|
|
Salamandre
Admirable
Omnipresent Hero
Wog refugee
|
posted November 02, 2008 03:50 AM |
|
|
Quote:
Here's you'r artifact:
ZVSE
=>String (z) vars: 3, 4
=>Regular (v) vars: 1
!#VRz3:S^Armor of Fear^; [Set zVar 3]
!#VRz4:S^{Armor} {of} {Fear}
Worn on the torso, this relic incrases you'r attack and defence by 20 and power and knowledge by 10. Gives you the knowledge of the armagedon spell^; [Set zVar 4]
!#UN:A167/9/3 A167/10/4; [Set adventure and right - click text]
!?PI; [Post - Instruction trigger]
!!HE-1:N?v1; [Set hero number to vVar 1]
!?AE1:167; [If armor is equiped ... ]
!!HEv1:Fd20/d20/d10/d10 M26/1; [ ... incrase stats and give knowledge of Armagedon]
!?AE0:167; [If armor isn't equiped ... ]
!!HEv1:Fd0/d0/d0/d0; [ ... don't incrase stats and don't give knowledge of Armagedon]
Will not work. Try this:
ZVSE
!#VRz3:S^Armor of Fear^;
!#VRz4:S^{Armor} {of} {Fear}
Worn on the torso, this relic increases your attack and defence by 20 ,your power and knowledge by 10. Gives you the knowledge of the armagedon spell^;
!#UN:A167/9/3 A167/10/4; [Set adventure and right - click text]
!?AE1&v998=167;
!!HE-1:Fd20/d20/d10/d10;
!!HE-1:M26/1;
!?AE0&v998=167;
!!HE-1:Fd-20/d-20/d-10/d-10;
!!HE-1:M26/0;
Don't complicate everything. You did not specified which hero is stored in v1 so can't work. In case you want it for a specific hero replace -1 with Hero ID. Check AE trigger to see what you missed:
"The current Hero (!!HE-1) is a Hero-owner
v998 keeps an artifact number"
And never use for custom maps z1-10; They are always for short storage.
Hell Wizard, you made amazing progress in ERM. But do not post scripts here before testing them. It takes 1 minute.
____________
Era II mods and utilities
|
|
Crossed
Tavern Dweller
|
posted November 02, 2008 04:19 AM |
|
|
Hello all, very new to the whole WoG/ERM scripting thing
Im looking to make a map and need some scripting for it, but I'm completely lost, having never used that stuff before. Is there a page/guide that I can read on how to use it?
Thanks,
Crossed
|
|
Salamandre
Admirable
Omnipresent Hero
Wog refugee
|
posted November 02, 2008 04:24 AM |
|
|
|
DarK_WisH
Hired Hero
|
posted November 02, 2008 06:25 AM |
|
|
I wanted to add a new picture on a dark hero wich eyes are red and he haves blound hair I don't remember his name And I was going to put the armor on his torso
____________
|
|
Crossed
Tavern Dweller
|
posted November 02, 2008 08:10 AM |
|
|
Quote: [url=http://www.fileplanet.com/dl.aspx?/strategyplanet/homm/wog/erm_tools.wog]ERM help[/url]
You have to subscribe to fileplanet, it is free.
Well i downloaded that.., but what do i do next? how do i use the file and all that...
|
|
DarK_WisH
Hired Hero
|
posted November 02, 2008 08:31 AM |
|
|
Ok ,Hell Wizard,but when I past the script in the time event i chose day 627 then i apply only for computer players and when i start the game the titans have no difference .Only their names were changed
____________
|
|
Salamandre
Admirable
Omnipresent Hero
Wog refugee
|
posted November 02, 2008 09:17 AM |
|
|
Quote:
Well i downloaded that.., but what do i do next? how do i use the file and all that...
How about open it? It contains all the infos about scrpting ERM.
____________
Era II mods and utilities
|
|
Crossed
Tavern Dweller
|
posted November 02, 2008 09:40 PM |
|
|
Quote:
Quote:
Well i downloaded that.., but what do i do next? how do i use the file and all that...
How about open it? It contains all the infos about scrpting ERM.
