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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 ... 62 63 64 65 66 ... 100 150 200 250 300 350 400 407 · «PREV / NEXT»
Kreegan
Kreegan


Known Hero
Winged Anquietas
posted July 06, 2010 10:32 PM

I'm looking for script for Capital Guards...
They will be activated when there will be Capitol in town and enemy will trying to siege it but there will be no units in city garison...
And those Guards will be one per Capital and chanded some skills and parameter e.g. Tower will have Azure Dragon immune to magic with ofence and defence 100, LP 10000, attack 90-150, speed 30 and 25% for scare enemy...

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 06, 2010 11:42 PM

Quote:
change the stack experience bonuses when leveling?

EA:L
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Era II mods and utilities

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Grim04
Grim04


Adventuring Hero
posted July 07, 2010 02:48 AM

Quote:
Quote:
change the stack experience bonuses when leveling?

EA:L


!!EA113:L35000;

ERM Help doesn't really give me a format and when experimenting I can only change the amount of their max experience.

If I put

!!EA113:L35000/1;

Nothing happens but it doesn't give me an error for improper syntax.  If I put 15 1's it doesn't give me an error.

Any chance you can tell me the format?  
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 07, 2010 02:52 AM

What do you want? You told that you swapped units level and you want their experience levels to be swapped as well. EA:L is the command for that. By changing the max experience to that level standard your units will follow the experience caps of their new level.
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Grim04
Grim04


Adventuring Hero
posted July 07, 2010 02:57 AM

Quote:
What do you want? You told that you swapped units level and you want their experience levels to be swapped as well. EA:L is the command for that. By changing the max experience to that level standard your units will follow the experience caps of their new level.


Should have been more specific.

Right now a level 2 unit will get +4 Attack/Defense at max level, while my Earth Elementals (that are now my 2nd level unit) will get +8/+8 because they're using the bonuses for being a 5h level unit instead of a 2nd level unit.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 07, 2010 03:03 AM
Edited by Salamandre at 03:06, 07 Jul 2010.

I think it can be done through EA:B as well. I did not try it but EA$:B0 should modify attack bonuses, EA$:B1 defense and so on until EA$:B5.
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Grim04
Grim04


Adventuring Hero
posted July 07, 2010 03:06 AM
Edited by Grim04 at 03:12, 07 Jul 2010.

Quote:
No clue how to do that. Normally if you properly changed the level, it should follow. If not...


It didn't follow, but I found the answer experimenting with Erm Help.

!!EA1132; //Makes Earth Elementals same Exp as Archers
!!EA113:B5/0/////////////;
!!EA113:B6/0/////////////;
!!EA113:B7/0/////////////;
!!EA113:B8/0/////////////;
!!EA113:B9/0/////////////;
!!EA113:B10/0/////////////;
!!EA113:B11/0/////////////;
!!EA113:B12/0/////////////; // clears exp lines of earth ele

So now only thing that's the same is the stat increments.

Edit:

!!EA113:B5/0/////////////; That clears the speed bonus, so I'm assuming if you set those to the normal like +attack options you can make your own leveling stats.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 07, 2010 03:07 AM
Edited by Salamandre at 03:22, 07 Jul 2010.

It works as EA as well.

!!EA$:B0/1/65/43/0/1/1/2/2/3/3/4/4/5/5; **attack modifiers
$= Monster ID
0,1,2,2 etc = attack increments per level.
Do same for B1-B5, choose your bonuses from SE1 formats and change their value in slot 3 (attack = 65, defense =68 and so on)
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Grim04
Grim04


Adventuring Hero
posted July 07, 2010 03:30 AM

Quote:
It works as EA as well.

!!EA$:B0/1/65/43/0/1/1/2/2/3/3/4/4/5/5; **attack modifiers
$= Monster ID
0,1,2,2 etc = attack increments per level.
Do same for B1-B5, choose your bonuses from SE1 formats and change their value in slot 3 (attack = 65, defense =68 and so on)


Thanks for all your help.

I think I'm almost done with alot of the coding aspects, just a few things to finish.

I looked through ERM to try to figure out how to make my 5th level creature to have it's attack go up every round, and I need to experiment using BM receiver I think.
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Grim04
Grim04


Adventuring Hero
posted July 10, 2010 12:57 PM

I'm trying to code it so that my Energy Elementals will get stronger each turn and so do more damage.

I've been messing around with ERM help trying to figure out how to code to make the damage increase the my 4th level creatures.

