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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted July 20, 2009 10:02 PM |
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Yes, use a timer enabled for any computer player each day, followed by !!UN:H etc.
@Castor:
Yes, use:
!?BA&v998=x/v999=y/v1000=l/1000; (x/y/l=coordinates)
Then:
!!BA:M
M#1/#2/$1/$2; Set the Monsters that are fighting the battle.
#1 = Attacker's monsters (0) or defender's monsters (1) See format C
#2 = Slot number (0..6)
$1 = Monster type (use -1 for a slot with no monsters)
$2 = Number of monsters
Example:
!!BA:M1/2/164/1 M1/3/165/1 M1/4/166/1;
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Era II mods and utilities
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pei
Famous Hero
Fresh Air.
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posted July 21, 2009 12:11 AM |
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Like this?
ZVSE
!#UN:H/52/60/-1/0/5;
I dont know what im missing,it throws no error.I go to the location,wander around & everything is normal.
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pei
Famous Hero
Fresh Air.
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posted July 21, 2009 12:15 AM |
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Ok, i realised ive been very stupid and the code should start with !! instead of !#....anyway...now it throws an exception that says i have a syntax error...REALLY?ANOTHER?
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted July 21, 2009 01:24 AM |
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OK, assuming that in your code blue player is AI:
ZVSE
!#TM53:S1/999/1/2;
!?TM53;
!!UN:H52/60/0/1/50;
52,60 and 0 I assume are the coordinates, change them to yours
1 is blue player
50 is the radius of the shroud (change to whatever you want)
When blue player is eliminated, the code will stop. If want code to work all game, then enable the TM for human color.
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Era II mods and utilities
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pei
Famous Hero
Fresh Air.
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posted July 21, 2009 03:27 AM |
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THANKS!! Now im trying to set 2 areas of fog but i think it cant be done, it doesnt throw exceptions but it just doesnt work for the second area
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted July 21, 2009 04:05 AM |
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It works for as many as you want. Add another !!UN:H with other coordinates to the script.
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Era II mods and utilities
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pei
Famous Hero
Fresh Air.
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posted July 21, 2009 04:55 PM |
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Hi there...me again...i cant make it work, i added another line of code:
ZVSE
!#TM53:S1/999/1/63;
!?TM53;
!!UN:H53/54/0/1/30;
!!UN:H98/18/0/1/20;
but i get nothing... then i made 2 timed events with only one difference: the last line of the code...still nothing...
i have a "doubt"...żcould it be that my code is set to work on all players(63)so the second one doesnt work?
Dunno...just guessing...i want the following code to work:
!#TM53:S1/999/1/63;
!?TM53;
!!UN:H53/54/0/1/30;
!#TM54:S1/999/1/7; (7 for blue, red & tan players)
!?TM54;
!!UN:H98/18/0/1/20;
Ive even put these two in differents events but still nothing...learning is so annoying but the EXP is sweet!
By the way...thanks for the attention!!!!
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted July 21, 2009 05:32 PM |
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pei
Famous Hero
Fresh Air.
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posted July 21, 2009 06:31 PM |
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You re right Salamandre! But since i have 6 players, the bit total ascends to:
Included:
red=1
blue=2
tan=4
green=8
orange=16
purple=32
-------
63
Left out:
teal=64
pink=128
Please excuse me,sometimes i cant seem to explain myself very well in english & i forget to write important caracteristichs of the map.
IŽll let you now when i get this events to work!
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted July 21, 2009 06:51 PM |
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The code is correct, dunno why you can't get it to work.
Try this.
ZVSE
!#TM53:S1/999/1/2;
!?TM53;
!!FU1000:P;
!?FU1000;
!!UN:H53/54/0/1/30;
!!UN:H98/18/0/1/20;
!!IF:M^Shroud was added^;
Do you get the message?
If not, that means TM53 is used in another of your script.
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Era II mods and utilities
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pei
Famous Hero
Fresh Air.
