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Ayreon
Famous Hero
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posted April 23, 2009 07:59 PM |
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Here I am again, with, how surprising, another question.
ZVSE
!#OB15/43/0:S; **disable object
!#VRz14:S^A Band of Demons^; **no explanation needed, is there? :P
!#OB15/43/0:H14;
!?OB15/43/0&1000; **trigger object if player
!!IF&v4<6/v4>6:M^You don't want to fight with these Demons, they're not in anyones way.^; **if v4 is not 6, display
!!FU&v4<6/v4>6:E; **exit if v4 is not 6
!!IF&v4=6:M^Finally, a peasant who can fight!^; **display if v4=6
!!HE-1&v4=6:T15/43/0/49/30; **provoke battle w 49 horned demons
!!VRv4&v4=6:+1; **increase v4 by 1
!!UN&v4=7:O15/43/0/1; **delete object
My question here is, what's wrong?
Side information: The object is a horned demon.
Problem: The battle is provoked, but the messages are not displayed, and an error occurs when the object is about to be deleted.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 23, 2009 09:03 PM |
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Quote:
ZVSE
!#OB15/43/0:S; **disable object
!#VRz14:S^A Band of Demons^; **no explanation needed, is there? :P
!#OB15/43/0:H14;
!?OB15/43/0&1000; **trigger object if player
!!IF&v4<6/v4>6:M^You don't want to fight with these Demons, they're not in anyones way.^; **if v4 is not 6, display
!!FU&v4<6/v4>6:E; **exit if v4 is not 6
!!IF&v4=6:M^Finally, a peasant who can fight!^; **display if v4=6
!!HE-1&v4=6:T15/43/0/49/30; **provoke battle w 49 horned demons
!!VRv4&v4=6:+1; **increase v4 by 1
!!UN&v4=7:O15/43/0/1; **delete object
OK; First you should use !!IF&v4<>6: etc, no need v4<6/v4>6.
Delete object, remove the /1 at end so it looks:
!!UN&v4=7:O15/43/0; **delete object
ZVSE
!#OB15/43/0:S; **disable object
!#VRz14:S^A Band of Demons^; **no explanation needed, is there? :P
!#OB15/43/0:H14;
!?OB15/43/0&1000; **trigger object if player
!!IF&v4<>6:M^You don't want to fight with these Demons, they're not in anyones way.^; **if v4 is not 6, display
!!FU&v4<>6:E; **exit if v4 is not 6
!!IF&v4=6:M^Finally, a peasant who can fight!^; **display if v4=6
!!HE-1:T15/43/0/49/30; **provoke battle w 49 horned demons (removed useless variable conditions, as it exits anyway if v4<>6)
!!VRv4:+1; **increase v4 by 1 **idem, no need of variables condition, as this command will display ONLY if v4=6
!!UN:O15/43/0; **delete object
Try it now
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Era II mods and utilities
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Ayreon
Famous Hero
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posted April 23, 2009 09:11 PM |
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Many thanks
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marisa
Hired Hero
I'm here. As always.
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posted April 24, 2009 02:31 AM |
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i have a noob question... i want to change my hero speciality to a secondary skill "pathfinding" but also i want change to "no terrain penalty" is like pathfinding...is that possible ? can some1 help me ?
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Ayreon
Famous Hero
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posted April 24, 2009 10:36 AM |
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You can change speciality of a hero very easily. ERM Help gives the following info:
!!HE#:X#(...); ** to change speciality. instead of the first # your must indicate which hero you want to change the speciality of. In ERM Help, look for the HE button, and it's explained at the very top.
The second # is the speciality number, for a secondary skill, this is 0.
!!HE#:X0/$;
The $ must be replaced with the correct secondary skill number, which is found under format SS.
Pathfinding is 0.
That makes
!!HE#:X0/0;
If I remember correctly, pathfinding already includes the 'no terrain penalty'.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 24, 2009 11:16 AM |
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Ayeron is right, but would be a useless idea to do this: I can't see how pathfinding can have a bonus regardless the hero's level. If logistic you will gain a bonus every level, but what you gain with pathfinding? It will not move farther and it is not related hero's level. So once you reach expert it will be a waste. Correct me if I am wrong.