I have no program on my computer that can open that, or that i know of which opens a .wog file
|
|
Salamandre
Admirable
Omnipresent Hero
Wog refugee
|
posted November 02, 2008 10:02 PM |
|
|
Oh, I am sorry, forgot that is a special file. Put it in the folder C:\Program Files\3DO\Heroes3\UPDATE, then run H3wUpd.exe. The file will be then available to open/read.
____________
Era II mods and utilities
|
|
Crossed
Tavern Dweller
|
posted November 02, 2008 11:36 PM |
|
|
Quote: Oh, I am sorry, forgot that is a special file. Put it in the folder C:\Program Files\3DO\Heroes3\UPDATE, then run H3wUpd.exe. The file will be then available to open/read.
Thanks!
|
|
Hell_Wizard
Famous Hero
|
posted November 03, 2008 05:44 PM |
|
|
Ok, I have scripted 2 artifacts wrong, and now I pre-scripted them.
ZVSE
=>String (z) vars: 1, 2
=>Regular (v) vars: 1-8
!#VRz1:S^Horn of Spectres^; [Set zVar 1]
!#VRz2:S^{Horn} {of} {Spectres}
When equiped, this powerful artefact summons ghosts for the hero during battle
(Formula is {Hero} {Level}*{Spell} {Power})^; [Set zVar 2]
!#UN:A170/9/1 A170/10/2; [Set adventure and right - click text]
!?AE1:170; [If the horn is equiped ... ]
!!VRv1:S1; [ ... set vVar 1 to 1]
!?AE0:170; [If the horn isn't equiped ... ]
!!VRv1:S0; [ ... set vVar 1 to 0]
!?BF&1000&v1=1; [If in human battle and if vVar 1 is 1 ... ]
!!BA:H0/?v2 H1/v3; [ ... set attacker to vVar2 and defender to vVar3]
!!HE-1:N?v4; [ ... set artifact equeped hero number to vVar4]
!!HEv4:Ed0/?v5 F0/0/?v6/0; [ ... set vVar 5 as hero level and vVar 6 as spell power]
!!VRv5:*v6; [ ... set vVar 5 as Vvar 5 times vVar 6]
!!VRv7&v2=v4:S97; [ ... set position of stack if defender]
!!VRv7&v3=v4:S89; [ ... set position of stack if attacker]
!!VRv8&v2=v4:S1; [ ... set owner of stack if defender]
!!VRv8&v3=v4:S0; [ ... set owner of stack if attacker]
!!BU:S159/v5/v7/v8/0/-1; [ ... get stack of ghosts]
Now, there is a TOO benefectical bug - the ghosts appear even if the artifact is not equiped
ZVSE
=>String (z) vars: 3, 4
=>Regular (v) vars: 1, 3
!#VRz3:S^Armor of Fear^; [Set zVar 3]
!#VRz4:S^{Armor} {of} {Fear}
Worn on the torso, this relic incrases you'r attack and defence by 20 and power and knowledge by 10. Gives you the knowledge of the armageddon spell^; [Set zVar 4]
!#UN:A167/9/3 A167/10/4; [Set adventure and right - click text]
!?AE1:167; [If armor is equiped ... ]
!!HE-1:Fd20/d20/d10/d10; [ ... give bonus to PS’s]
!!HE-1:M26/?v1; [ ... and the hero has armageddon, set vVar 1to 1]
!!VRv2:S1; [ ... set vVar 2 to 1]
!!VRv3&v1=0:S1; [ ... and vVar 1 is 0, set vVar 3 sa 1]
!!HE-1&v1=0:M26/1; [ ... and vVar 1 is 0, give knowledge of armageddon]
!?AE0:167; [If armor isn't equiped ... ]
!!HE-1&v2=1:Fd-20/d-20/d-10/d-10; [ ... and vVar 2 is 1, remove bonus from PS’s]
!!HE-1&v3=1:M26/0; [ ... and vVar 3 is 1, remove knowledge of armageddon]
Here there is a bug to - everything goes fine, but the heroes have 60 - 80 stats, even without the artifact, only with this script in the timed events section
____________
|
|
Salamandre
Admirable
Omnipresent Hero
Wog refugee
|
