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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted December 02, 2014 05:56 AM |
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For example, if you erm build a dwelling when in town screen. It will not show until you quit and re-enter the town. Or in this case, erm add an hero. The hero is there but you don't see him. If you reenter the town, now you see him.
Which means real update is the one happening when you manually build something or manually recruit an hero.
Or in battle, change battlefield. Will not update until you move a creature. Or if you add stats to a hero in custom dialog, will not update when back to map, need to open hero screen to process update.
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Era II mods and utilities
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Hawaiing
Adventuring Hero
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posted December 02, 2014 06:52 AM |
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Edited by Hawaiing at 06:53, 02 Dec 2014.
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Salamandre said: For example, if you erm build a dwelling when in town screen. It will not show until you quit and re-enter the town. Or in this case, erm add an hero. The hero is there but you don't see him. If you reenter the town, now you see him.
Which means real update is the one happening when you manually build something or manually recruit an hero.
Or in battle, change battlefield. Will not update until you move a creature. Or if you add stats to a hero in custom dialog, will not update when back to map, need to open hero screen to process update.
build a tavern for example
!!CA-1:B1/5; [not update]
you can change it like following
!!UN:C6919500/4/?y1;[TownManager]
!!SN:E6123136/2/y1/5;[5=tavern]
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Hawaiing
Adventuring Hero
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posted December 02, 2014 07:24 AM |
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Edited by Hawaiing at 07:24, 02 Dec 2014.
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update town screen scripts
!?CM1&1000;
!!CM:F?y1 I?y2 S?y3;
!!FU|y1<>512/y2<>30720/y3<>14:E; [RMC-OK button]
!!CA-1:P?y11/?y12/?y13 O?y14;
!!HE2:Py11/y12/y13 Oy14;[Add hero#2]
!!CA-1:B1/5;[built tavern]
!!UN:C6919500/4/?y1;[TownManager]
!!SN:E6057072/2/y1/1;[<5C6C70>update]
!!UN:R4/-1;
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted December 02, 2014 08:29 AM |
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Excellent, thanks. Should save it, many mods now can be updated with.
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Mister_kalu
Known Hero
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posted December 04, 2014 05:35 PM |
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Salamandre said:
Excellent, thanks. Should save it, many mods now can be updated with.
very soon i'm gonna upload another video ( i expect my last one, but when you start to modding is very difficult say stop) and i have 1 problem, you said is possible to redraw the adventure map with a trick, what is the setup to redraw if I made an hero and my "hero list" isn't updated?
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted December 04, 2014 06:47 PM |
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chelseaperfect
Hired Hero
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posted December 05, 2014 05:29 AM |
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http://upanh.in/548133bf4ae73/
It's impossible. How to do that?
Please help me, thank you very much
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted December 05, 2014 07:56 AM |
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I used it for creating big killer specialists, is not difficult, just add this value:
;#=hero ID
!!HE#:Ed99999999;
!!HE#:Ed2047293140;
;additionally set stats to avoid overflow
!!HE#:F120/120/120/120; set to 120 all stats
But hero should be other color when you do this, otherwise you will have to click 6000 times level up.
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Era II mods and utilities
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xevolution
Tavern Dweller
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posted December 05, 2014 10:54 PM |
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Erm script
Odvin said: I just thought that some discussion of ERM should be not only in the official forum, but in HC too. So, this thread is for everything connected with ERM scripting. Not only for those who write scripts, I mean. Pehaps it could be interesting (and it's also allows me to get the fresh news about ERM scripting, as I seldom visit the offcial forum... )
Hello, guys!
For a couple of days I am trying to spice up my wog-era game a little bit, so I am trying to activate a script that alter monster's damage, while their health is reduced during battles...
I am only fan of the game, no real erm skills, and I try to use my logic and copy/paste skills...
So, I used some snippets of code from Sagamosa's Advanced Levels script (which, by the way I enjoy using) and came up with a WORKING SCRIPT that reduces the damage, little by little, when stacks keep getting hurt...
BUT, the snippet that modifies the stack damage reallocates remaining health to whole number of creatures in the stack (it is taken from the Endure Pain advanced level erm code...) and kills the entire stack at once, when there is no health left to reallocate...
For my script idea to go as intended/thought, please, some Master Erm Scripter, offer some advice on how to reallocate the dealt damage, so that the stack gets killed the normal way (one creature after another), not the whole stack at once (like in Sagamosa's script)...
The code is here and can by copy/pasted inside any era mod/script, for testing :
!?MF1&1000; before damage dealt
!!MF:N?y-1; target stack?
!!BMy-1:B?y-2 N?y-3 H?y-4 L?y-5 I?y-99; original number of units / current number of units /HP/Hp lost by next monster
!!BMy-1:U1/?y-60; stack's minimum damage
!!BMy-1:U2/?y-61; stack's maximum damage
!!MF:F?y-6; final damage?
