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Vlaad
Admirable
Legendary Hero
ghost of the past
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posted May 21, 2005 07:16 PM |
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I am not sure what the problem is, since it works fine in my test map. Perhaps you should use another dwelling type...? Change my Hovel (17/74) to Tomb of Souls (17/48). Sometimes level 1 dwellings may cause problems.
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BIGJOCKER
Responsible
Supreme Hero
Forgotten but not Forsaken
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posted May 21, 2005 11:46 PM |
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Quote: I am not sure what the problem is, since it works fine in my test map. Perhaps you should use another dwelling type...? Change my Hovel (17/74) to Tomb of Souls (17/48). Sometimes level 1 dwellings may cause problems.
everything is ok....now i need a script which woul let the wraiths upgrade to ghosts..thanx
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Vlaad
Admirable
Legendary Hero
ghost of the past
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posted May 22, 2005 08:54 AM |
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Do you want a specific hero to have this ability or do you want wights and wraiths to upgrade to ghosts whenever a hero visits a hill fort?
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BIGJOCKER
Responsible
Supreme Hero
Forgotten but not Forsaken
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posted May 22, 2005 10:59 AM |
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Quote: Do you want a specific hero to have this ability or do you want wights and wraiths to upgrade to ghosts whenever a hero visits a hill fort?
no...i want only wraiths to ghost without visiting hill fort..and i want that it would be possible in a town with every hero...like upgrading Zombies to Mummies..
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Vlaad
Admirable
Legendary Hero
ghost of the past
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posted May 22, 2005 05:30 PM |
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Beats me. However, think about possible triggers for this line:
!#MA:U60/159;
In order to add some flavor to your scenario, perhaps you could add a Ghosts specialist?
ZVSE
!#HE79:X4/159/5/5/5/0/0; [Set specialty to Ghosts]
!#VRz990:S^Gives + 5 attack, defense and damage bonus to Ghosts^; [Set up text]
!#UN:G2/79/2/990; [Set speciality text]
!#UN:G2/79/3/259; [Set specialty picture - looks nice! ]
In my "Underdogs" map I used Nagash(79), but you could use Charna or any other hero and his/her number.
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BIGJOCKER
Responsible
Supreme Hero
Forgotten but not Forsaken
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posted May 22, 2005 05:59 PM |
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Quote: Beats me. However, think about possible triggers for this line:
!#MA:U60/159;
In order to add some flavor to your scenario, perhaps you could add a Ghosts specialist?
ZVSE
!#HE79:X4/159/5/5/5/0/0; [Set specialty to Ghosts]
!#VRz990:S^Gives + 5 attack, defense and damage bonus to Ghosts^; [Set up text]
!#UN:G2/79/2/990; [Set speciality text]
!#UN:G2/79/3/259; [Set specialty picture - looks nice! ]
In my "Underdogs" map I used Nagash(79), but you could use Charna or any other hero and his/her number.
Thanks....the Ghost specialist is a good idea..
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Brian_The_Fist
Hired Hero
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posted May 27, 2005 06:25 AM |
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Of Won Battles & Weekly Monsters
May anyone help me with syntax for scripting?
When any battle begins, that an (attacking) hero starts against any enemies not led by a hero, i'd like to get the lvls and quantities of the enemy monsters 0..7.
(Even better would be keeping track of what is the highest defending creature throughout the whole combat.)
When such a battle is won ... - I need a trigger for that moment.
And how in script20.erm, the monster week, is the v180 monster placed?
I don't find it (v180) in FU5303 or FU5304 (the monster placement FUs). How can that be? To what variable is it transferred? I don't see how the defined creature is transferred to these placement functions.
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fnord
Promising
Famous Hero
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posted May 27, 2005 10:41 AM |
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Quote: May anyone help me with syntax for scripting?
When any battle begins, that an (attacking) hero starts against any enemies not led by a hero, i'd like to get the lvls and quantities of the enemy monsters 0..7.
Use a !?BA0; trigger. Then use a !!BA:M command (either 7 of them or in a DO loop) to find the types and quantities of the defending creatures.
To check their levels, use the MA:L command (using the type number you already found). It will give you a number from 0..6 for level so you have to add 1 to get the traditional 1..7 range.
Quote:
(Even better would be keeping track of what is the highest defending creature throughout the whole combat.)
I'm not sure what you mean here.
Quote:
When such a battle is won ... - I need a trigger for that moment.
!?BA1; is the end of battle trigger. To determine who the winner is, check the owner of the attacking hero and if it's -1 (no owner), the hero lost. If it's not -1, it means the attacking hero won. You'll probably need to use the !!BA:H command to check the attacking hero's number.