posted November 03, 2008 10:31 PM |
|
|
|
Hell_Wizard
Famous Hero
|
posted November 04, 2008 06:27 PM |
|
|
Horn of Spectres
ZVSE
=>String (z) vars: 1, 2
=>Regular (v) vars: 1-8
!#VRz1:S^Horn of Spectres^; [Set zVar 1]
!#VRz2:S^{Horn} {of} {Spectres}
When equiped, this powerful artefact summons ghosts for the hero during battle
(Formula is {Hero} {Level}*{Spell} {Power})^; [Set zVar 2]
!#UN:A170/9/1 A170/10/2; [Set adventure and right - click text]
!?AE1&v998=170; [If the horn is equiped ... ]
!!VRv1:S1; [ ... set vVar 1 to 1]
!?AE0&v998=170; [If the horn isn't equiped ... ]
!!VRv1:S0; [ ... set vVar 1 to 0]
!?BF&1000&v1=1; [If in human battle and if vVar 1 is 1 ... ]
!!BA:H0/?v2 H1/v3; [ ... set attacker to vVar2 and defender to vVar3]
!!HE-1:N?v4; [ ... set artifact equeped hero number to vVar4]
!!HEv4:Ed0/?v5 F0/0/?v6/0; [ ... set vVar 5 as hero level and vVar 6 as spell power]
!!VRv5:*v6; [ ... set vVar 5 as Vvar 5 times vVar 6]
!!VRv7&v2=v4:S97; [ ... set position of stack if defender]
!!VRv7&v3=v4:S89; [ ... set position of stack if attacker]
!!VRv8&v2=v4:S1; [ ... set owner of stack if defender]
!!VRv8&v3=v4:S0; [ ... set owner of stack if attacker]
!!BU:S159/v5/v7/v8/0/-1; [ ... get stack of ghosts]
Armor of Fear
ZVSE
=>String (z) vars: 3, 4
=>Regular (v) vars: 1, 3
!#VRz3:S^Armor of Fear^; [Set zVar 3]
!#VRz4:S^{Armor} {of} {Fear}
Worn on the torso, this relic incrases you'r attack and defence by 20 and power and knowledge by 10. Gives you the knowledge of the armageddon spell^; [Set zVar 4]
!#UN:A167/9/3 A167/10/4; [Set adventure and right - click text]
!?AE1&v998=167; [If armor is equiped ... ]
!!HE-1:Fd20/d20/d10/d10; [ ... give bonus to PS’s]
!!HE-1:M26/?v1; [ ... and the hero has armageddon, set vVar 1to 1]
!!VRv2:S1; [ ... set vVar 2 to 1]
!!VRv3&v1=0:S1; [ ... and vVar 1 is 0, set vVar 3 sa 1]
!!HE-1&v1=0:M26/1; [ ... and vVar 1 is 0, give knowledge of armageddon]
!?AE0&v998=167; [If armor isn't equiped ... ]
!!HE-1&v2=1:Fd-20/d-20/d-10/d-10; [ ... and vVar 2 is 1, remove bonus from PS’s]
!!HE-1&v3=1:M26/0; [ ... and vVar 3 is 1, remove knowledge of armageddon]
FIXED. It was wrong because I just typed !?AE1:*; instead of !?AE1&v998=*;
And why doesn't !#HE*:B2/**; trigger anymore?
____________
|
|
Hell_Wizard
Famous Hero
|
posted November 06, 2008 07:54 PM |
|
|
I have a few asks:
1. What are the PO & DO triggers for?
2. How can I check which is the last letter of a zVar? z1 for example.
____________
|
|
Salamandre
Admirable
Omnipresent Hero
Wog refugee
|
posted November 09, 2008 11:08 AM |
|
|
I used DO trigger in "Alexander" map to create strength matching neutrals armies. The original script is by Fnord and has an amazing potential to create maps both for SoD and WoG where you don't have to "wait" when advancing through the map thus never having to fight impossible armies. (many mapmakers make this error so you have to wait weeks and weeks)
Basically it creates neutrals/AI armies which will match your main hero strength. You can double, triple their health and even more. DO calls the next function (FU112) for that.