ZVSE

!?BA0;
!!MA:A129/?y3;
!!VRy4:Sy3;
!?BG0;
!!VRy4:+1;
!!MA:A129/y4;
!?BA53;
!!MA:A129/y3;

This is what I've came up with, but he's not gaining one attack a turn, it's more like 5-7 each turn.  If I select wait, then this will trigger twice.

I'm also confused because my attack is increasing but the damage that I'm doing is remaining the same.  I must be missing out on some heroes 3 basics but I figured it'd go up.  I tried to raise the max damage by replacing A129 with E129 but that didn't work.

I've been attempting to code this for like 4 hours... so any help is appreciated.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 10, 2010 02:39 PM
Edited by Salamandre at 15:06, 10 Jul 2010.

!?BA0;
!!MA:A129/?v2222;
!?BR;
!!IF&v997>0:M^Round %V997, Energy elementals gain +1 Attack!^; **optional
!!MA&v997>0:A129/d1; **not in tactic phase
!?BA1;
!!MA:A129/v2222;

It is a waste to increase the attack, the damage will not follow unless there is a very high attack. Increase the damage instead.
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Grim04
Grim04


Adventuring Hero
posted July 10, 2010 10:42 PM
Edited by Grim04 at 02:55, 11 Jul 2010.

Quote:
!?BA0;
!!MA:A129/?v2222;
!?BR;
!!IF&v997>0:M^Round %V997, Energy elementals gain +1 Attack!^; **optional
!!MA&v997>0:A129/d1; **not in tactic phase
!?BA1;
!!MA:A129/v2222;

It is a waste to increase the attack, the damage will not follow unless there is a very high attack. Increase the damage instead.


If I understand ERM at all... this should increase the maximum damage.

!?BA0;
!!MA:E129/?v2222;
!?BR;
!!IF&v997>0:M^Round %V997, Energy elementals gain +1 Attack!^; **optional
!!MA&v997>0:E129/d1; **not in tactic phase
!?BA1;
!!MA:E129/v2222;

I just need to change the A129 which is for attack to E129, right?

Its not working when I plug that in.

If you can't increase damage during combat, would it be possible to give him reduce target defense and then increase the percentage every round?

I've tried doing that but I can't get it to work either.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 11, 2010 05:26 AM

I remember damage can't be increased during battle using MA. Try this:

!?BA0;
!!MA:E129/?v2222 M129/?v2223;

!?BR;
!!IF&v997>0:V99/1; **disable during tactics phase

!?BG1&99;
!!BG:A?v4 N?v5;
!!BMv5:T?v6;
**IF:M^Creature is %V6^; **for test
!!FU&v6<>129:E;
!!FU|v4=1/v4=4/v4=5/v4=8:E;**disable if cast spell/surrender/fly/wait
!!BMv5:U1/d1;
!!BMv5:U2/d1;
!!IF:M^Elementals Damage was increased^; **optional

!?BA1;
!!MA:E129/v2222 M129/v2223;
!!IF:V99/0;

May require other checks, I did not tested.
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Grim04
Grim04


Adventuring Hero
posted July 11, 2010 06:29 AM

Quote:
I remember damage can't be increased during battle using MA. Try this:

!?BA0;
!!MA:E129/?v2222 M129/?v2223;

!?BR;
!!IF&v997>0:V99/1; **disable during tactics phase

!?BG1&99;
!!BG:A?v4 N?v5;
!!BMv5:T?v6;
**IF:M^Creature is %V6^; **for test
!!FU&v6<>129:E;
!!FU|v4=1/v4=4/v4=5/v4=8:E;**disable if cast spell/surrender/fly/wait
!!BMv5:U1/d1;
!!BMv5:U2/d1;
!!IF:M^Elementals Damage was increased^; **optional

!?BA1;
!!MA:E129/v2222 M129/v2223;
!!IF:V99/0;

May require other checks, I did not tested.


Works perfectly.

Is there a command to change instead of a pop-up appear saying the damage was increased, to say it in the text box where it says how much creatures do much and what not.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 11, 2010 06:55 AM

Grim

As it is specified the pop up is optional, only for testing, so you can see what's going. I usually use dialogs in my scripts test to check if everything is going as expected. Once is ok, I remove the dialog. So remove the !!IF:M^[...]^; command.

