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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 ... 84 85 86 87 88 ... 100 150 200 250 300 350 400 407 · «PREV / NEXT»
Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted August 11, 2011 06:41 PM

I can't understand how come it's so easy to edit any other aspect of the hero (name, level, skills etc) and not his rank. But anyway, since the rank switching is just for fun and doesn't affect the game at any other way i guess it's not that important. And if the rank is changed back when switching heroes at the hero screen, well then that's not that important.
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Not idly do the leaves of Lorien fall.

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OxFEA
OxFEA


Promising
Famous Hero
feanor on DF2.ru
posted August 11, 2011 06:54 PM

Quote:
and not his rank

Because hero has property "class ID", not the "rank name".

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Kegolo
Kegolo


Promising
Famous Hero
of infamy
posted August 12, 2011 04:51 AM

Hey I've replaced fire birds in the conflux town dwelling with a new creature (using UN:T8) but whenever it is right clicked I get an error having to do with casdem, I assume this is castle demolition? Would anyone know why this would conflict? It's only for replacing firebirds (none of the others conflux creatures being replaced causes the error) and its only right clicking in a town screen. Here's the first error screen that comes up:



Thanks in advance for any suggestions. I also have moved the building in case this matters.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 12, 2011 08:52 AM

What says WOGERMLOG? Paste here.
____________
Era II mods and utilities

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Kegolo
Kegolo


Promising
Famous Hero
of infamy
posted August 13, 2011 12:47 AM

Quote:
What says WOGERMLOG? Paste here.


Here's what it said  before the long list of common variables and such:

-----------------------
ERM syntax Error.
File: casdem
Line: 1909
Reason:
"!!CA:B"-wrong building number (0...43).

Save all ERM vars to WOGERMLOG.TXT (may take time)?
-----------------------
-----Context-----
E;
!!VRz2:S^Angel.dll^;
!!SN:Lz2/?v2;
!!VRz3:S^SaveGame^;
!!SN:Av2/z3/?v3;
!!VRz2:S^QuickSave^;
!!SN:Ev3/0/z2/1/0/0/1;
!!VRz1:S^Quicksaved!^;
!!FU50002;
!!SN:X0/1;
!!SN:Q;....

Any help?

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mister_kalu
mister_kalu


Known Hero
posted August 13, 2011 06:45 PM

hello there.. maybe a bug that many of you have fixed.. ok

if you battle in any terrain, the background will be the same of the terrain type, but if the battle is on subterranean floor , although the terrain be dirt, volcano, grass or anything.. the battle will be in underground background :S

i don't want this :/  ... any script can help me?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 13, 2011 07:39 PM

This is too easy to require help, try to do it yourself:

Check the position of the battle
If underground, enable custom background from data
Additional check the type of terrain (grass/snow etc) and add a corresponding custom background.

If can't, come back
____________
Era II mods and utilities

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted August 14, 2011 12:33 AM

Is there a way to delete the summon guards from the Santa Gremlins? Maybe rendering them to zero creatures or something?
____________
Not idly do the leaves of Lorien fall.

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mister_kalu
mister_kalu


Known Hero
posted August 14, 2011 03:54 AM

ok my script works, but with one mistake... the obstacles remain of underground type. :S

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Aleee
Aleee


Known Hero
posted August 14, 2011 09:29 AM
Edited by Aleee at 09:41, 14 Aug 2011.

You can use !!BA:P. For example you can try something like this:

!?BA0;
!!BA:P?y-1/?y-2/?y-3;   [current position]
!!FU&y-3<>1:E;   [exit if not underground]
!!TRy-1/y-2/y-3:T?y-4/?y-5//////;   [store real surface type]
!!TR0/0/0:T?v9281/?v9282//////;   [remember surface type in 0/0/0]
!!TR0/0/0:Ty-4/y-5//////;   [change type of 0/0/0 to stored type of place where battle ocures]
!!BA:P0/0/0;   [change battle position to 0/0/0]

!?BA1;
!!TR0/0/0:Tv9281/v9282//////;   [restore surface type in 0/0/0 after the battle]

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mister_kalu
mister_kalu


Known Hero
posted August 14, 2011 03:17 PM

Quote:
You can use !!BA:P. For example you can try something like this:

