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Fanofheroes
Famous Hero
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posted September 02, 2016 08:49 PM |
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Salamandre said: You make some confusions here. Conquistador will work with your artifacts, but not on a test map, thats all. It is a mod to be played only on random maps.
Oh the recent link to my map I had was the actual scenario map. It was made from the random map generator and then I went in and edited it to make my version of middle earth.
I'll disable the mods like you mentioned and see what and if any errors come up and I'll save the game before it occurs and show you.
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XEricSin
Famous Hero
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posted September 06, 2016 01:28 PM |
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ERM MR:N
Hi, I need to get the stack number when a stack takes damage from an AOE.
The MR:N command apparently does not work.
The workaround FU29999 doesn't work as well.
Is there any other way of doing this?
Thanks.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted September 06, 2016 02:12 PM |
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I think russians found a work around it HERE (scroll down).
You should register to that forum and ask, english is allowed.
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Era II mods and utilities
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted September 06, 2016 02:17 PM |
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XEricSin said: Hi, I need to get the stack number when a stack takes damage from an AOE.
The MR:N command apparently does not work.
The workaround FU29999 doesn't work as well.
Is there any other way of doing this?
Thanks.
there was new era trigger for taking damage (FU7-something). it works well for magog fireball (serie of events, event fired separately each damaged stack), not yet tried with spells.
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XEricSin
Famous Hero
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posted September 07, 2016 02:43 PM |
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majaczek said:
there was new era trigger for taking damage (FU7-something). it works well for magog fireball (serie of events, event fired separately each damaged stack), not yet tried with spells.
I see 12 FU7xxxxx triggers in the erm help.
But none is for taking damage.
Where did you find the damage trigger, please?
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igrik
Promising
Known Hero
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posted September 07, 2016 03:45 PM |
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XEricSin said: Where did you find the damage trigger, please?
Spell damage or physical damage?
Salamander already wrote to you: this for spell damage (analogue MR:N).
!?MR1;
!!UN:C42231940/4/?y1;
!!UN:C6919200/4/?y2;
!!VRy1:-y2 -21708 :1352; = MR:N?y1;
!!IF:M^stack %Y1 takes damage^;
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XEricSin
Famous Hero
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posted September 07, 2016 09:08 PM |
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igrik said:
Salamander already wrote to you: this for spell damage (analogue MR:N).
!?MR1;
!!UN:C42231940/4/?y1;
!!UN:C6919200/4/?y2;
!!VRy1:-y2 -21708 :1352; = MR:N?y1;
!!IF:M^stack %Y1 takes damage^;
I tried it this morning and it didnt work. So I registered an account in the russian website and waiting for activation.
How come it works now? Strange.
Anyway, thanks to igrik and sal.
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XEricSin
Famous Hero
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posted September 12, 2016 01:36 AM |
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Edited by XEricSin at 15:06, 12 Sep 2016.
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I encountered a crash.
It says 0 division error.
Latest erm:
!!IF:V9/0;
!?FU8180; (Mystical Gardens, Water Weels and Windmills)
!!IF:V1/0;
!!
So I found this part of script 42:
*** Windmills ***
!!UN:U112/-1/?v5; (Get number of Windmills on the map)
!!UN&v5<>0:U112/-1/1/7;
!!DO8180/1/v5/1&9/-872/v5>0112;(Cycle through all Windmills)
!!VRy-20:Sc0;
!!VRy-20:%7; (get day of week)
!!IF&y-20=1:V872/1; (Flag that marks that Windmills, Water Wheels and Mystical Gardens have been set up. Also for mines if that rule is in effect)
!!IF:V9/0;
!?FU8180; (Mystical Gardens, Water Weels and Windmills)
!!IF:V1/0;
!!UN&x16>1:Ux1/-1/-1/7; (get location in v7, v8 and v9)
!!VRy2:S0 Rv6;
I was expecting to find something like !!VRy1::v1, but nothing.
Only !!VRy-20:Sc0; This is strange. I now c is current day, but What is c0?
Edit:
I found the error was not in the wog scripts.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted September 12, 2016 08:20 AM |
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Is a bait. You can either write Sc or Sc0 to get current day, both are correct. In such cases,just debug and you will see.
!!VRy1:Sc;
!!VRy2:Sc0;
!!IF:L^%Y1, %Y2^;
And get the day of the week is:
!!VRv1:Sc -1 %7 +1;
From the corrected erm help, write it down and keep it:
Day (1..n): !!VRv1:Sc;
Day (0..n): !!VRv1:Sc -1;
Day of the week (0..6): !!VRv1:Sc -1 %7;
Day of the week (1..7): !!VRv1:Sc -1 %7 +1;
Day of the month (0..27): !!VRv1:Sc -1 %28;
Week of the month (0..3): !!VRv1:Sc -1 %28 :7;
Week of the month (1..4): !!VRv1:Sc -1 %28 :7 +1;
Month: !!VRv1:Sc+27:28;
Week: !!VRv1:Sc+6:7;
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igrik
Promising
Known Hero
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posted September 12, 2016 09:56 AM |
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XEricSin said:
I tried it this morning and it didnt work.
