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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 ... 96 97 98 99 100 ... 150 200 250 300 350 400 407 · «PREV / NEXT»
sprawler
sprawler


Hired Hero
posted September 12, 2011 10:40 PM

i have more questions it will be easier to show it on pictures

1. how to changes these unit name (see the picture1) , where are these names stored
http://imageshack.us/f/820/beztytuuwsa.jpg/

2. where are stored pictures (miniatures) of buildings in town hall (see picture2)

http://imageshack.us/f/840/beztytuu2xs.png/

3. one of the backgrunds of my new unit is still old , even i used the script (see picture 3)
http://imageshack.us/f/13/beztytuu3jmz.png/


4.i have transfered zealot to rampart and changed his def for druid , now im working on upg. druid, is it possible to transfer him(zealot) one more time with diffrent skin. i mean to have 2 units with zealot properties but diffrent skins. If not how to make such unit , copy sound of zealot attack and his energy ball animation and make this unit ground + ranged (ERM script). To be more specific i need

- where are sounds of attack stored
-i need script for  making unit : ground unit, ranged(unit number = silver pegasus)
-i need zealot ball animation for this unit , where to get it and how to give it to my new unit uffff thats all

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JimV
JimV


Responsible
Supreme Hero
posted September 12, 2011 10:40 PM
Edited by JimV at 04:31, 13 Sep 2011.

Quote:
Ok i've managed to download ERM script master 1.1.2.7



I use only ERM Help and the ERM Script Editor.  If you know those two, you don't need the Script Master (although it may be more convenient for some tasks), and if you don't, you won't probably won't understand the Script Master very well.  The first step is to read ERM Help (see Solitaire345's latest download, above) to understand what ERM is and how to use it.  The ERM Script Editor is basically a text editor to edit .erm and .ert files and should be intuitive to use (once you know how to write a script from reading ERM Help).  It doesn't matter what folder either is in, as long as you can access them, e.g., from shortcuts on the desktop.  I use the clipboard to copy and paste scripts from the script editor to a Timed Event in the Map Editor (Ctrl-A, Ctrl-C, and Ctrl-V).

Example (here I go, repeating information which is in ERM Help):  I want to modify the properties of a creature:

1) I know from reading ERM Help that in order for a Timed Event to be interpreted as an ERM script it must begin with ZVSE (which starts with the initials of Slava, who invented ERM), so I start the ERM Script Editor, open a new file, and type ZVSE on the first line.

2) I recall from reading ERM Help that the MA command (receiver) gives access to Monster Attributes, so I open ERM Help in another window and click the MA icon (HTML link) to refresh my memory on the command parameters.  I also know from ERM Help that commands begining with !# are "instructions" which get executed once at the start of a new game,  so on the next line (or maybe I skip a few lines for readability) I type !#MA:, then the parameters for the change which I want to make, ending with a semi-colon.

And so on.

@solitaire345:  you have probably noticed this already, but the Notes at the end of the HL format should be outside the table.  Thanks for revising the HL format.  With your improvements, the ERA/WoG 3.59 ERM Help document is the best computer manual I have ever seen.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 13, 2011 05:35 AM

Strange issue:

!?BA0&1000;
!!DO3333/21/27/1:P;

!?FU3333;
!!BMx16:T?y99;
!!IF:M^%Y99^;

On first battle try, y99 is always zero. If fly from battle and restart game, now y99 is correct. Problem only under !?BA trigger, !?BR gives right values from first try.
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Era II mods and utilities

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sprawler
sprawler


Hired Hero
posted September 13, 2011 01:22 PM

Dont forget about my post

Quote:
i have more questions it will be easier to show it on pictures

1. how to changes these unit name (see the picture1) , where are these names stored
http://imageshack.us/f/820/beztytuuwsa.jpg/

2. where are stored pictures (miniatures) of buildings in town hall (see picture2)

http://imageshack.us/f/840/beztytuu2xs.png/

3. one of the backgrunds of my new unit is still old , even i used the script (see picture 3)
http://imageshack.us/f/13/beztytuu3jmz.png/


