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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 50 100 150 200 250 300 ... 349 350 351 352 353 ... 400 407 · «PREV / NEXT»
fred79
fred79


Disgraceful
Undefeatable Hero
posted April 11, 2018 10:33 AM

As far as ironing out the era issue, i'm running a scan on my comp now. I'll post in the era thread once i make sure something else isn't holding me up.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted April 11, 2018 10:48 AM
Edited by Maurice at 10:49, 11 Apr 2018.

Fred and Salamandre, I would like to ask both of you to tone down the heat you're showing towards one another. Both of you are borderline breaking the CoC when it comes to not insulting eachother on this forum. I've let it slide for now since both of you are old timers here and have both shown to have a relatively thick skin, but it's starting to grind out on me.

Although ERM is total Chinese to me, it does seem to me that the core problem lies in the fact that Fred isn't able to install the latest ERA version properly. If I may make an analogy, to me it feels like Fred is attempting to implement scripts designed for Windows 7 (or 10) on a Windows XP machine and trying to find workarounds for everything that doesn't work.

As such, I would seriously ask both of you to focus on getting Fred up to speed with the latest ERA version and only after that focus on all script issues that are still prevalent; work together, not against one another. This is not in the least with regards to the eventual release of the map being incompatible with the ERA version most people use. It would be a total waste if all this time and energy was used to make the map work under an older ERA version, while it fails under the latest one and therefor hardly anyone being able to actually play it.

Fred, while I do realise you don't have much experience with ERM scripting, it does seem to be a local problem that you can't get the latest version of ERA to install on your system. Pretty much everyone else who uses ERA has succeeded there, so something is messing things up in your particular case. I would like to ask you to consider the fact that it's local and might take a bit more effort to get it to work on your system, as it's obvious that the effort you took so far wasn't sufficient. To start off, have you tried to perform a fresh install of the game and ERA? And with that I mean to first clean out all the old stuff left by old(er) installations, before commencing with the fresh installation. It wouldn't be the first time where old(er) files and/or registry entries messed up fresh installations, causing them to bug out in the most weird fashion.
____________
The last Reasonable Steward of Good Game Design and a Responsible Hero of HC. - Verriker

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fred79
fred79


Disgraceful
Undefeatable Hero
posted April 11, 2018 11:02 AM

I have one install folder that i make copies of, so that i don't screw things up with the registry. If i were to use the disk for a completely seperate install each time i wanted to try to get era 2 to run, that might create a conflict where there wasn't one before. For continuing modding purposes, i have to have at least ONE up-and-running era version working. Which i currently do.

And, all i've ever been about here in this thread, is trying to solve the issues i run into. If someone else creates a new issue, i have to deal with that, too. I'm only responding to what's being posted. I cannot ignore a provocation, in a help thread; because it is completely out of place here.

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igrik
igrik


Promising
Known Hero
posted April 11, 2018 11:10 AM
Edited by igrik at 17:12, 11 Apr 2018.

fred79, try this edited code.

ZVSE

!?FU75000;
; UN:C pathes
!!UN:C7727293/4/9999; removes hell steed fire shield
!!UN:C7735078/4/9999; removes hell steed fire shield
!!UN:C7719484/4/9999; removes hell steed fire wall
!!UN:C7721205/4/222;  removes santa gremlin guards
!!UN:C7994557/1/5;    removes nightmare death stare
!!UN:C7727580/4/9999; remove mirth from sylvan centaurs
!!UN:C7735444/4/9999; remove mirth from sylvan centaurs


