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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: ERA scripts debugging and fixing
Thread: ERA scripts debugging and fixing This thread is 5 pages long: 1 2 3 4 5 · «PREV
majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted June 01, 2012 09:44 PM
Edited by majaczek at 22:10, 01 Jun 2012.

Because I'm not knowing well these triggers, and they are outside ERM Help (take it as feature request - for adding list of new triggers to ERM Help and updating Whole ERM-Help). I should try it.

Seriously thought Sagamosa intended AL to work only for Human Players - and I believe opening Hero Screen from Tavern (for unbought hero) or Battle (for Enemy Hero) may result in catching the trigger and trying to levelup for AI (Which at best would trigger Hero Upgrade for not your Hero, and at worst would cause serious bugs once AI or unowned Heroes may be not properly initialised). However I would try it locally.

EDIT: Yeah it triggers for tavern heroes but not for enemy heroes (my memory were BAD). But check for hero owner should be enough.

EDIT: Here is third version of Sagamosa fix - it makes use of OnOpenHeroWindow but won't trigger on tavern or other unowned heroes.

EDIT: Removed Outdated Versions from hosting.

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Bersy
Bersy


Honorable
Supreme Hero
posted June 01, 2012 09:58 PM

To say the truth, I never checked if tavern info calls the trigger. Now I know

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revolut1oN
revolut1oN


Famous Hero
posted June 02, 2012 01:46 PM



Hi, as you can see on the screenshot i'm having problems with Sagamosa scripts. It works great on some maps, but on the others it doesnt even start (here i tried to launch Clash of The Dragons campaign from Chronicles)

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted June 02, 2012 05:48 PM
Edited by majaczek at 17:56, 02 Jun 2012.

@revolution

Sagamosa scripts are generally buggy as it is more working concept of project than complete mod. Probably all fragments requiring WoG version higher than TE were ported to ones runnable in ERA. That is what Bersy did. Indeed some bugs may result from ERA itself (it seems it's better to update era.dll even after official ERA2.2), but more probable is bug in AL itself.

Bersy clearly said that he is rather not intrested in bugfixing AL. I fixed one simple bug but I may have not enough time, resources and experience to fix it all. Notice that it's highly possible that AL's script is incompatible with some original WoGify scripts, as it already shares WoG Option number with "Map Rules: Heroes start with 5th level" which makes user enable/disable both at once.


EDIT: Thinking again the screenshot looks me more like bug in original WoGify script, as it happened to me a few times on random maps. It is probably related with some scriptlet (integral part of script) modyfing behaviour of Signs (Either "rewritable signs" option or some more internal) probably related to count and positions of Signs on map before WoGifing, Hence it is appreciated to point custom (non-random-generated) map on which such bug happens often. If it is heavily reproducible, the logs (preferably with Debug=1 in Era.ini), once the bug appear, would be crucial

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Bersy
Bersy


Honorable
Supreme Hero
posted June 02, 2012 06:23 PM

AL even used IDs of WoG functions, so I had to redirect not only negative, but all functions of the script. The mod works with random XL maps, I don't know what stops it at campaigns.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted August 06, 2012 08:49 PM

Sorry for disturbing, but I lately run some games in almost unmodified Era 2.3 enviroment (two or three changes from Merged SU which doesn't conflict with changes after era were updated and about two new minor script fixes - Ressurection for paladin in Enchanced Commanders and compability patch between War Machines I and artillery.dll), and separate from crashes from Casting Ressurection on non-living (eg. gargoyles) there occured some late game: crashes, erm errors and erm crashes. I cannot be fully sure they came from ERA scripts and binary fixes itself since it was slightly modded but I suppose that some of them do.

I had repeatable unrecoverable bug in Griffins conservatory supposedly coming from WM1 script (the fixes were only to enable default action intown after clicking blacksmith which is useless without artillery.dll hence disabled in WM1 but I patched it in my script - the rest including battle code were not touched). I had also an repeteable ERM crash during AI move.

I have a please for new Era 2.4 to include some sort of patch for WM1 script machines upgrading compability patch to not disable standard action of blacksmith (which is useful in artillery.dll or "All war machines in Blacksmith.dll" usage - and those dlls seems to be same functionality).

I have also to ask how to simulate casting of ressurection from script properly (Like First Aid tent in default wog scripts) so I could have bugless behaviour of ressurection for my script paladins (sorry that it seems more as an "erm help" topic question but i liked to put this in one forum post).