!?BA0;
!!BA:P?y-1/?y-2/?y-3;   [current position]
!!FU&y-3<>1:E;   [exit if not underground]
!!TRy-1/y-2/y-3:T?y-4/?y-5//////;   [store real surface type]
!!TR0/0/0:T?v9281/?v9282//////;   [remember surface type in 0/0/0]
!!TR0/0/0:Ty-4/y-5//////;   [change type of 0/0/0 to stored type of place where battle ocures]
!!BA:P0/0/0;   [change battle position to 0/0/0]

!?BA1;
!!TR0/0/0:Tv9281/v9282//////;   [restore surface type in 0/0/0 after the battle]



thanks this is more efficient that my own script :)

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OxFEA
OxFEA


Promising
Famous Hero
feanor on DF2.ru
posted August 14, 2011 04:06 PM

Quote:
Is there a way to delete the summon guards from the Santa Gremlins? Maybe rendering them to zero creatures or something?


UN:C7721205/4/222; - set guard to unit 222. Only for ERA, don't forget about !?GM0

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted August 14, 2011 04:25 PM

Quote:
UN:C7721205/4/222; - set guard to unit 222. Only for ERA, don't forget about !?GM0


What !?GMO? Can you please be more specific?
____________
Not idly do the leaves of Lorien fall.

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JimV
JimV


Responsible
Supreme Hero
posted August 14, 2011 04:34 PM
Edited by JimV at 16:35, 14 Aug 2011.

Quote:
Is there a way to delete the summon guards from the Santa Gremlins? Maybe rendering them to zero creatures or something?


1) Look at a troop of Santa Gremlins in their Experience screen - note the experience lines numbers 6 and 7 (numbering from the top down, starting at zero for the top line).

2) Read the ERM Help manual about the EA receiver.

3) Use EA#:B6 and EA#:B7 to erase these lines (with empty parameters ////...), disable them, or replace them with something else (where # is the creature number, to make the change for all SG, or minus one minus the stack number to change it for only a specific stack in battle - see ERM Help) (you can also look up the creature number in ERM Help).

4) Read the rest of ERM Help and be able to answer many more such questions.

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OxFEA
OxFEA


Promising
Famous Hero
feanor on DF2.ru
posted August 14, 2011 04:48 PM

Quote:
Quote:
UN:C7721205/4/222; - set guard to unit 222. Only for ERA, don't forget about !?GM0


What !?GMO? Can you please be more specific?

!?PI;
!!UN:C7721205/4/222;
!?GM0;
!!UN:C7721205/4/222;



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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted August 14, 2011 05:54 PM

It worked, thanks OxFEA. Pity it will only work on ERA though. I guess plain WOG has to become history eventually...

As for JimV's suggestion, i don't know how that could work, since the Santa Gremlins guards are not given through stack experience. The stack experience gives a bonus to Gremlins guards and so it doesn't really start from zero. I don't know about those EA commands though, maybe they can eliminate it completely?
____________
Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 14, 2011 06:13 PM
Edited by Salamandre at 18:13, 14 Aug 2011.

So far I did not find any reason to go back to 3.58, and for once we have active customer support from ERA author, which helps to eliminate problems. And if WoG installed, ERA package is only about 4 Mo. My preferred part of it is DL, but hard to script.
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Era II mods and utilities

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted August 14, 2011 07:12 PM

Yes, evidentaly ERA IS in fact the new WOG.

And by the way those !!UN: commands are indeed miracle workers. Since i got them to work i dug out this here:

!!UN:C7734531/4/9999;

Which disables fearsome for Darkness Dragons. It was given to me by OxFEA a long time ago but i didn't know how to use it. But now it works fine. I still don't know how he does it, but thumps up anyways.

He should teach us someday though
____________
Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 14, 2011 07:44 PM

I would also love to see a list of already available UN:C commands. Is there any to search for?
____________
Era II mods and utilities

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Aleee
Aleee


Known Hero
posted August 14, 2011 08:04 PM

These addresses are usually researched when somebody has posted a request, so there is no list of !!UN:C functions. We have a topic (DF2, 6813) where you can find some solutions, but they're mostly complex functions with close effects. They're all very special, though.

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