!?GM0;  !!FU75000:P;
!?PI;   !!FU75000:P;
!!MA:X136/d-4; removes shoot ability from enchanters
!!MA:X137/d4096; no melee penalty for sharpshooters
!!MA:X139/d33554432; leprechauns wait in battle
!!MA:X151/d-2; removes fly from diamond dragons
!!MA:X151/d-8; removes breath attack from diamond dragons
!!MA:X102/d-1; removes 2-hex from alligator soldiers
!!MA:X103/d-1; removes 2-hex from alligator warriors
!!MA:X172/d-8; removes breath attack from nightmare
!!MA:X173/d1024; mind spell immunity from santa gremlins
!!MA:X195/d-1; removes 2-hex from hell steeds
!!MA:X195/d-8; removes breath attack from hell steeds
!!MA:X168/d-128; removes king 1 from gornyches
!!MA:X168/d-524288; removes attack-all from gornyches
!!MA:X168/d-8; removes breath attack from gornyches
!!MA:X192/d2; sylvan centaurs can fly
!!MA:X192/d-4; removes shoot ability from sylvan centaurs
!!MA:X192/d-32768; removes double attack from sylvan centaurs
!!MA:X193/d-4; removes shoot ability from sorceresses
!!MA:X193/d-2; removes fly from sorceresses
!!MA:X193/d4096; no close-range penalty against sorceresses
!!MA:X141/d1024; mind spell immunity for hunting horrors
!!MA:X141/d2; hunting horrors can fly
!!MA:X141/d-262144; hunting horrors aren't undead
!!MA:X144/d1024; mind spell immunity for deep ones
!!MA:X169/d1; tunnel slugs are 2-hex
!!MA:X169/d1024; mind spell immunity for tunnel slugs
!!MA:X169/d-4; removes shoot ability from tunnel slugs
!!MA:X169/d131072; always neutral morale
!!MA:X171/d-4; removes shoot ability from dryads
!!MA:X171/d2; dryads can fly
!!MA:X170/d-4; removes shoot ability from mermaids
!!MA:X170/d1; mermaids are 2-hex
!!MA:X42/d2; imps can fly
!!MA:X43/d2; familiars can fly

!!DO3561124/6/13/1:P42; removes imp stack exp abilities
!!DO3561124/6/13/1:P43; removes familiar stack exp abilities
!!DO3561124/6/13/1:P169; removes tunnel slug stack exp abilities
!!DO3561124/6/13/1:P170; removes tunnel slug stack exp abilities
!!DO3561124/6/13/1:P136; removes enchanter stack exp abilities
!!DO3561124/6/13/1:P137; removes sharpshooter stack exp abilities
!!DO3561124/6/13/1:P132; removes azure dragon stack exp abilities
!!DO3561124/6/13/1:P140; removes boar stack exp abilities
!!DO3561124/6/13/1:P141; removes old mummy stack exp abilities
!!DO3561124/6/13/1:P144; removes troll stack exp abilities
!!DO3561124/6/13/1:P171; removes dryad stack exp abilities
!!DO3561124/6/13/1:P192; removes sylvan centaurs stack exp abilities
!!DO3561124/6/13/1:P193; removes sorceress stack exp abilities

!!EA171:B5/0/115/29/0/0/0/0/0/0/0/0/0/0/0; remove fire shield
!!EA171:B6/0/115/29/0/0/0/0/0/0/0/0/0/0/0; remove fire shield
!!EA171:B7/0/115/29/0/0/0/0/0/0/0/0/0/0/0; remove fire shield
!!EA171:B8/0/115/29/0/0/0/0/0/0/0/0/0/0/0; remove fire shield
!!EA171:B9/0/115/29/0/0/0/0/0/0/0/0/0/0/0; remove fire shield
!!EA171:B10/0/115/29/0/0/0/0/0/0/0/0/0/0/0; remove fire shield
!!EA171:B11/0/115/29/0/0/0/0/0/0/0/0/0/0/0; remove fire shield
!!EA171:B12/0/115/29/0/0/0/0/0/0/0/0/0/0/0; remove fire shield

!!EA137:B6/1/102/115/1/1/1/1/1/1/1/1/1/1/1; shoot when adjacent

!!EA139:B5/1/102/117/1/1/1/1/1/1/1/1/1/1/1; aura of resistance
!!EA139:B6/1/87/43/100/100/100/100/100/100/100/100/100/100/100; magic resistance
!!EA139:B7/1/103/43/100/100/100/100/100/100/100/100/100/100/100; damage resistance

!!EA169:B6/1/119/66/1/1/1/1/1/1/1/1/1/1/1; blind immunity
!!EA169:B7/1/119/83/1/1/1/1/1/1/1/1/1/1/1; slow immunity

!!EA132:B6/1/98/1/1/1/1/1/1/1/1/1/1/1/1; reduce target defense
!!EA132:B8/1/75/16/100/100/100/100/100/100/100/100/100/100/100; ice bolt
!!EA132:B9/1/119/67/1/1/1/1/1/1/1/1/1/1/1; cold spells immune
!!EA132:B10/1/104/131/2/2/2/2/2/2/2/2/2/2/2; frost dragons hate phoenixes
!!EA131:B12/1/104/132/2/2/2/2/2/2/2/2/2/2/2; phoenixes hate frost dragons

!!EA193:B6/1/102/102/1/1/1/1/1/1/1/1/1/1/1; fearless
!!EA193:B9/1/119/67/1/1/1/1/1/1/1/1/1/1/1; cold spells immune
!!EA141:B6/1/102/102/1/1/1/1/1/1/1/1/1/1/1; fearless
!!EA141:B7/1/70/43/1/1/1/1/1/1/1/1/1/1/1; causes fear