Quote:
And how in script20.erm, the monster week, is the v180 monster placed?
I don't find it (v180) in FU5303 or FU5304 (the monster placement FUs). How can that be? To what variable is it transferred? I don't see how the defined creature is transferred to these placement functions.
I don't remember what I did but I'll take a quick look...
Okay, first it's not v180, it's v170. It's rather complicated because of the timing issues involved in order to work properly with the start-of-week hard-coded castle growth so I think v180 is the monster for the next week (or something like that).
Anyway, I see that I forgot to properly comment the monster value when it was passed to some of those functions. Where I wrote "resource type" in FU5304 for the x4 variable, it should really have said "monster or resource type".
If you trace it back to where I call function 5304, you can see that the 4th parameter is y6 (thus becoming x4 in the function). Looking back further to line 488, you can see that y6 is set to v170 (unless it's a resource week).
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numi
Hired Hero
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posted May 27, 2005 07:22 PM |
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Quote:
(Even better would be keeping track of what is the highest defending creature throughout the whole combat.)
untested but should work
!?FU29000;
!!BMx16: T?v1 H?v2;
**not sure if following exit tests are best way to go
!!FU&v1LessThan0: E; [exit if not creature]
!!FU&v3LessThan=0: E; [exit if dead]
!!MA: Lv1/?v3;
!!VRy-1&y-1LessThanv3: Sv3;
!?BR;
!!VRy-1: S0; [clear y-1]
!!DO29000/0/20/1: P; [scan left-side creatures]
!!DO29000/21/41/1: P; [scan right-side creatures]
**below is a test that shows level each round
!!VRv1: Sy-1 +1; !!IF:M^High Level = %V1^;
at this point y-1 is level of highest-level monster(s) on field
put in conditionals to choose which side to check if desired
btw: internal levels run from 0-6 not 1-8,10
that's odd... why don't we have any creatures yet that claim to be level 9?
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BIGJOCKER
Responsible
Supreme Hero
Forgotten but not Forsaken
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posted May 30, 2005 05:09 PM |
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can anybody tell me how to controle weathers with ERM?
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Vlaad
Admirable
Legendary Hero
ghost of the past
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posted May 30, 2005 09:41 PM |
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Quote: can anybody tell me how to controle weathers with ERM?
What do you mean by weather? If you're talking about snow and rain decorations, I thought those would be a great addition for any story-based map. Sadly, the help files don't list them (they don't have type and subtype numbers). I may be wrong, though.
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BIGJOCKER
Responsible
Supreme Hero
Forgotten but not Forsaken
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posted May 31, 2005 10:48 AM |
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Quote:
Quote: can anybody tell me how to controle weathers with ERM?
What do you mean by weather? If you're talking about snow and rain decorations, I thought those would be a great addition for any story-based map. Sadly, the help files don't list them (they don't have type and subtype numbers). I may be wrong, though.
i dont mean only that...i mean wind too...
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Vlaad
Admirable
Legendary Hero
ghost of the past
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posted May 31, 2005 07:11 PM |
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Edited By: Vlaad on 31 May 2005
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Quote: i dont mean only that...i mean wind too...
"Favorable winds" (small floating clouds on the sea)? Or any winds?
Actually, there are lots of simple things you could come up with... Like changing winds that affect hero's movement (especially on the sea!), give or take speed to flying units, disable windmills or double their production... What exactly do you want to do?
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BIGJOCKER
Responsible
Supreme Hero
Forgotten but not Forsaken
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posted May 31, 2005 10:40 PM |
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Quote:
Quote: i dont mean only that...i mean wind too...
"Favorable winds" (small floating clouds on the sea)? Or any winds?
Actually, there are lots of simple things you could come up with... Like changing winds that affect hero's movement (especially on the sea!), give or take speed to flying units, disable windmills or double their production... What exactly do you want to do?
i mean the wind in the map...and the rain and snow....
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Brian_The_Fist
Hired Hero
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posted June 13, 2005 12:01 PM |
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Loopgates
In my week of monsters script, I did a copy and variation of fu180 to determine monsters that are placed daily.
Fu180 includes a place monster stack command ( !!FU5303; ).
My different version of fu180 (now fu185) is supposed to run in a loop that counts how many stacks have been placed (one per chosen monster type).
Problem is, only one monster stack is placed, though i set the fu to loop until 40 (for test) creature stacks are placed.
I used the same DO line as that weekly for FU180, with/0/999/0;
x16 is not set to 1000 before 40 stacks are placed.
So fu5303 (my variation called 5311) should execute a 40 times leaving 40 different stacks.
Is any loop exited automatically when a function (here 5303) is executed?