Don't go for harder scripts as long as you are not familiar with the basics...
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zahoransky1
zahoransky1

Tavern Dweller
posted July 15, 2010 05:05 AM

Big WOG maps

I have one simple question, how can I create bigger maps as normal XL (144x144). Once I found one &#8222;bigger&#8220; map but I do not know how was created. Is it possible to have map size for example 196x196? Need I instal some feature inside WOG? Or is it possible to have the editing possibility to insert more then 9999 creatures to heroes army in one piece? (or in castle ...). In normal editor it is upper limit. Or, is it possible to have more then 48 castles on the map? Once I visited map where was 52, but I do not know how it was built. Thanks for all your answers. VZ
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itsjustme
itsjustme


Promising
Known Hero
posted July 15, 2010 05:14 AM

Quote:
I have one simple question, how can I create bigger maps as normal XL (144x144). Once I found one „bigger“ map but I do not know how was created. Is it possible to have map size for example 196x196?
Read this thread

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KevinHann
KevinHann


Adventuring Hero
posted July 15, 2010 11:34 PM

I have a question about !#MA:

For some reason, my chaos hydras upgrade to gorynych for NO fee, and then gorynyches upgrade to hell hydras. I dug out the command to fix that and employed it with a few monsters:

ZVSE

!#MA:U112/-2; kuruwe kandula don't up
!#MA:U113/-2; carthago surus don't up
!#MA:U114/-2; sassanid don't up
!#MA:U115/-2; Airavata don't up
!#MA:U111/157; chaos hydra to hell hydra
!#MA:U168/-2; gorynych don't up

To my surprise, the units I picked to replace Air, Water, Earth, Fire elementals do not upgrade (the script works in these lines), but chaos hydra still ups to gorynych for no fee and gorynych still ups to hell hydra.

What could be causing this and how can I get rid of it?


====================


I have another question about creature generators. I was unable to locate a command which changes gens globally (f.i. ALL portals of glory produce 4 devils each week).

Does such an option exist? I kept looking for hours. I did find the following command, but it is for specific CG's, requires coordinates:

!!DW#1/#2/#3:XXXX; !!DW#1/#2/#3: Monster dwelling at x,y,l coordinates
(Monster Dwellings are Types 17 and 20, See Format CG)

M#1/$2/$3 - set the monster to hire
  #1 = Slot (0...3) - you can hire up to 4 different monsters at one dwelling.
  #2 = Type of the monster (-1=disable this slot) (Format C)
  #3 = Number to hire

G#1/$2/$3 - set the monster as a Guard
  #1 = Slot (0...6)
  #2 = Type of the monster (-1=no monster there). See Format C
  #3 = Number of Monsters

O$ - Set up an owner (-1=nobody's)

O$/1; pass control over a dwelling to another player
  $ = is a new owner.
  The second parameter is a dummy but use 1 there.

========

I don't want to be naughty, but right now I don't know where to begin with this command. Could someone help with a functional sample?

Let's pick the following example:

Kennels (code 27, type 17) at coordinates x,y,l

We want to make it sell 3 Cyclops (94), 5 Ogres (90), 4 Rocs (92), 2 Behemoths (96) each week.

What would be the code for that? Does it REQUIRE the additional lines for guards and owner, or those are optional in case needed?
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 16, 2010 12:38 AM
Edited by Salamandre at 01:10, 16 Jul 2010.

ZVSE

[Day 1 Timer]
!#TM49:S1/999/7/1; **change "1" if you don't play with red player to the corresponding player ID.
!?TM49;
!!UN:U17/27/?v1; **Number of kennels on map: v1
!!DO52/1/v1/1&v1>0:P;

[Set kennels]
!?FU52;
!!UN:U17/27/x16/2; **Coordinates in v2/v3/v4
!!DWv2/v3/v4:G0/-1/0; **remove guards
!!DWv2/v3/v4:M0/94/3 M1/90/5 M2/92/4 M3/96/2;

!?OB17;
!!OB998:U?v5;
!!FU&v5<>27:E;
!!IF:M^Do you want to recruit cyclops, ogres, rocs or behemots?^;
!!OB998:M-1/1/0; **disable standard message



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Grim04
Grim04


Adventuring Hero
posted July 16, 2010 04:28 AM

I'm trying to make it so Ice/Magma/Energy/Storm Elementals don't upgrade at hillforts but the command isn't working.

!#MA:U125/-2;

They're still upgrading to the messengers.

If I put !#MA:U125/113; so they'd downgrade instead of upgrade, it doesn't work either.

Any advice?

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