!!DO3561124/6/13/1:P168; removes gornych stack exp abilities
!!DO3561124/6/13/1:P173; removes santa gremlin stack exp abilities

!!EA173:B6/1/102/70/1/1/1/1/1/1/1/1/1/1/1; fly
!!EA173:B7/1/107/50/100/100/100/100/100/100/100/100/100/100/100/; casts basic sorrow after attack
!!EA173:B8/1/102/82/1/1/1/1/1/1/1/1/1/1/1; no retaliation

!!DO3561124/6/13/1:P172; removes nightmare stack exp abilities

!!EA172:B6/1/75/71/100/100/100/100/100/100/100/100/100/100/100/; casts poison after attack
!!EA172:B7/1/75/74/100/100/100/100/100/100/100/100/100/100/100/; casts paralyze after attack

!!EA142:B6/1/75/71/100/100/100/100/100/100/100/100/100/100/100/; casts poison after attack
!!EA142:B7/1/75/74/100/100/100/100/100/100/100/100/100/100/100/; casts paralyze after attack

!!DO3561124/6/13/1:P195; removes hell steed stack exp abilities

!!EA195:B6/1/115/49/3/3/3/3/3/3/3/3/3/3/3; mirth enchanted

!!EA168:B11/1/104/192/30/30/30/30/30/30/30/30/30/30/30; rocs hate ayssids
!!EA192:B11/1/104/168/10/10/10/10/10/10/10/10/10/10/10; ayssids hate rocs

!!EA144:B6/1/104/140/50/50/50/50/50/50/50/50/50/50/50; deep ones hate sea monsters
!!EA173:B9/1/104/140/40/40/40/40/40/40/40/40/40/40/40; cthulhi hate sea monsters
!!EA140:B7/1/104/144/2/2/2/2/2/2/2/2/2/2/2; sea monsters hate deep ones
!!EA140:B8/1/104/173/2/2/2/2/2/2/2/2/2/2/2; sea monsters hate cthulhi


!?FU3561124;
!!EAx1:Bx16//////////////;

!?FU77007;
!!SN:X?y1/?y2;
!!BMy1:T?y4;
!!SN&y4=144:X?y1/?y2/1; disable 144 regenerate

!?FU75000;
!!VRz100:S^PIRT^;  !!FU25003:P137;
!!VRz100:S^DDRA^;  !!FU25003:P151;
!!VRz100:S^ROCC^;  !!FU25003:P168;
!!VRz100:S^SLUG^;  !!FU25003:P169;
!!VRz100:S^MERM^;  !!FU25003:P170;
!!VRz100:S^DRYD^;  !!FU25003:P171;
!!VRz100:S^ARAC^;  !!FU25003:P172;
!!VRz100:S^CTHU^;  !!FU25003:P173;
!!VRz100:S^ASSI^;  !!FU25003:P192;
!!VRz100:S^SPUK^;  !!FU25003:P193;
!!VRz100:S^SATY^;  !!FU25003:P195;

!?FU25003;
!!UN:C4697553/4/?y1;
!!VRy2:S116*x1+y1+8;
!!UN:Cy2/4/?y3;

!!UN:V?y91/?y92;
!!VRy93&y91=358:S40225400;
!!VRy93&y91=359:S9597416;
!!VRy93&y91=400:S9597416;
!!VRy4&y93=0:S0;
!!FU&y93=0:E;
!!VRy4:S100 *512 +y93;

!!UN:Cy4/1/?y5; !!UN:Cy3/1/y5;
!!VRy4:+1; !!VRy3:+1;
!!UN:Cy4/1/?y5; !!UN:Cy3/1/y5;
!!VRy4:+1; !!VRy3:+1;
!!UN:Cy4/1/?y5; !!UN:Cy3/1/y5;
!!VRy4:+1; !!VRy3:+1;
!!UN:Cy4/1/?y5; !!UN:Cy3/1/y5;

---------------------------------
my leprechaun script:

ZVSE

!?BR&v997=0;
!!VRy1:Sv15;
!!VRv15:S0;
!!DO48491/0/20/1:P0;
!!DO48492/0/20/1&v15=1:P0;
!!VRv15:S0;
!!DO48491/21/41/1:P21;
!!DO48492/21/41/1&v15=1:P21;
!!VRv15:Sy1;

