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solitaire345
Promising
Famous Hero
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posted September 02, 2011 01:11 PM |
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Quote:
In SN column, /images/era.gif is missing for each command. Was it any?
Uh. It's in JPG folder. No idea why I put it there. I will fix this with next update..
Quote:
I am still fuzzed why changing hint text for a def in DL is provoking crash if
!?DL&v998=$v999=$/v1000=12;
!!DL#:H$/z#;
The command must be parsed outside the !?DL to work.
I will add this when I get home. (By the way, You're missing a backslash in first line, although I guess it's only a typo.)
Quote: The perfect solution would be to apply the code Berserker uses in his forum, but surely will need too much work.
Not hard to do. If Berserker allows me to use his code, I'll add that script and update all code examples.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted September 02, 2011 01:14 PM |
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It seems that if/en/el are not implemented in his code or maybe he left them on purpose.
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Era II mods and utilities
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solitaire345
Promising
Famous Hero
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posted September 02, 2011 01:57 PM |
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Actually this code would accept any capital combination (try !!ZZv1:S-1; for example). It also doesn't highlight instructions. I'll try to fix it when I have some time
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JimV
Responsible
Supreme Hero
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posted September 02, 2011 05:57 PM |
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This change is in my (3.58f) ERM Help update, but I forgot to mention it in my revision list, sorry:
Format BI (battle terrain overlays which affect spells and morale)
The codes for Magic Plains and Cursed Ground are switched (the original table code for Cursed Ground gives Magic Plains and vice-versa). Magic Plains should be 1 and Cursed Ground should be 2.
This was discovered in "The Dragon Slaughter" map, where one of the Leaders, Lord Haart, has the ability to change terrains during battle via the BU:G command. He can set "Magic Plains" before he casts a spell, and "Cursed Ground" before the enemy hero's turn.
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solitaire345
Promising
Famous Hero
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posted September 03, 2011 03:41 PM |
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Quote: The codes for Magic Plains and Cursed Ground are switched (the original table code for Cursed Ground gives Magic Plains and vice-versa). Magic Plains should be 1 and Cursed Ground should be 2.
fixed
I'm currently applying formatting the script examples throughout the manual. That's some work and it might take some time to finish. If you notice any more errors in the manual, please post - I will add the corrections.
Also i have checked how the !!MR:N works in era and it returns the same wrong results as it did in 3.58f. Or maybe I missed something...
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted September 03, 2011 04:07 PM |
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Bersy
Honorable
Supreme Hero
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posted September 03, 2011 04:48 PM |
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MR:N does not work in both versions.
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solitaire345
Promising
Famous Hero
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posted September 03, 2011 05:47 PM |
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@Salamandre
There is one global set of y vars [1...100]. However every time function trigger is executed, these variables are stored in different memory location and set to zero and after last receiver is executed, the y vars are restored to their previous values.
I hope this one is easier to understand.
EDIT: thought I should show that progress is being made. partially updated ERM help files (check flags and variables page).
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JimV
Responsible
Supreme Hero
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posted September 04, 2011 12:04 AM |
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One more thing I can think of would be to add the Barbarian Lord's Axe of Ferocity to the table of format CO. It is combination artifact number 12.
Thanks again for all the excellent work on this.
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solitaire345
Promising
Famous Hero
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posted September 04, 2011 02:14 PM |
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I hoped no one would notice this until next update I noticed this only after uploading the files and was too lazy to repack them.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted September 04, 2011 02:18 PM |
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solitaire345
Promising
Famous Hero
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posted September 04, 2011 09:51 PM |
bonus applied by Cepheus on 06 Sep 2011. |
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@Berserker or someone who knows about current state of ERM: in IP:R description it's written to not to use that command. Is this still true?
now half of the receivers pages are syntax highlighted, several typos fixed, some info updated (in UN receiver page it was written that current WoG version is 3.56 ). Also added images of road/river configurations instead of that ASCII examples. Latest update
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Aleee
Known Hero
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posted September 04, 2011 09:59 PM |
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Quote: @Berserker or someone who knows about current state of ERM: in IP:R description it's written to not to use that command. Is this still true?
