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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: ERM help and discussion
Thread: ERM help and discussion This Popular Thread is 407 pages long: 1 50 100 ... 132 133 134 135 136 ... 150 200 250 300 350 400 407 · «PREV / NEXT»
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 07, 2012 06:39 PM

The artefact script is correct...now have to check whet other scripts you use behind, I see a small mess in. It is impossible to make a script working without knowing exactly what vars you use in others. Will look at it tomorrow.
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Era II mods and utilities

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted February 07, 2012 06:55 PM

You're right about the artifact script. It does work without the summoning creatures script that preceedes it. So the problem is in there. I just can't see it though, i changed the variables.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 07, 2012 07:31 PM
Edited by Salamandre at 19:31, 07 Feb 2012.

Quote:

!!UN:P67/?v5999;   [Check is the script is enabled, otherwise exit]
!!UN:P67/?v5997;   [Check is the script is enabled, otherwise exit]
!!UN:P67/?v5996;   [Check is the script is enabled, otherwise exit]


Are there 3 different scripts? Or you store the state of same script in three different variables?

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Era II mods and utilities

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted February 07, 2012 08:01 PM

Well, i change the variable every time. I don't know why it is needed but i found out that it doesn't work without it. So i leave it be. I told you that the way the summoning script is right now it is working.

However, if you put it together with the artifact script then there are problems.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 07, 2012 08:35 PM
Edited by Salamandre at 20:41, 07 Feb 2012.

I can't test because I don't have your scripts, but try this:

ZVSE

!?BA0&1000;
!!VRv7890:S0;
!!BA:H0/?v5456 H1/?v5457;
!!VRv7890|v5456=3/v5456=31:S1; [check if Sylvia/Aeris]
!!VRv7890|v5457=3/v5457=31:S2;
!!HEv5456:A2/162/d/?y2;  [check for artifact]
!!HEv5457&v5457>-1:A2/162/d/?y4;  [check for artifact]
!!FU&y2<1/y4<1:E;
!!if&y2>0:;
!!IF:Wv5456;
!!VRw3:S99;
!!FU333:Pv5456;
!!en:;
!!if&y4>0:;
!!IF:Wv5457;
!!VRw3:S99;
!!FU333:Pv5457;
!!en:;

!?FU333;
;x1=Hero ID
!!HEx1:F?v110/?v111/?v112/?v113; Get stats
!!VRv114:Cv110/v111/v112/v113;
!!VRv110:+v112;
!!VRv111:+v113;
!!VRv112:-v112;
!!VRv113:-v113;
!!HEx1:Fv110/v111/v112/v113;

!?BA1&1000;
!!HE-1:O?y1;
!!FU&y1<0:E;
!!IF:W-1;
!!FU&w3<>99:E;
!!HE-1:Fv114/v115/v116/v117;
!!VRw3:S0;

!?BF&1000; [Battlefield setup trigger]
!!UN:P67/?v1;   [Check is the script is enabled, otherwise exit]
!!FU&v1<>1:E;
!!FU&v5456<>3/v5456<>31/v5457<>3/v5457<>31:E;   If none of them is in battle, exit
!!HEv5456|v5456=3/v5456=31:E?y-5/?y-6/1; if Sylvia/Aeris attacker
!!HEv5457|v5457=3/v5457=31:E?y-5/?y-6/1; if Sylvia/Aeris defender
!!VRy-6::5; [the formula: y-4(?)]
!!FU&y-6<1:E; [Exit if zero]
!!BU&v7890=1:S9/y-6/38/0/-1/1; [Summon creatures]
!!BU&v7890=1:S9/y-6/46/0/-1/1; [Summon creatures]
!!BU&v7890=2:S9/y-6/38/1/-1/1; [Summon creatures]
!!BU&v7890=2:S9/y-6/46/1/-1/1; [Summon creatures]

If does not work, upload a map with all your scripts inside, will be easier to fix.

@OxFea, I don't remember if you posted somewhere the UN:C black magic to remove azures fear?
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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted February 07, 2012 08:57 PM

It doesn't actually work... There are no erm errors, the artifact works fine BUT the creatures aren't summoned at all.

I only edit script 67 for my mod so HERE it is. This is before your previous suggestment.

As i said, i want to use the summoning skill once for each town (not only for Sylvia and Aeris, that was just an example). The script i send you has this summoning skill (as introduced by the halfling mod) and it works (even when two of those heroes battle each other, there are still the creatures summoned). I also should point out that i made a different copy of the script for each hero separetely because i want to have a diferent formula for the summoned creatures. Sylvia summons 1 for each level, Aeris 1 for each 5 levels for instance.  
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 07, 2012 09:00 PM
Edited by Salamandre at 21:01, 07 Feb 2012.

I quick tested it in a map with Sylvia and Aeris and worked once I removed the UN:P67 part. Your problem is the main script, game can't read it if activated. Remove the check.
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Era II mods and utilities

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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted February 07, 2012 09:09 PM

Nope still. I removed the check but the problem remains.

