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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 ... 77 78 79 80 81 ... 100 150 200 250 300 350 400 407 · «PREV / NEXT»
OxFEA
OxFEA


Promising
Famous Hero
feanor on DF2.ru
posted March 29, 2011 06:29 PM

Quote:


Is there an ERM command to change the town dwellings requirments to build?

!!CD:B1 in TE/ERA

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mister_kalu
mister_kalu


Known Hero
posted March 30, 2011 12:58 AM

can you give us, some example to use this parameter? please thanks

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emrysblack
emrysblack


Adventuring Hero
New Hero
posted March 30, 2011 04:37 PM

Man, ERM Help needs to be updated to cover all the new stuff in TE/ERA

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Baron
Baron

Tavern Dweller
posted April 04, 2011 06:04 PM

Map objects

Are there any way to change a picture on an object that i place on the map with scripting, if so, how to do it?

Like this. I place a Type: 208 Grass Hills, Subtype: 0, Picture avlxgr12.def
But i want to show   Type: 208 Grass Hills, Subtype: 0, Picture ZWall002.def

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted April 08, 2011 01:05 AM
Edited by Hero_of_Light at 01:16, 05 May 2011.

Is there a way to remove the "takes soul" ability of the Hell Barons? It gives them way too much power. If there is no way to do that, does anyone know a way to reduce the percentace? It almost happens every time and is a real killjoy

EDIT:

Is there any way to change the town type? I edited the Towntype.txt but realized that nothing happened. I changed Conflux into Haven but still it is named Conflux. If anyone knows anything about it please post.
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Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 05, 2011 06:00 AM

ARRAYTXT.txt.

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted May 05, 2011 03:18 PM

Thanks a lot! About the Hell barons? Do you know how to reduce the petrifying percentage?
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Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 05, 2011 03:47 PM

OxFea only may know the UN:C value.

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted May 05, 2011 05:09 PM

I can't find the Upgrade unit command in the txts. Does anyone know where it is? I can't find it in ARRAYTXT.txt nor GENRLTXT.txt
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Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 05, 2011 05:27 PM
Edited by Salamandre at 17:28, 05 May 2011.

GENRLTXT.txt, Ctrl+F then type Upgrade.

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted May 05, 2011 05:33 PM

I've done that. In Gnrtxt there is only the upgrade text and the upgrade commands for the Hill Fort. I want the Upgrade unit command in the creature screen.
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Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 05, 2011 05:47 PM

It is always in one of the txt files, The best is to paste them all in a big doc, then do a search, will save time in the long. Zelp.txt for upgrade unit.
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Era II mods and utilities

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted May 05, 2011 05:50 PM

OK, thanks

I'll keep that in mind for future txt changes
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Kegolo
Kegolo


Promising
Famous Hero
of infamy
posted May 08, 2011 08:26 AM
Edited by Kegolo at 07:43, 11 May 2011.

Quote:
Function to change building position:

!!VRy1:S0; //city (e.g. Castle)
!!VRy2:S5; //building ID (e.g Tavern)

!!VRy6:S2; //frames num in new def
!!VRy3:S250; //new x
!!VRy4:S200; //new y

!!VRy5:Sy1 *44 +y2 *6 +6859276;

!!UN:Cy5/2/y6;
!!VRy5:+2;
!!UN:Cy5/2/y3;
!!VRy5:+2;
!!UN:Cy5/2/y4;


Hi I think this script is very useful:

!?FU1337;

!!VRy1:S8; //city
!!VRy2:Sx16; //building ID
!!VRy6:S0; //frames num in new def
!!VRy3:S0; //new x
!!VRy4:S0; //new y

!!VRy5:Sy1 *44 +y2 *6 +6859276;

!!UN:Cy5/2/y6;
!!VRy5:+2;
!!UN:Cy5/2/y3;
!!VRy5:+2;
!!UN:Cy5/2/y4;

!#DO1337/0/40/1;

but it for some reason doesn't move the magma elemental conflux or the magic elemental thing, it does move the earth/psychic. Any clue why?