ERM-Help for TE.exe (therefore Era.exe, PM.exe) does not contain such a warning.
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Bersy
Honorable
Supreme Hero
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posted September 05, 2011 12:58 AM |
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Calls SyncRGSeed. Maybe works.
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solitaire345
Promising
Famous Hero
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posted September 06, 2011 10:28 PM |
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Applied syntax highlighting on all receiver pages (some one-line scripts might have been missed out). Will do other pages (triggers, receivers, etc..) in some time.
Download
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted September 07, 2011 09:37 AM |
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@OxFea
1) !#UN:C6547928/4/3; Hero scouting skill reduced to 0
Do you have the code to reverse it to regular?
2) Is there any way to enable music through UN:C late game if the player set to mute?
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Era II mods and utilities
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solitaire345
Promising
Famous Hero
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posted September 07, 2011 01:58 PM |
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Quote: @OxFea
1) !#UN:C6547928/4/3; Hero scouting skill reduced to 0
Do you have the code to reverse it to regular?
originally this address had value 5, so I guess this has to work
!#UN:C6547928/4/5;
Quote:
2) Is there any way to enable music through UN:C late game if the player set to mute?
!!UN:C6916015/4/[music volume level [0,9]];
!!UN:C6916020/4/[sound volume level [0,9]];
!!UN:C6916028/4/[sound volume level [0,9]];
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted September 07, 2011 07:54 PM |
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JimV
Responsible
Supreme Hero
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posted September 07, 2011 08:32 PM |
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I have another revision to propose. The HL format table and notes have some misinformation about Hero experience levels (above level 74).
I got my revised data by testing (under WoG 3.58f) with a test script as follows (comments were added after testing each command):
ZVSE
* HeroExpLevels - tested on Sir Mullich in "New Magic Test" map, JHV, July 2011
* 144=Sir Mullich, 38=Rissa
*#HE144:E18975933; L50, CO=L1 (negative exp.)
*#HE38:E18975933; L50, CO=L50
*#HE144:E117483099; L60, CO=L43
*#HE38:E117483099; L60, CO=L60
*#HE144:E292332407; L65, CO at 9001880, L45
*#HE38:E292332407; L65, CO L65, next L at 350798469 (+3)
*#HE144:E606178208; L69, CO at 7324179, L44
*#HE38:E606178208; L69, CO L68, next L at +3 (606178211)
*#HE144:E1508362195; L74, CO=L1 (negative exp.)
*#HE38:E1508362195; L74, CO=73
*#HE144:E1810034207; L88, CO=L46
*#HE38:E1810034207; L88, CO=L74
*#HE144:E2073739175; L100
*#HE144:E2099639276; L108, CO=L48
*#HE38:E2099639276; L108 Rissa, CO = L75
*#HE144:E2144641867; L868, CO=L1
*#HE38:E2144641867; L868, CO=L75
*#HE144:E2146553679; L3732
*#HE144:E2146733313; L5920
!#HE144:E2147293156; L6424
* next at E = 2,147,400,657 [freezes game during startup!]
The table and notes have been revised in the 3.58f ERM Help update which is at:
http://www.box.net/shared/nv038pb3shsgnsuuum5a
[Note to those who would like to learn ERM: step one is reading all of ERM Help, step two is trying out commands in a test script in a test map, especially if you are not sure what the command does. The process of figuring out ERM can be interesting and fun, like winning a tough battle.] [Although maybe ERM will be obsolete soon, like many other computer systems I have learned - fun while it lasted, though.]
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fanofheroes
Famous Hero
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posted September 08, 2011 03:16 AM |
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I'm not sure where to ask questions, but this thread is ERM help and discussion.
Basically I'd like to edit the creature abilities in my WOG game so that other dragons have the 'acid breath' attack. There are so many responses to look through, it's like finding a needle in a hay stack. Can someone assist me with this problem? I'm very basic in my understanding, and I've been using MM archive to change sounds and such. that's the extent of my knowledge pretty much
cheers,
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