As i said in my previous post the summoning script should be used for an individual hero. For instance now, Sylvia summons a creature per 5 levels (like Aeris) although i want it to be one for every level. Secondly she summons one on her side AND one on the defender's side as well, which means that the script is executed without any checking at all.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 07, 2012 09:26 PM
Edited by Salamandre at 21:33, 07 Feb 2012.

Look, I tested only the script I made, and it works. Now, opening your 67.erm, I can't fix it, it is all chaotic, there are endless UN67 exits everywhere, and without reason, probably something goes wrong with them. You use multiple battle field triggers for multiple heroes, while it should be in same. It requires writing it from scratch, and clean all the mess. My problem is that I can't play with your 67.erm and check the errors, it throws me multiple errors on start of game, and exits. Using ERA 1.91, what you use?

I cut the small parts which could screw the script (useless checks), and I got it working, Sylvia summons creatures. Now you can change the percentage and side.

script 67
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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted February 07, 2012 09:35 PM

I use ERA 1.91 too.

Look it's OK, i will try and figure a way to join these two scripts myself and if i meet a deadend i will simply drop the artifact idea. It starts to hit me on my nerves to be frank... And i don't want to bother you as well.

Anyway, thanks for your help! I will try it out some more and let you know if i succeed.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 07, 2012 09:42 PM

I will compile all BF's in one, maybe tomorrow evening. Until that you should read the vars which are used, the author always gives the list on top. For example, he uses TM2, and you use it too, for other purpose. Scripts can't work that way.
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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted February 07, 2012 10:49 PM

The variables mention in the begining of the script may not apply because i have altered the script a lot over the time i've been modding heroes.

Anyway, i will try and make a list by tomorrow. I still can't see how these scripts will work together. I keep trying diferent formulas, diferent variables and nothing. I don't know what else can i do about it.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 07, 2012 11:12 PM
Edited by Salamandre at 23:14, 07 Feb 2012.

Consider the following example:

!?PI;
!!UN:P67/?v1;
!!FU&v1<>1:E;
!?BA0&1000;
!!IF:M^Do I see this message when battle starts?^;

So, if you exit the PI trigger if script 67 not activated, will you see the battle message?
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Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted February 08, 2012 12:23 AM
Edited by Hero_of_Light at 00:26, 08 Feb 2012.

OK i get that the PI trigger has no use here. As i said i just copied the script from the Halfling's mod and since it worked i was happy and didn't mind the details

BTW, i checked the artifact pack with the AI player wielding the artifact as well (so two heroes were battling with the same artifact) and it worked OK.
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fanofheroes
fanofheroes


Famous Hero
posted February 08, 2012 02:08 AM

I've noticed that as I play a game with the erm scripts that I've attached, the diplomacy function becomes void.  I even customized the wandering creatures to join a hero with ease, and yet they do not.  I've gone over the codes, and even the ones as simple as customizing the heroes secondary skill slots, or the creature special abilities, the diplomacy skill is void.  On the same scenarios where I select to not accept the ERM scripts as the game loads, the diplomacy function works.  Is there an ERM script to counter the effect so that it runs normally?

thank you

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 08, 2012 03:36 AM

Quote:
didn't mind the details


Sure. But if one day you need someone to clean that script and order things, he will be confused and his task will be much harder, to navigate through.
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solitaire345
solitaire345


Promising
Famous Hero
posted February 11, 2012 03:17 PM

In ERM help "Format C" creature ID 124(one of the unused creatures) is listed as "RESERVED". Does anyone know why it is reserved and if it is used anywhere?
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JimV
JimV


Responsible
Supreme Hero
posted February 11, 2012 03:55 PM
Edited by JimV at 15:56, 11 Feb 2012.

I am just guessing, but it has a picture of a catapult in TWCRPORT and is used in War Machines II (script55) to add a second battle machine in combat (for non-siege battles), so perhaps it was reserved for that purpose.

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ShizueKaryan
ShizueKaryan


Adventuring Hero
Outcast Fire Witch
posted February 12, 2012 06:23 AM

I tried to change "summon air ele" speall, it will summon S.Archangel instead of Air Ele. I use the scrip in topic WoG moding:
!!UN:C5906561/1/150;
But it doesn's work, and crash the game. Please help.
P.s: and how to change a spell's name?
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My HoMM3 Maps
Sorry for my bad English.

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JimV
JimV


Responsible
Supreme Hero
posted February 12, 2012 04:00 PM

Quote:
I tried to change "summon air ele" spell, it will summon S.Archangel instead of Air Element ...


You might try using the Water Elemental instead of the Air Elemental, so that you are not substituting a 2-hex creature for a one-hex creature, but that is just a guess.  Spell names must be in one of the text files in h3bitmap.lod, but that is a modding matter, not an ERM matter.  However, WoG 3.59 as used in Era has a new !!SS receiver which can be used to change spell names - see Solitaire345's updated WoG 3.59 ERM Help document (linked previously on this thread or contained in the Era 2 package).

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