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Era II mods and utilities
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Ayreon
Famous Hero
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posted April 24, 2009 11:32 AM |
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You could be right about that, I don't know
--------------------
I have another question.
the command to place objects, !!UN:Ix/y/l/t/s;, I can't get it to work the way I want.
When used as a receiver in a "metamorphosis", I can succesfully remove and replace an object. But with this new object's patch, the war zealot seems disabled in the normal editor.
Therefore, I wish to place a war zealot somewhere, with an instruction.
!#UN:4/33/0:54/169;
Unfortunately, error's occur.
Can you explain why?
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 24, 2009 11:50 AM |
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It seems a few ID are missing from this command. I never succeeded to place any commanders on the map with !!UN:I so I guess you have the same problem with the war zealot. ERM does not recognize their ID in this process. If your code is right(right now it is not) and you get another object, then change to monk/zealot.
Where is the "I" in your code? You need it.
!!UN:I4/33/0/54/169;
The new patch change/adds only graphics. Nothing is changed in ERM.
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Era II mods and utilities
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Ayreon
Famous Hero
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posted April 24, 2009 12:07 PM |
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Edited by Ayreon at 12:08, 24 Apr 2009.
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I did not forgot the I in the real script, typo I guess
So the UN command cannot be used with '!#'? even you change it to '!!'
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BAD
Promising
Known Hero
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posted April 24, 2009 12:45 PM |
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Edited by BAD at 12:47, 24 Apr 2009.
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Quote: i have a noob question... i want to change my hero speciality to a secondary skill "pathfinding" but also i want change to "no terrain penalty" is like pathfinding...is that possible ? can some1 help me ?
I usually don't post in erm help, but I can give you a small example from my script, but isn't full code here.
[No penalities on native terrain ]
!?HM-1;
!!HE-1:N?y-1 B2/?y-7; Get Number and Class of heroes
!!HEy-1: P?y-2/?y-3/?y-4; Check the movement of the hero
!!HEy-1:W?y-10; Get movement points
!!HEy-1:W?y-50; Get movement points
!!TRy-2/y-3/y-4:T?y-5/d/d/d/d/d/d/d; Get terrain type
!!VRy-10:+25;
!!VRy-50:+25;
!!HEy-1&y-7>=4/y-7<=5/y-5=3:Wy-10; If the heroes are from Tower, then is no penalities on snow
!!HEy-1&y-7>=14/y-7<=15/y-5=4:Wy-50; If the heroes are from Fortress, then is no penalities on swamp
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angelito
Honorable
Undefeatable Hero
proud father of a princess
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posted April 24, 2009 01:49 PM |
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Quote: Ayeron is right, but would be a useless idea to do this: I can't see how pathfinding can have a bonus regardless the hero's level. If logistic you will gain a bonus every level, but what you gain with pathfinding? It will not move farther and it is not related hero's level. So once you reach expert it will be a waste. Correct me if I am wrong.
Maybe with speciality pathfinding (and expert pathfinding skill), hero could run around on any terrain as if he would travel
- on dirt road (till level 9),
- on "normal" road (forgot how it is called...) till level 19
- on cobblestone road from level 20 on...
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Better judged by 12 than carried by 6.
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pacifist
Famous Hero
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posted April 24, 2009 03:02 PM |
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I was thinking of something similar to the new pathfinding skill where army movement has a minimum of 9 (at expert level) with even the slowest units. Of course no terrain penalty and normal pathfinding are also applied. Maybe give +1% per level so when a hero is maxed in secondary skills at lv 23 (in general) he has also max speed with any troops. Somehow this specialisation has a stop somewhere contrary to the logistics specialists but it's already very interesting like that. Now we have a new banned hero .
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http://www.youtube.com/user/alkoriak#g/u
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 24, 2009 08:12 PM |
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Quote: I did not forgot the I in the real script, typo I guess
So the UN command cannot be used with '!#'? even you change it to '!!'
I think it can be used with !# also. but you had 2 typo errors in your code and thats why is not working. Add the "I" and remove the double usage of ";" in your code. If it is not working with !#UN, then add it with !!UN in a !?GE command, day one or two.