How come it works now? Strange.
Can I see your script?
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XEricSin
Famous Hero
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posted September 12, 2016 01:17 PM |
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igrik said: Can I see your script?
I remember I did something like this:
!?MR1;
!!FUxxxv1; I either did this
!!FUxxx?v1; or this
!?FUxxx;
!!UN:C42231940/4/?y1;
!!UN:C6919200/4/?y2;
!!VRy1:-y2 -21708 :1352; = MR:N?y1;
!!VRv1:Sy1;
In the end, I got v1=2.
So I thought it didnt work.
After you said it works, I tried again.
And it works now :
!?MR1;
!!FUxxx?y1;
!?FUxxx;
!!UN:C42231940/4/?y1;
!!UN:C6919200/4/?y2;
!!VRy1:-y2 -21708 :1352; = MR:N?y1;
!!VRx1:Sy1;
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Hero_Of_Light
Responsible
Supreme Hero
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posted September 15, 2016 11:51 AM |
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Sorry for double post. I don't know how that happened.
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Not idly do the leaves of Lorien fall.
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Hero_Of_Light
Responsible
Supreme Hero
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posted September 15, 2016 11:53 AM |
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Can somebody help me with this script?
;Kilgor: quantity of summoned creatures = to level
!!if|v9711=149/v9712=149:;
!!VRy1:S84 R7; [Random Stronghold]
!!HE149:Ed/?y2;
!!VRy2&y1=84:Sy2*8; If Goblin x8
!!VRy2&y1=85:Sy2*7; If Hobgoblin x7
!!VRy2&y1=86:Sy2*5; If Nomad x5
!!VRy2&y1=87:Sy2*6; If Wolf raider x6
!!VRy2&y1=88:Sy2*4; If Orc x4
!!VRy2&y1=89:Sy2*3; If Orc x3
!!VRy2&y1=90:Sy2*2; If Ogre x2
!!VRy2&y1=91:Sy2*1; If Ogre x1
!!VRv8001&v9711=149:S0; Attacker
!!VRv8001&v9712=149:S1; Defender
!!BU&v8001=0:Sy1/y2/120/v8001/-1/1; [Summon creatures]
!!BU&v8001=1:Sy1/y2/134/v8001/-1/1; [Summon creatures]
!!en:;
!!IF:V411/0; disable
This script summons extra creatures for Kilgor in the battlefield.
It works OK, but I would like to add another check if that's possible.
Is there a way to check if the battle is a siege and If yes then the attacker's creatures be summoned on position 90? I am asking because position 120 is taken in a siege (By Catapult) and so it won't work OK.
To elaborate more, what I want is this:
In the end of the script there's a check for attacker and defender and then the creatures are summoned. I would like to add another check and if there is a siege battlefield, then the creatures of the attacker are not summoned in space 120 but instead in space 90.
I found this but I don't know how to add it:
Get/check siege battle type !!BA:S$;
$ - type
= 0 ordinary battle
= 1 a siege with a Fort
= 2 a siege with a Citadel
= 3 a siege with a Castle
Is that possible? Can somebody help me?
____________
Not idly do the leaves of Lorien fall.
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igrik
Promising
Known Hero
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posted September 15, 2016 12:49 PM |
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Hero_Of_Light said: Can somebody help me with this script?
;Kilgor: quantity of summoned creatures = to level
in which the trigger is executed, this part of the script?
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Hero_Of_Light
Responsible
Supreme Hero
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posted September 15, 2016 01:20 PM |
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The script is part of a larger script. I think what you need is this?
!?BA0&1000;
!!VRv8011:C-1/-1/-1/-1/-1/-1/-1/-1;
!?BF&1000/411;
!!VRv8001:C-1/-1/-1/-1/-1/-1/-1/-1/-1;
!!BA:H0/?v9711 H1/?v9712;
;Kilgor: quantity of summoned creatures = to level
!!if|v9711=149/v9712=149:;
!!VRy1:S84 R7; [Random Stronghold]
!!HE149:Ed/?y2;
!!VRy2&y1=84:Sy2*8; If Goblin x8
!!VRy2&y1=85:Sy2*7; If Hobgoblin x7
!!VRy2&y1=86:Sy2*5; If Nomad x5
!!VRy2&y1=87:Sy2*6; If Wolf raider x6
!!VRy2&y1=88:Sy2*4; If Orc x4
!!VRy2&y1=89:Sy2*3; If Orc x3
!!VRy2&y1=90:Sy2*2; If Ogre x2
!!VRy2&y1=91:Sy2*1; If Ogre x1
!!VRv8001&v9711=149:S0; Attacker
!!VRv8001&v9712=149:S1; Defender
!!BU&v8001=0:Sy1/y2/90/v8001/-1/1; [Summon creatures]
!!BU&v8001=1:Sy1/y2/134/v8001/-1/1; [Summon creatures]
!!en:;
!!IF:V411/0; disable
____________
Not idly do the leaves of Lorien fall.