4.i have transfered zealot to rampart and changed his def for druid , now im working on upg. druid, is it possible to transfer him(zealot) one more time with diffrent skin. i mean to have 2 units with zealot properties but diffrent skins. If not how to make such unit , copy sound of zealot attack and his energy ball animation and make this unit ground + ranged (ERM script). To be more specific i need

- where are sounds of attack stored
-i need script for  making unit : ground unit, ranged(unit number = silver pegasus)
-i need zealot ball animation for this unit , where to get it and how to give it to my new unit uffff thats all

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JimV
JimV


Responsible
Supreme Hero
posted September 13, 2011 05:22 PM

Quote:
Problem only under !?BA trigger, !?BR gives right values from first try.


From ERM Help:
----------------------------
BATTLE, MONSTER PARAMETERS (BM) RECEIVER

You may check/set/get some parameters of a stack of monsters during combat (!?BR trigger)
----------------------------

BM also works under the BF trigger, and of course BG0 and BG1 which occur after the first BR, in my experience, but there is no guarantee that receivers will work under triggers which are not specified in ERM Help, because the data structures for these receivers may not be set up until the specified trigger point has occurred.

@sprawler:  I think the the post you need is Gnollking's introduction to Modding and Scripting.  Your questions are not primarily ERM questions.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 13, 2011 05:24 PM

I know this, what is strange is that it works on restart.
____________
Era II mods and utilities

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Bersy
Bersy


Honorable
Supreme Hero
posted September 13, 2011 05:29 PM

It reads last info from TCombatManager. Garbage.

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted September 13, 2011 07:25 PM

Is there a way to change a town's building requirements? I want to make the Phoenix dwelling in Conflux to be able to build without the Altar of Thought (to remove the Altar of thought as a necessary requirement to build the Firebirds' dwelling).

Does anyone know how to do this?
____________
Not idly do the leaves of Lorien fall.

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sprawler
sprawler


Hired Hero
posted September 13, 2011 08:37 PM

Quote:
You don't have to add a new script for each and every change you make. Just continue writing commands on the same scripts. As for the command you're looking for it's:

!!MA:O9/1; [Makes Zealots Rampart creatures]

It works like this:

!!MA:O#1/#2;

#1 = creature i.d.
#2 = Town type (0=Castle, 1=Rampart etc).

You can use it to allign any creature to any faction.




i finally found whats was wrong , this script should be like :

!#MA:Ox/y    not !!MA:Ox/y  :D  

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solitaire345
solitaire345


Promising
Famous Hero
posted September 13, 2011 08:53 PM

I accidentally deleted the tag for end of table, so the notes jumped into the table.. I'll upload fixed table after I do more changes.

@HeroOfLight: I think it's CD:B1 you need
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 13, 2011 08:55 PM

It looks like we can't have hint text into a scrollable text (DL). If I leave it empty, game crashes, if I write in, then other ID hints are ignored.
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Era II mods and utilities

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted September 13, 2011 09:42 PM

@solitaire345

But the CD command is about town demolition. I don't want that.

I just want to remove Conflux's Altar of Thought as a requirement to build the Pyre. So that it can be build even when there isn't an altar of thought.
____________
Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 13, 2011 10:40 PM

It is CD:B1 but the explanation is gibberish for me too.
$1 = first double word (bytes 0-3)
$2 = second double word (bytes 4-5)
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Era II mods and utilities

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JimV
JimV


Responsible
Supreme Hero
posted September 13, 2011 11:11 PM
Edited by JimV at 23:41, 13 Sep 2011.

You don't need the byte codes, just the building structure number, which would be 36 for a level 7 creature dwelling (un-upgraded - see format BL for upgraded).  This command could be used to enable the building of a Pyre in a Conflux at any time.  The complications would be

1) Deciding when to enable - from the beginning of the game?  After some other dwelling is built?.