For everyone else, this makes it so all the buildings are located at (0,0) so you can easily make a new town with buildings anywhere you want. All credit goes to OXFEA
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Quemordar
Quemordar

Tavern Dweller
posted May 24, 2011 06:17 PM
Edited by Quemordar at 18:31, 24 May 2011.

Hello there! I'm a new poster to this forum but kind of a long time reader. I've been playing around with ERM lately, mainly using ERM help, but I have two problems, and I did not find a solution in ERM help

One - How to delete all of the secondary skill's features?

Two - How can you cause a hero to create roads on map when having the Pathfinding ability? I guess I would need to play around with the TR command but I cannot find any information about roads...hmm...

I will appreciate any kind of answer, and if it was posted already...excuse me, because I just hate the search function on this forum, heh.

Bye!

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JimV
JimV


Responsible
Supreme Hero
posted May 26, 2011 04:27 AM

@Quemordar,

1) HE:S allows you to set  or check a secondary skill type and level for a hero.  Any changes to a particular secondary skill would have to be programmed with an ERM script, such as the wogification Enhanced Secondary Skills script.

2) The ERM Help on the TR command gives all the information needed to add roads or rivers to a map during a game - except that the road commands have a bug, which can be fixed by  a UN:C command:

!#UN:C7570147/1/9; Road bug fix for wog 3.58f
(Must be redone every time the Heroes 3 program is loaded into memory, using !?GM0;)

Here is a test script which you can use in a test map:
(Right-click on Move Hero to switch from road-building to road-checking; right-click on an Adventure Map square to build or check a road type and subtype on the square.)

ZVSE

!#UN:C7570147/1/9; Road bug fix for wog 3.58f

** RoadMakerTest Script, JHV, July 2010
!#IF:V150/0;
**  Switch from Checking (0) to Drawing (1) Mode or vice-versa - Right-CLick Move Hero
!?CM0; check right-click on adventure screen
!!CM:I?v1; [Area clicked: v1]
!!FU&v1<>7:E; exit if Move Hero icon not right-clicked
!!CM:R0;  [Disable standard right-click operation]
!!IF:V1/0;
!!IF&150:V1/1;
!!IF:V150/1;
!!IF&1:V150/0;
!!IF:M^Flag 150 = %F150^;

** Right-click Road Maker
!?CM0&150; check right-click on adventure screen
!!CM:I?v1; [Area clicked: v1]
!!FU&v1<>37:E; exit if Adventure Map not right-clicked
!!CM:R0;  [Disable standard right-click operation]
!!CM:P?v3/?v4/?v5; get x/y/L
** Road Subtype makes no difference - always zero - unless UN:C fix applied
** set up radio-button (G1) dialog box: check-box/use v1 for results/initial state
** /z-1 has header/z-2 has 1st item description/etc.
!!VRz-1:S^Select an road subtype # based on its binary digits:^;
!!VRz-2:S^1's^; v1=1
!!VRz-3:S^2's^; v1=2
!!VRz-4:S^4's^; v1=4
!!VRz-5:S^8's^; v1=8
!!VRz-6:S^16's^; v1=16
!!IF:G0/1/0/-1/-2/-3/-4/-5/-6;  (G1 would be radio-buttons)
!!IF:M^Road Subtype # = %V1^;
!!VRz-1:S^Select a mirror type # based on its binary digits:^;
!!VRz-2:S^1's^; v2=1
!!VRz-3:S^2's^; v2=2
!!IF:G0/2/0/-1/-2/-3/-4/-5/-6;  (G1 would be radio-buttons)
!!IF:M^Mirror Type # = %V2^;
!!VRv2:*16; shift bits left 4 places
!!TRv3/v4/v5:Td/d/d/d/d/d/?v7/d;
* AND v7 with 0x FF FF FF CF = -49
!!VRv6:Sv7 &-49 +v2;
!!IF:M^Mirror Byte = %V7, Road Mirror = %V6^;
!!TRv3/v4/v5:Td/d/d/d/3/v1/v6/d;

