops but I can't find a way to change their stat bonuses.  I changed their levels and they stay the same, and I was going to go into the text file and change it but it looks like the bonuses are saved by level and not individual creature.
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