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Hero_Of_Light
Responsible
Supreme Hero
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posted September 15, 2016 01:27 PM |
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The script is part of a larger script. I think what you need is this?
!?BA0&1000;
!!VRv8011:C-1/-1/-1/-1/-1/-1/-1/-1;
!?BF&1000/411;
!!VRv8001:C-1/-1/-1/-1/-1/-1/-1/-1/-1;
!!BA:H0/?v9711 H1/?v9712;
;Kilgor: quantity of summoned creatures = to level
!!if|v9711=149/v9712=149:;
!!VRy1:S84 R7; [Random Stronghold]
!!HE149:Ed/?y2;
!!VRy2&y1=84:Sy2*8; If Goblin x8
!!VRy2&y1=85:Sy2*7; If Hobgoblin x7
!!VRy2&y1=86:Sy2*5; If Nomad x5
!!VRy2&y1=87:Sy2*6; If Wolf raider x6
!!VRy2&y1=88:Sy2*4; If Orc x4
!!VRy2&y1=89:Sy2*3; If Orc x3
!!VRy2&y1=90:Sy2*2; If Ogre x2
!!VRy2&y1=91:Sy2*1; If Ogre x1
!!VRv8001&v9711=149:S0; Attacker
!!VRv8001&v9712=149:S1; Defender
!!BU&v8001=0:Sy1/y2/90/v8001/-1/1; [Summon creatures]
!!BU&v8001=1:Sy1/y2/134/v8001/-1/1; [Summon creatures]
!!en:;
!!IF:V411/0; disable
____________
Not idly do the leaves of Lorien fall.
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igrik
Promising
Known Hero
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posted September 15, 2016 01:42 PM |
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!?BA0&1000;
!!VRv8011:C-1/-1/-1/-1/-1/-1/-1/-1;
!?BF&1000/411;
!!VRv8001:C-1/-1/-1/-1/-1/-1/-1/-1/-1;
!!BA:H0/?v9711 H1/?v9712;
;Kilgor: quantity of summoned creatures = to level
!!if|v9711=149/v9712=149:;
!!VRy1:S84 R7; [Random Stronghold]
!!HE149:Ed/?y2;
!!VRy2&y1=84:Sy2*8; If Goblin x8
!!VRy2&y1=85:Sy2*7; If Hobgoblin x7
!!VRy2&y1=86:Sy2*5; If Nomad x5
!!VRy2&y1=87:Sy2*6; If Wolf raider x6
!!VRy2&y1=88:Sy2*4; If Orc x4
!!VRy2&y1=89:Sy2*3; If Orc x3
!!VRy2&y1=90:Sy2*2; If Ogre x2
!!VRy2&y1=91:Sy2*1; If Ogre x1
!!VRv8001&v9711=149:S0; Attacker
!!VRv8001&v9712=149:S1; Defender
!!BA:S?y3;
!!BU&v8001=0/y3=0:Sy1/y2/90/v8001/-1/1; [Summon creatures]
!!BU&v8001=0/y3<>0:Sy1/y2/156/v8001/-1/1; [Summon creatures] 120 -> 156
!!BU&v8001=1:Sy1/y2/134/v8001/-1/1; [Summon creatures]
!!en:;
!!IF:V411/0; disable
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Hero_Of_Light
Responsible
Supreme Hero
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posted September 15, 2016 02:23 PM |
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It doesn't work, now no creature is summoned. And why did you use the position 156?
Maybe I didn't explain what I want correctly:
I want:
1) If Kilgor is attacker, for stacks to appear on position 120
2) If Kilgor is defender, for stacks to appear on position 134
3) If Kilgor is attacker AND it is a siege, then appear on position 90.
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Not idly do the leaves of Lorien fall.
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igrik
Promising
Known Hero
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posted September 15, 2016 02:46 PM |
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Hero_Of_Light said: It doesn't work, now no creature is summoned. And why did you use the position 156?
Maybe I didn't explain what I want correctly:
I want:
1) If Kilgor is attacker, for stacks to appear on position 120
2) If Kilgor is defender, for stacks to appear on position 134
3) If Kilgor is attacker AND it is a siege, then appear on position 90.
!!BA:S?y3;
!!BU&v8001=0/y3=0:Sy1/y2/120/v8001/-1/1; [Summon creatures]
!!BU&v8001=0/y3<>0:Sy1/y2/90/v8001/-1/1; [Summon creatures]
!!BU&v8001=1:Sy1/y2/134/v8001/-1/1; [Summon creatures]
!!en:;
!!IF:V411/0; disable
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Hero_Of_Light
Responsible
Supreme Hero
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posted September 15, 2016 03:10 PM |
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OK, seems to work all right now, thanks!
____________
Not idly do the leaves of Lorien fall.
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