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Posts from Questions and answers about ERM scripts for WoG.

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Can anyone help, please?
I'm creating an RPG map and need a couple of scripts:
1) I want to make it so that when a Hero enters a special building, they are offered a job. They spend a turn and earn money.
2) If possible, I need an event to only work if the Hero has a specific monster in their army.
3) I need the player to be able to choose where to teleport when they enter a monolith. If anyone knows how to write one of these scripts, please let me know!
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Does anyone know of a script that would allow a hero to change the terrain beneath them? For example, so that wherever Astral walks, a strip of snow remains. So that he can change the ground beneath him.
I tried this:
*5) Terrain transformers (option 912)

!?PI;
!!UN:P912/?y100;
!!FU&y100=0:E;
!!IF:V912/1;
!?HM3&912;!!UN:Iv998/v999/v1000/225/0;
!?HM4&912;!!UN:Iv998/v999/v1000/227/0;
!?HM18&912;!!UN:Iv998/v999/v1000/222/0;
!?HM38&912;!!UN:Iv998/v999/v1000/229/0;
!?HM60&912;!!UN:Iv998/v999/v1000/226/0;
!?HM94&912;!!UN:Iv998/v999/v1000/224/0;
!?HM111&912;!!UN:Iv998/v999/v1000/231/0;
!?HM122&912;!!UN:Iv998/v999/v1000/228/0;
!?HM146&912;!!UN:Iv998/v999/v1000/230/0;
!?HM155&912;!!UN:Iv998/v999/v1000/223/0;
but this didn't produce any results...
Моя тема на форуме: Карты, патчи, объекты, монстры и файлы для H3WoG
In reply to Tador
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I already left this message on the forum, but I didn't notice that there was a separate thread about ERM here. I would be very grateful for your help. Here is a list of the things I would like to implement:
1) Example: The Golem Factory sells NOT golems, but dwarves (gnomes) and enhanced dwarves.
The building itself has 100 dwarves for sale, and the weekly replenishment does NOT occur.
That is, the troops in the Dwelling run out, and it becomes useless.
I want to apply this script to more than 40 Dwellings on the map. Let's say, as a limitation.
Therefore, I ask that if you can, you send me this script to my email.

2) Example: A player has a city (or several cities), but it doesn't generate any income.
How can I make it so that the city doesn't generate any income AT ALL?

3) Example: A Crusader has the Dragon Slayer spell cast on him, and the Champions and Cavaliers have the
Fire Shield spell, etc. This script is especially important to me, as it could greatly change
the balance of some creatures.

4) Example: When a player collects all the obelisks on the map and finds the location where the *Grail* is buried,
upon arriving at the specified location, they dig up NOT the Grail, but one of 4 artifacts, such as
the Titan Sword, the Guardian Shield, the Titan Cuirass, or the Thunder Helm, and the artifact the player digs up
is generated randomly. (There should probably be a conditional *Grail* on the map for
this script?) (I borrowed the idea for this from Heroes 2).

6) Example: How can I make a quest hut, say, from a Mill? If this is even possible...

7) Example: When a hero attacks monsters on the map in battle, they always have EXACTLY the same unit composition
as the unit the hero attacked on the map. Let's say a hero attacks dwarves (unenhanced).
In the battle, there are 45 unenhanced dwarves and 45 enhanced dwarves. How can I eliminate this
possibility of enhancement?
In reply to Trance
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6) Example: How do you turn a quest hut into, say, a mill? If that's even possible...

Use the h3objed program! You can turn anything into anything with it. The link was somewhere in this thread.
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Could someone write a script that would randomly spawn 2-3 Imps on the ground in a random location each day, and have them move towards the hero?
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Could you please tell me how to enable scripts in a map? I have the hwmaped.exe editor in WOG, and there is a script generator for changing unit characteristics. If I save this script in a file with the map's name, it will work when the game starts on that map, but not when loading a saved game. I haven't found any options in the map editor for importing scripts or anything similar.
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Scripts from the ERM editor are inserted into temporary messages on the map; this can be configured in the options. Simply create an event for day 600 and insert the script text there, starting with ZVSE. Good luck!

За всем следят машины благодати и любви.
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[вырезано]
When you save and load, everything disappears.

Added 7 hours 2 minutes later
I tried this – I found a WOG map where such scripts are already inserted into the map. I tried adding my own script as well, and it works.
But why this is happening is unclear.

Added 32 minutes later
Damn... it works
with both new and old maps. Maybe it didn't work correctly when I was inserting the script into a map that wasn't WOG, but SOD or ROE.

That's it! This incorrect behavior occurs when inserting the script and setting the map version to something other than "In the Wake of Gods"!
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Question: where should I put the downloaded scripts?:smile13:


Out of darkness light is born
From light the darkness is born


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I can’t write an ERM script. Where can I learn how?


Out of darkness light is born
From light the darkness is born


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Question: Where should I put the downloaded scripts?
If they are in erm or ert format, then in the "Heroes 3.58 directory\Data\s" folder.
I can't write an ERM script. Where can I learn?
http://forum.df2.ru/index.php?showtopic=2457

P.S. Don't overuse emoticons.
- Электронный журнал на тему Героев.

http://heroes.worldofplayers.ru/ - Новостной сайт по Героям.
In reply to fireman
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Gentlemen, I have a question for you. I tried to understand the ERM language, found a few examples, but it didn't help. The point is this: for a multiplayer game played on a randomly generated map, I need a script that changes the portraits of the starting heroes of all players to specified ones (PCX images, pre-placed in the correct directory). The problem is that initially, it is unknown which starting hero each player will have. Can anyone help?
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Humans? Is anyone alive? HELP!
1. How can I change (and is it even possible) the type of Grail or at least its bonuses (so that in Inferno, for example, all spells are learned, or in the Tower, +20 attack is given to the defender)?
2. How can I change a hero's specialization?
3. How are skill changes implemented in WoG? Can I, for example, make diplomacy bring in thieves instead of scouting?
4. I found that WoG has a function for deploying a catapult onto the battlefield, but I don't understand WHICH EXACT function is responsible for this (I want to deploy a catapult without buffing the rest)?
5. Can I make it so that the tent always casts resurrection when the mod is enabled (by default, it cannot be cast if all creatures in the party are at full health)?
6. Can I make it so that a certain type of castle is completely replaced when creating a random map (like replacing neutral castles, but also replacing starting castles)?

And finally, 7. How do I write my own script from scratch? I know how to edit existing scripts, but I want my script to have its own separate checkbox in the WoG menu and a description of what it enables...
P.S. Thank you in advance!
In reply to fireman
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if they are in erm or ert format, then put them in "Heroes 3.58 directory\Data\s"

Thank you, fireman.
http://forum.df2.ru/index.php?showtopic=2457

You were a great help!!!

Kolder
How can I change (and is it even possible) the type of Grail or at least its bonuses (so that in Inferno, for example, all spells can be learned, or in the Tower, +20 attack is given to the defender).

    As far as I know, you can only change empty artifacts!
  1. Most artifacts were created without scripts!


Out of darkness light is born
From light the darkness is born


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