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JimV
JimV


Responsible
Supreme Hero
posted August 06, 2012 10:25 PM

Methods which I have used or seen to give creatures Resurrection:

1) Set the number of spells the creature can cast with MA:B, and change its spell to Resurrection during battle with BM:U4/38.  This does not work well for Resurrection because the innate "spell power" or most creatures is much less than that of an Arch Angel, so the creature will not be able to resurrect another creature which has a lot of hit points.

2) War Machines I changes the First Aid Tent creature to a Santa Gremlin, then uses the undocumented BG:A11 command to cast the Resurrection.  "The Dragon Slaughter" contains WMI in a Timed Event, and it has this glitch:  the casting (wand) mouse pointer does not always form over a resurrectable friendly stack.  I changed the creature type to Arch Angel (13) instead of Santa Gremlin (173) and now the wand always forms.  (It is also necessary to increase the Tent's number of spells with BM:Ed1 when changing to the Arch Angel.)

3) I now think the best way to do this is completely via ERM.  It could be done using a BH:C Hero cast, after a series of checks involving MM0 and CM4.  Case 1) might be practical under WoG 3.59 using SS to adjust the effect of the spell (temporarily) for the creature's innate spell power.  (I have not tried this.)

Note that the AI will not make use of this ability under case 3), and not always under the other cases.

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted October 07, 2012 08:51 PM
Edited by artu at 20:51, 07 Oct 2012.

Can you tell me which tool to use to edit this text:


i dont like that in every option (and everywhere else in the game) it is spelled artifact and only on the last one it is "artefact." I'm gonna change it. Also, which tool do you use to edit the texts of Wog Options menu? I am not going to code stuff only correct a few typos.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 07, 2012 08:56 PM
Edited by Salamandre at 20:59, 07 Oct 2012.

Yeah that was my addition to the artificer. Once you have an habit, you don't think anymore at syntax. Artefact is oldest than artifact so I will continue to use it, despite critics
____________
Era II mods and utilities

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted October 07, 2012 09:07 PM

I know artefact is the British version. To me it is a matter of consistency, so which tool do I use to edit my personal version, i think i can manage text editing at least.

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JimV
JimV


Responsible
Supreme Hero
posted October 07, 2012 11:22 PM
Edited by JimV at 23:23, 07 Oct 2012.

The text for the script is part of the script.  It can be edited with a text editor, but it is better to edit it with the ERM Script Editor because of the difference in the way the programs handle some special characters.  If the script comes with a .ert file (e.g. "scriptA.erm" and "scriptA.ert"), then the text is probably in the .ert file.  (See the ERM Editor Help for a description of .ert files.) If the script does not have a .ert file, then the text is in the .erm file.

The original text of the WoG Settings Menu is in the files ZSetupi.txt in H3Bitmap.lod, where I think i=0 and 1 (but maybe 1 and 2).  New, added options are usually in .ers files (also explained in the ERM Editor Help), with the same name as the script, in Data/s.  They can also be edited either with a text editor or the ERM Script Editor, but the latter is more fool-proof.

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted October 08, 2012 12:55 AM

Thanks JimV. The Articifier text was in the ert file like you said. Previously the Erm Scripter was set only to preview erm files so i missed it. Here's the corrected version for people who want to replace, place in mods/wog revised/data/s:
52 wog - artificer.rar

The Erm Scripter wont open the file H3Bitmap.lod though, it doesnt even recognize it in open file menu. When I open the file with a regular text editor, it's all gibberish.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 08, 2012 01:01 AM

In fact, you have all tools you need to open every possible file in mods manager. Open it, see ERM editor, SND/pac editor, def viewer, def tool, any.
____________
Era II mods and utilities

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted October 08, 2012 01:24 AM

MMarchive opens Mods/Wog Revised/Data/wog revised.pac

zsetup01.text is the Wog Options menu of Wog Revised mod. However, you can see everything but you can not make changes.

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JimV
JimV


Responsible
Supreme Hero
posted October 08, 2012 01:29 AM

Sorry for the confusion.  When I wrote "they can be edited ..." I meant the .txt files ZSetup00 and ZSetup01, not the .lod file.  Read the topic "Introduction to Modding and Scripting" to learn about .lod files.  Files can be extracted from Heroes archive files such as H3Bitmap.lod or hmm35wog.pac (see Era Manual) with Grayface's program MMARCHIVE.exe.

I expect most recent WoG Setting Menu items are in separate .ers files in WoG/Data/s, however (those that were not in WoG 3.58f).

Strictly speaking, questions about how to modify Heroes 3/WoG/Era belong in the "Introduction to Modding and Scripting" thread (which used to be a sticky thread but now is found in the "Links" sticky thread).  This thread is more for addressing WoG script bugs which cause crashes or disrupt game play.

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