!?TM63 ; [daily week 2+]
!!DO185/0/999/0 : P ;
[Function 185 gets numbers for and places new monsters]
To FNORD:
Thanks for your reply to my latest post which I just read!
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Bring out number weight & measure in a year of dearth.
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fnord
Promising
Famous Hero
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posted June 16, 2005 08:27 PM |
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Quote: Hi!
I'm very new to ERM and I'd like to know how to make a script:
A)Talk with units instead of fighting them
Try this example:
Let's say you have a monster stack at x=5/y=10/level=surface.
ZVSE
!?OB5/10/0; [Monster stack at this location is trigger]
!!OB998:S; [Disable monster stack]
!!IF:M^"How's it going?" ask the monsters.^;
Quote:
B)Change units in dwellings
Do you mean external or internal? If you mean external, it's the DW receiver (you can find it in ERM help on the "Other Objects" page.
Here's an example with a dwelling at x=6, y=4, level is underground:
ZVSE
!?PI; [Post-instruction trigger]
!!DW6/4/1:M0/159/13 M1/196/1; [13 Ghosts, 1 Dracolich]
Quote:
C)Change hero class during the game.
Use the HE:B2 command. Here's an example to change Sylvia's class to Wizard:
ZVSE
!#HE3:B2/5; [Change Sylvia's class to wizard]
Quote:
I think it's all.
{ALL NOW I MEAN}
Okay, good.
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fnord
Promising
Famous Hero
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posted June 17, 2005 07:34 AM |
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Quote: Thanks a lot.
Oh and one more thing how do you change artifact attributes?
Again thanks.
You're welcome. You can change some with the UN:A command, but most artifact bonuses are done in a way that can't really be changed (although your script can check for an artifact and give additional bonuses--which is the way the various Enhanced Artifact WoGify scripts work).
There's an equip and unequip trigger for Artifacts that can be useful and if it's for simple stat bonuses you can use ERM to add or remove points this way (HE:F command is used for adjusting hero stats if I recall correctly).
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bigjocker
Responsible
Supreme Hero
Forgotten but not Forsaken
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posted June 23, 2005 12:48 PM |
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Can anybody tell me how to use this receiver !!BM#:U4/$; ?
and can I use it as an Instruction?
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fnord
Promising
Famous Hero
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posted June 24, 2005 09:46 AM |
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Quote: Can anybody tell me how to use this receiver !!BM#:U4/$; ?
and can I use it as an Instruction?
There's a bug with the command or else a mistake with the ERM Help or both. It turns out that it's only working for Commander spells and not for other spell-casting creatures.
To use it, you must use it during a battle -- that is, following a battle trigger of some sort. I think the BF (battlefield setup) trigger may work as well as the BR (battleround) or BG (battle action) triggers.
You can't use it in an instruction since instructions occur only at the start of a map and this command only works during a battle and only on a specific Commander stack--it's not a global command for changing all spells for a Commander type or anything of that nature.
Therefore, to use it, you would have to determine which stack was the Commander and then use the command on it--or alternatively, just loop through all stacks in the battle on the appropriate side and put the command on all of them since it will only affect Commanders anyway.
Here's a quick example that will probably work for the attacking player's Commander (not tested):
ZVSE
!?BF; [Battlefield setup trigger]
!!DO99/0/20/1; [Loop through all attacker's stacks]
!?FU99;
!!BMx16:U4/48; [Change spell to Prayer]
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BIGJOCKER
Responsible
Supreme Hero
Forgotten but not Forsaken
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posted June 24, 2005 11:15 AM |
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Quote:
Quote: Can anybody tell me how to use this receiver !!BM#:U4/$; ?
and can I use it as an Instruction?
There's a bug with the command or else a mistake with the ERM Help or both. It turns out that it's only working for Commander spells and not for other spell-casting creatures.
To use it, you must use it during a battle -- that is, following a battle trigger of some sort. I think the BF (battlefield setup) trigger may work as well as the BR (battleround) or BG (battle action) triggers.
You can't use it in an instruction since instructions occur only at the start of a map and this command only works during a battle and only on a specific Commander stack--it's not a global command for changing all spells for a Commander type or anything of that nature.
Therefore, to use it, you would have to determine which stack was the Commander and then use the command on it--or alternatively, just loop through all stacks in the battle on the appropriate side and put the command on all of them since it will only affect Commanders anyway.
Here's a quick example that will probably work for the attacking player's Commander (not tested):
ZVSE
!?BF; [Battlefield setup trigger]
!!DO99/0/20/1; [Loop through all attacker's stacks]
!?FU99;
!!BMx16:U4/48; [Change spell to Prayer]
But what if i have some hierophants and some brutes ,and some soul eaters...will they all now would cast Prayer?
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