Quote: Maybe with speciality pathfinding (and expert pathfinding skill), hero could run around on any terrain as if he would travel
- on dirt road (till level 9),
- on "normal" road (forgot how it is called...) till level 19
- on cobblestone road from level 20 on...
Well, anything can be scripted but then it will be another clone of a logistic specialist, with only a few values changed. Is it worth?
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Era II mods and utilities
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Ayreon
Famous Hero
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posted April 24, 2009 08:17 PM |
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Edited by Ayreon at 20:18, 24 Apr 2009.
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Ok thanks, that's working now:)
Next question :P
ZVSE
!#LE27/19/0:D1/1; **disable LE for player blue (human)
!#LE27/19/0:I1; **enable for AI
!#LE27/19/0:L0; **let it happen more than once
!?LE27/19/0&-1000; **trigger if not human
!!HE-1:N?v9; **get hero number
!!AI&v9=89:D89/3/-1; **if hero is 89, delete seqnums
!!AI&v9=89:S89/3/1/11/17/0/5000000/0; **set new destination for 89
!!AI&v9=92:D92/3/-1; **if hero is 92, delete seqnums
!!AI&v9=92:S92/3/1/11/17/0/5000000/0; **set new destination for 92
This script should be directing the two AI heroes 89 and 92 from the green color (3) to 11/17/0. However, it will not work... I got them to go to one certain point, but these local events do not do the job.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 24, 2009 08:27 PM |
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!!AI&v9=89:S89/3/1/11/17/0/5000000/0; **set new destination for 89
Have you tried it with "3" or "2" at the end? Because when "0" AI will not stop (flag is not set) when reaching the square.
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Era II mods and utilities
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Ayreon
Famous Hero
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posted April 24, 2009 08:34 PM |
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Yeah, that worked. Thanks again
Only now the AI keeps hanging around the garrison without a specific reason, but I'll improvize around it
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 24, 2009 08:36 PM |
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Set it to patrol between 2 specific points. Or more(3-4), to have a better visual aesthetic effect.
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Era II mods and utilities
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Ayreon
Famous Hero
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posted April 25, 2009 01:11 PM |
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Edited by Ayreon at 13:27, 25 Apr 2009.
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Hmm, no that was not the problem, I was smart enough to let a creature block their path
Now here's another question (i'm not boring you, am I? )
When I get an artifact from the adventure map, there's always a story next to it, but to those blank artifacts, there is no story. How can I alter that story?
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 25, 2009 01:42 PM |
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Quote: When I get an artifact from the adventure map, there's always a story next to it, but to those blank artifacts, there is no story. How can I alter that story?
For blank artefacts you have to create the story. Here is an example of story for a katana (artefact=162, blank)
!#VRz188:S^Leonidas Katana^;
!#VRz198:S^{Leonidas Katana}
A sword forged by Chronos itself which gives the power of gods to the owner. Any creature attempting to attack will receive two fatal strikes and will be incapable of retaliation. The sword is essentially defensive and does not work in attacker mode.^; **description
!#UN:A162/9/188;
!#UN:A162/10/198;
If the object is blank and on the map, then add:
!?OBx/y/z;
!!IF:M^custom message when picking the object^;
!!OBx/y/z:M-1/1/0; **disable further messages (remove the usual message-->"this artefact is blank and need to be scripted bla bla")
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Era II mods and utilities
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Ayreon
Famous Hero
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posted April 25, 2009 02:06 PM |
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Edited by Ayreon at 18:44, 25 Apr 2009.
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Thanks again:D
EDIT:
Okay I am now trying to place a hero. I placed it on the map.
It may not walk, I want it to look like an Elementalist, but I'd rather not have it occupy a hero slot.
!?HE52/42/0; does not respond, it says it can't find a hero on those coördinates, and there definitely is one.
I can't tell the hero to !#OB52/42/0:S; either...
Can you tell me how to make those heroes stand still and be nice?
EDIT2:
nevermind, I looked at Alexander and used Sergey Editor to get rid of the problem. ;)
EDIT3:
What I do like to know is, how can I determine which artifacts can be sold in a black market?
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