** Right-click Road Checker
!?CM0&-150; check right-click on adventure screen
!!CM:I?v1; [Area clicked: v1]
!!FU&v1<>37:E; exit if Adventure Map not right-clicked
!!CM:R0;  [Disable standard right-click operation]
!!CM:P?v1/?v2/?v3; get x/y/L
!!TRv1/v2/v3:T?v4/?v5/?v6/?v7/?v8/?v9/?v10/?v11;
!!IF:M^At %V1/%V2/%V3:  T1=%V4 T2=%V5 T3=%V6 T4=%V7 Rd=%V8 ST=%V9 MR=%V10 T8=%V11^;

!?GM0; restore bug fix after Load
!!UN:C7570147/1/9; Road bug fix for wog 3.58f


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Quemordar
Quemordar

Tavern Dweller
posted May 26, 2011 05:35 AM
Edited by Quemordar at 15:59, 26 May 2011.

Great thanks man! It works! Now I only need to make it more 'friendly' for the player, limit the amount of road hero can create based on his pathfinding level AND substract resources for each piece of road made ;P
But, can I do it so it will only work when hero has pathfinding? I want to now if it's even possible before possibly wasting my time on that.
Cheers!

EDIT:
@Down
I only asked if it could be done with that special thing, not for explaining it to me ;p Probs I would figure it out sooner or later, but thanks anyway. And I read most of the ERM help, mostly having trouble with flags at the moment. (all those numbers confuse me...) I'll play around with it and eventually I'll come back here with another question.

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JimV
JimV


Responsible
Supreme Hero
posted May 26, 2011 03:48 PM
Edited by JimV at 21:15, 26 May 2011.

@Quemordar,

Pathfinding skill can be checked using the HE:S command (actually, HE$:S#/?$).  You will have to learn ERM scripting to apply it.  I suggest reading all of ERM Help, starting with the tutorials, and then reading all of the commands and tables.  Then think about what you want to do and try to remember commands which you have seen which might be useful.

Also, as others have said, look at the wogification scripts in Data/s for examples, especially ones which do things similar to what you want to do, such as the Secondary Skill Enhancement scripts.  Script00 contains descriptions of all the scripts by script number, in its starting comments.

This a general rule which I have found useful in applying all computer programs, especially programming languages:  first read the whole manual, then try to use the program.  It works much better than the reverse:  first try to use the program to do something complicated, and search the manual trying to find the commands you need.

Edit:  in case it isn't clear, if you can check something in ERM, such as what level of Pathfinding skill a Hero has, or whether a right-click is on the Adventure Map (as in the test script example), then you can use that information in an ERM script to determine whether other parts of the script should be executed or not - once you have learned ERM.  (Since I had mentioned the HE:S command in my first response, I was not sure what the purpose of the question about Pathfinding was - so I went into default mode and gave my default lecture.)

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted May 28, 2011 02:56 PM

I have a question.

Is there a script that enables to have more than two creatures recruitable in each town's building? Because I saw a HotA video of the Pirate town they made and when clicked on a building you could recruit three diferent pirates. Does any one know how they did it? That would be very usefull for third upgrades mods, as you may choose between the three creatures you can recruit.

In addition, that would be cool on the adventure dwellings too (in Golem factory and Elemental Conflux dwellings you can recruit 4 creatures instead of only one).

If anyone has any info please share.

P.S. Does anyone have a selection of artifact icons? I would like to change a few around.
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Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted May 28, 2011 03:50 PM
Edited by Salamandre at 15:52, 28 May 2011.

I believe the first option is hardcoded. You can recruit up to 4 different creatures on adventure map using DW command.
Here are new artefacts, reserved for a mod which was abandoned.
Artefacts
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Era II mods and utilities

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