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posted July 22, 2009 05:55 PM |
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Ok Salamandre,
Ive started a new map & tested with only my previous script but doesnt work(meaning that 1st area is with fog & 2nd area is NOT)...
then i tried with ur code with the message...the message shows but then an error window appears with the following message:
ERM Syntax Error
File:monsters
Line:5280
ERROR!! Attemp to use "!!BM" in non-human battle(use Flag 1000 for cheking)
What?jaja
Mmm the map im scripting is intended to be wogified...but havent touched the original settings of the wog options...could the problem be here?
It seems strange to me that the code works in only one area...
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted July 22, 2009 06:00 PM |
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Try this in another event:
ZVSE
!?PI;
!#UN:P5/0; [Map isn't wogified]
Start the game, type the code WOGEYEOFSAURON (cheat) and the map will be revealed. Press end turn, next turn it should show 2 shrouded areas.
If still does not work, send me your map, I guess there is a typo somewhere. I will fix it in no time.
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Era II mods and utilities
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pei
Famous Hero
Fresh Air.
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posted July 22, 2009 06:18 PM |
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IT WORKS! ITS ALIVE!
TOO BAD YOU HAVE ERASED EINSTEINS QUOTE...I WOULD RE-WRITE IF I WERE YOU...
ITS A HORRIBLE NOOOOOB MISTAKE...i had not realized that the working fog is on 53-54...so X & Y are similar...
but on 98 & 18 theres a BIGGGG DIFFERENCE...SORRY FOR ALL THIS TROUBLE...simply changed the code to:
!!UN:H18/98/0/1/20; on the second fog...
RESUMING...the code works fine IF WRITTEN PROPERLY, EVEN WOGIFIED
Thanks SALAMANDRE/Valery for ur infinit patience.
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pei
Famous Hero
Fresh Air.
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posted July 24, 2009 10:12 AM |
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How about this...i want a location to start with a creature(either set by code or by design[i mean dragging the creature to the location])but if the creature is killed, then a random stronger monster appears. Which is the best way to accomplish this?If possible.
Does any of u know? Thanks even for reading this!!
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pei
Famous Hero
Fresh Air.
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posted July 31, 2009 02:27 AM |
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I have one question, is it possible in multiplayer mode to do the following?: 1 hero of 1 player completes a quest & that affects another player.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted August 09, 2009 12:56 AM |
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Check existing maps.
@Pei: Yes, but you are too evasive. Can't help without more infos.
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Era II mods and utilities
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted August 12, 2009 01:47 PM |
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If there is one thing I am ashamed, it is my "deep" mathematics knowledge. So, if one master them enough to explain me a simple concept, please:
I need to enable only might classes, so the long formula would be:
!?HL-1;
!!HE-1:B2/?v234; **check for class
!!FU|v234=1/v234=3/v234=5/v234=7/v234=9/v234=11/v234=13/v234=15:E; **if magic class, exit
**magic classes: 1,3,5,7,etc
**might classes: 2,4,6,8,etc
Now I see Bad used a different formula, which is shorter:
!!HE-1:B2/?y-7 Ed/?y-8;
!!VRy-99:Sy-7 %2; // only for casters
!!FU&y-99=0:E; // exit the function, if it is a fighter class
It is the:
!!VRy-99:Sy-7 %2; // only for casters
which bother me, as I can't understand it.
GrayFace answered:
He did it right. % is division reminder. So, if it is 0, the number is even, otherwise it's odd. Spellcasters classes are odd.This way is better because it would work if new character classes are added.
Even, odd...any care to explain me this?
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Era II mods and utilities
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Warmonger
Promising
Legendary Hero
fallen artist
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posted August 12, 2009 01:51 PM |
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted August 12, 2009 01:59 PM |
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Well, yes, but the part I can't get is why:
2 %2=0
4 %2=0
6 %2=0
etc. I must be blinded.
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Era II mods and utilities
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Warmonger
Promising
Legendary Hero
fallen artist
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posted August 12, 2009 02:04 PM |
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% here returns the remainder left from integer division. 2/2 = 1 with remainder 0, 3/2 = 1, remainder 1 etc. Quite simply even numbers are these which have remainder from division by 2 equal to zero and odd have it equal to 1.
I wonder how the hell did you code all these maps if you don't know basic operators
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