2) Note the command is global - all Confluxes would be affected.  No problem if there is just one, or if the dwelling is to be enabled at the start of the game, otherwise the script would have to check each time a Town Screen is opened, and enable the level 7 dwelling if the town is a Conflux with the necessary pre-condition and disable the dwelling if not.

(There are a million possibilities explained in ERM Help.  This has been another one.) (One I didn't know until Solitaire345 mentioned it because I have not read all of the WoG 3.59 ERM Help.)

Update - in fact, I should have read more of the new ERM Help.  I read the new CD:B0 and saw how it could be used, as described above, but it is even easier using CD:B1, which of course Salamandre was referring to.  The byte codes (bit codes) work the same way MA:X flag bits work.  Read the byte, then add or subtract the appropriate bits as you would do to add or remove "fly" from a creature.  The level 6 dwelling is bit 8 (hexadecimal, also equal to 8 in decimal) of byte 4, so if my math is correct it has decimal bit value 256*256*256*8=134217728.  (I would read and display the byte for a Conflux in a test map rather than taking my word for it.)  If that is the correct number, getting the byte value, subtracting 124217728 from the byte value, then re-setting the parameter would eliminate the level 6 dwelling dependency.

Re-Update - I see the 4-byte value is split into two, so bit 8 of the 4th byte would have bit value 256*8=2048 in the second two-byte word.

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted September 13, 2011 11:16 PM

But i don't want the Pyre to be enabled from the first day. I just want to make the Pyre loose the Altar of thought requirement.

Anyway, it doesn't matter that much. I just thought i'd ask.
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Not idly do the leaves of Lorien fall.

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Kegolo
Kegolo


Promising
Famous Hero
of infamy
posted September 13, 2011 11:34 PM

Quote:
But i don't want the Pyre to be enabled from the first day. I just want to make the Pyre loose the Altar of thought requirement.

Anyway, it doesn't matter that much. I just thought i'd ask.


The bits add just like MA:X do. Grouped into two bits for the first however many buildings and then the second, I forget where it switches. So add all the first ones, thats the first bit, same for second.

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Kegolo
Kegolo


Promising
Famous Hero
of infamy
posted September 13, 2011 11:36 PM

Quote:
But i don't want the Pyre to be enabled from the first day. I just want to make the Pyre loose the Altar of thought requirement.

Anyway, it doesn't matter that much. I just thought i'd ask.


The bits add just like MA:X do. Grouped into two bits for the first however many buildings and then the second, I forget where it switches. So add all the first ones, thats the first bit, same for second.

I use this for my town so these two lines make the artifact merchant require upgraded lvl 3, and the magic university require a resource silo:

!!CD:B1/8/17/0/128; [Artifact merchant requires upgrade level 3 to work]
!!CD:B1/8/21/32768/0; [Prophet's Blessing requires resource silo]

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted September 13, 2011 11:42 PM
Edited by Hero_of_Light at 23:44, 13 Sep 2011.

!!CD:B1/8/17/0/128; [Artifact merchant requires upgrade level 3 to work

When you say work, you mean to be able to build?

And if that ADDS a requirement, how can the same make a requirement go away?
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Not idly do the leaves of Lorien fall.

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Kegolo
Kegolo


Promising
Famous Hero
of infamy
posted September 13, 2011 11:46 PM

Quote:
!!CD:B1/8/17/0/128; [Artifact merchant requires upgrade level 3 to work

When you say work, you mean to be able to build?

And if that ADDS a requirement, how can the same make a requirement go away?


Does not add, replaces current bit I believe but not entirely sure. And this means add the building to the required building list, the total buildings not bitwise (not sure again didn't do much testing).

If you wanna take one away, get the current bit, subtract out the alter of thought bit, set...

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted September 13, 2011 11:54 PM

I have no idea of what you're talking about.

Anyways, it's ok it's no big deal really.
____________
Not idly do the leaves of Lorien fall.

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