Script:
ZVSE
[Battle with Minotaurs is trigger]
!?BA0&v998=103/v999=65/v1000=0;
!!BA:M1/0/?y-1/d; [Check defending monster type: y-1]
!!FU&y-1<>79:E; [Exit if not Minotaurs]
!!FU111:P; [Match strength of neutrals to attacking army]
[Match strength of neutrals to attacking army]
!?FU111;
!!BA:H0/?y1 H1/?y2; [Attacking Hero: y1, Defending Hero: y2]
!!FU&y2>=0:E; [Exit if there's a defending hero]
!!VRy-2:S0; [Initialize y-2 to 0]
!!DO112/0/6/1:Py1; [Determine hero's total army health: y-2]
!!VRy3:Sy-2:85; [Number of neutrals: y3]
!!VRy3&y3<6:S6; [Minimum of 6:y3]
!!VRy4:Sy3:1; [Number for each stack (one third): y4]
!!BA:M1/0/79/y4 M1/1/79/y4 M1/2/79/y4 M1/3/193/y4 M1/4/79/y4 M1/5/79/y4 M1/6/79/y4; [Set stacks of neutrals]
[Determine hero's total army health: y-2]
!?FU112;
!!HEx1:C0/x16/?y1/?y2; [Hero's army Type: y1, Number: y2]
!!FU|y1<0/y2=0:E; [Exit if nothing in slot]
!!MA:Py1/?y3; [Base health of creature: y3]
!!VRy4:Sy3 *y2; [Total health for stack: y4]
!!VRy-2:+y4; [Add stack's health to total health: y-2]
To change their strength modify :
!!VRy4:Sy3:1; with !!VRy4:Sy3:2; or !!VRy4:Sy3:3; or even more.
2 doubles their health, 3 triples etc.
Remove !!FU&y2>=0:E; if there is a AI hero.
____________
Era II mods and utilities
|
|
Hell_Wizard
Famous Hero
|
posted November 11, 2008 02:04 PM |
|
|
So how to use it? And will someone PLEASE tell me why doesn't WoG support HE*:B2/** anymore!
____________
|
|
Salamandre
Admirable
Omnipresent Hero
Wog refugee
|
posted November 13, 2008 12:27 AM |
|
|
I have a bug concerning a script in Alexander map. Maybe Vlaad or Bad have an idea what's wrong?
[Battle at 19/35/0]
!?BA0;
!!FU|v998<>19/v999<>35/v1000<>0:E; [Skip if not battle with Vampires]
!!IF:Q1/21/63/1^Die, young scum^;
[Set monsters]
!!BA:M1/0/63/88 M1/1/63/88 M1/2/65/56 M1/3/63/88 M1/4/63/88 M1/5/65/56 M1/6/63/88;
Basically there is a neutral army to defeat. Once the vampires are defeated, if AI of human player is attacked when staying on the square 19/35/0 they will get the already defeated neutrals (vampires) in their army.
Quite strange that the game remember the position of neutrals and raise them again if any hero is on the square.
Any way to disable this event after the neutrals are gone?
____________
Era II mods and utilities
|
|
Hell_Wizard
Famous Hero
|
posted November 13, 2008 09:16 PM |
|
|
It's because the battle triggers on a specific square. You must also set this as first battle on that square, for example put:
!!VRv1:S1; after the first line of the !?BA0; trigger and add a condition of vVar 1 = 0. This way the script wil look:
[Battle at 19/35/0]
!?BA0;
!!FU|v1=0/v998<>19/v999<>35/v1000<>0:E; [Skip if not battle with Vampires]
!!VRv1:S1;
!!IF:Q1/21/63/1^Die, young scum^;
[Set monsters]
!!BA:M1/0/63/88 M1/1/63/88 M1/2/65/56 M1/3/63/88 M1/4/63/88 M1/5/65/56 M1/6/63/88;
____________
|
|
Salamandre
Admirable
Omnipresent Hero
Wog refugee
|
posted November 13, 2008 10:34 PM |
|
|
This is the second time you don't test a script
It will not work. Any use of a v variable or flag inside the script will invalidate the specific setup, so the battle will be against a normal pack of vampires instead of +200 and liches.
We must find the way to include a flag when using the FU function. So far, I tested every setup and it does not work.
____________
Era II mods and utilities
|
|
Danielos
Hired Hero
|
posted November 14, 2008 11:03 AM |
|
|
Thanks for helping me edit the building prices!!! It works like a charm...
I have yet another question, though. Is it possible in a simple way to edit the prices for heroes and commanders as well?
|
|
|