!!VRy-10:Sy-3 *y-4; initial HP pool
!!VRy-11:Sy-3 *y-4 -y-5 -y-6; HP pool after damage
!!VRy-12:Sy-11 :y-2; new HP/unit after damage
!!BMy-1&y-11<=0:Ky-10; kill whole stack if damage > HP pool
!!VRy-13&y-12=0:Sy-2 -y-6;
!!BMy-1&y-12=0:H1 Ny-13; set HP/unit =1, set new number of units if HP/unit=0
!!VRy-15:Sy-12 *y-3; !!VRy-14&y-12>=1:Sy-11 -y-15; !!VRy-12&y-14>=y-4:+1; !!VRy-14&y-14<y-4:*-1; !!VRy-14&y-14>=y-4:Sy-12 *y-3 -y-11;
!!BMy-1&y-12>=1:Ly-14 Hy-12;
!!VRy-52:Sy-10 : y-11;
!!VRy-53:Sy-52 - 1;
!!VRy-62:Sy-60 - y-53; modified min damage
!!VRy-63:Sy-61 - y-53; modified max damage
!!BMy-1:U1/y-62; modified stack's minimum damage
!!BMy-1:U2/y-63; modified stack's maximum damage
!!MF:F0; disable all real damage, damage now done via scripting above
Thank you very much and I hope this code, when finished, will also spice up some other wog-era fans games, too.
Best regards,
Emanuel
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hcl
Adventuring Hero
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posted December 09, 2014 09:29 PM |
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hm, is there any way to safely comment out a ERM command?
eg:
!!VRy1:S0 whatever i did to comment that (or any other erm command) out, used "***..*" in front, used ";" - it even showed completely green (aka as comment) in erm editor, it was still executed by game. WTH?!
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted December 09, 2014 10:00 PM |
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Once you have closed your code with ";" you can safely comment as long as you like.
!!VRv1:S0; my super amazing gorgeous comment
You only have to pay attention to not use erm syntax in comment:
!!VRv1:S0; my super amazing gorgeous comment!!!!!
This will put you in trouble as game will interpret your joy (!!!!) as receivers signals.
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Era II mods and utilities
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hcl
Adventuring Hero
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posted December 09, 2014 10:10 PM |
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Edited by hcl at 22:12, 09 Dec 2014.
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my point was to outcomment parts of code, wich seems not possible :/
i want to keep parts of code in the script, but dont have it normally active.
for instance stuff for debugging purpose that in other coding languages can be easily activated or deactivated with commentmarkers.
But as you said, if there are receiver or trigger signals even after "*" or ";" they will be interpreted. hardcore i say!
btw: is there a way to monitor contents of selected/all variables in realtime?
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted December 09, 2014 10:14 PM |
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No, but you could make a little "trainer" for that, manually enter the variable/flag ID then get the value on the fly.
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Era II mods and utilities
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mister_kalu
Known Hero
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posted December 11, 2014 01:16 AM |
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probably this had been discussed years ago, but how i can create a custom BiK or SMK video? with the RAD tools i can make the video but the game doesn't read it, i need the file for my custom dialog
salamandre maybe you know how, or at least, someone of your russian friends
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted December 11, 2014 02:37 AM |
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There is no receiver for bik files. The only way to get them read is to give existing bik files names (ex campaigns files). To include video in a dialog, you must use uncompressed *avi which means hundreds of megabytes. or *avi converted to *gif, as I do in Atlantis.
example.
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Era II mods and utilities
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mister_kalu
Known Hero
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posted December 11, 2014 03:32 AM |
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Salamandre said: There is no receiver for bik files. The only way to get them read is to give existing bik files names (ex campaigns files). To include video in a dialog, you must use uncompressed *avi which means hundreds of megabytes. or *avi converted to *gif, as I do in Atlantis.
example.
and so. let's imagine that i have the .gif file ( converted from my custom avi) where I put the gif? do you have the setup? f.e
DLxxx:Ayyy/xxx/zzz/0;
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted December 11, 2014 04:57 AM |
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There is a video index, my guess is that it holds ID of campaign videos, or defeat/win battle videos. I managed to place a video in a custom dialog for tew4, just use dialog editor, select video item then put some index (sizes do not match, you have to test until you get it). Then replace the original bik video with that ID with your custom. Gif works only in IF:D dialog, not in DL.
From what I know, nobody did such things, so except maybe Grayface I don't see who could advice you.
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Era II mods and utilities
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orzie
Responsible
Supreme Hero
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posted December 11, 2014 07:34 AM |
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OxFEA changed the tavern cutscenes and created an Era mod with the new ones.
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Mister_kalu
Known Hero
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posted December 11, 2014 01:06 PM |
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ok no problem, it's only a caprice. . i know you can use the gif on the IF receiver anyway, thanks for the time.
PS. i tried with the xfiles of Jim V but the video stops the mouse and the gameplay, and can't hold both ( video and DL) at the same time
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bloodsucker
Legendary Hero
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posted December 11, 2014 02:45 PM |
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hcl said: if there are receiver or trigger signals even after "*" or ";" they will be interpreted
True, but the reciver signal is !! not !. If u open the Replace function in my ERM Editor you will most often find *! for this !! or !! for *!.
As almost every thing in ERM it takes more work then it should but it can be worked around.
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