!?BG1;
!!VRy1:Sv15;
!!VRv15:S0;
!!DO48491/0/20/1:P0;
!!DO48492/0/20/1&v15=1:P0;
!!VRv15:S0;
!!DO48491/21/41/1:P21;
!!DO48492/21/41/1&v15=1:P21;
!!VRv15:Sy1;

!?FU48491;
!!BMx16:T?y2 N?y3;
!!VRv15&y2=139/y3>0:S1;    if mon = 139
!!VRx16&v15=1:S42;

!?FU48492;
!!BMx16:N?y1;
!!BMx16&y1>0:G213/d3/d;    give good luck +3

------------------------
my forge script:

ZVSE

!?PI;
!!MA:X84/d4; grunt soldiers can shoot
!!MA:X85/d4; foot soldiers can shoot
!!MA:X86/d1024; mind spell immunity for cyber dead
!!MA:X87/d1024; mind spell immunity for cyber zombies
!!MA:X86/d-1; removes 2-hex from cyber dead
!!MA:X87/d-1; removes 2-hex from cyber zombies
!!MA:X87/d-32768; removes double attack from cyber zombies
!!MA:X88/d-4; removes shoot ability from flamethrower
!!MA:X89/d-4; removes shoot ability from pyromaniac
!!MA:X92/d-1; removes 2-hex from brutes
!!MA:X93/d-1; removes 2-hex from bruisers
!!MA:X92/d4; brutes can shoot
!!MA:X92/d2048; brutes no obstacle penalty
!!MA:X92/d32; brutes can hit castle walls
!!MA:X93/d4; bruisers can shoot
!!MA:X93/d2048; bruisers no obstacle penalty
!!MA:X93/d32; bruisers can hit castle walls
!!MA:X94/d1; naga dozers are 2-hex
!!MA:X94/d-4; naga dozers can't shoot
!!MA:X95/d1; naga tanks are 2-hex
!!MA:X95/d-4; naga tanks can't shoot
!!MA:X96/d1024; mind spell immunity for juggernauts
!!MA:X97/d1024; mind spell immunity for dreadnaughts
!!MA:X156/d-2; removes fly from dreadnaught artillery
!!MA:X156/d4; dreadnaught artillery can shoot
!!MA:X156/d1024; mind spell immunity for dreadnaught artillery

!!DO3561124/6/13/1:P84; removes goblin stack exp abilities
!!DO3561124/6/13/1:P85; removes hobgoblin stack exp abilites
!!DO3561124/6/13/1:P86; removes cyber dead stack exp abilities
!!DO3561124/6/13/1:P87; removes cyber zombies stack exp abilities
!!DO3561124/6/13/1:P88; removes flamthrower stack exp abilities
!!DO3561124/6/13/1:P89; removes pyro stack exp abilities
!!DO3561124/6/13/1:P90; removes ogre stack exp abilities
!!DO3561124/6/13/1:P91; removes ogre mage stack exp abilities
!!DO3561124/5/13/1:P92; removes roc stack abilities
!!DO3561124/5/13/1:P93; removes thunderbird stack abilities
!!DO3561124/6/13/1:P94; removes naga track stack exp abilities
!!DO3561124/6/13/1:P95; removes naga tank stack exp abilities
!!DO3561124/6/13/1:P96; removes behemoth stack exp abilities
!!DO3561124/6/13/1:P97; removes ancient behemoth stack exp abilities
!!DO3561124/6/13/1:P156; removes ghost behemoth stack exp abilities

!!EA94:B8/0/75/15/0/0/0/0/0/0/0/0/0/0/0; remove earthquake
!!EA95:B8/0/75/15/0/0/0/0/0/0/0/0/0/0/0; remove earthquake
!!EA96:B6/1/119/58/1/1/1/1/1/1/1/1/1/1/1; all spells immune
!!EA97:B6/1/119/58/1/1/1/1/1/1/1/1/1/1/1; all spells immune
!!EA156:B6/1/119/58/1/1/1/1/1/1/1/1/1/1/1; all spells immune

!?MR1;
!!MR:F?y1 M?y2 S?y3;
!!if|y3=17/y3=19:;
 !!VRy4&y2=97:Sy1 *2;2x  damage
 !!MR&y2=97:Fy4;     set damage
!!en:;

!?MR2;
!!MR:F?y1 M?y2 S?y3;
!!if|y3=17/y3=19:;
 !!MR&y2=97:F0;     set damage
!!el:;
 !!MR&y2=97:F100;   immunity
!!en:;

!?FU75000;
!!FU6001:P84/9/12 P85/9/24 P92/10/12 P93/10/24; forge shot
!!FU6001:P137/12/16; PIRT

!?FU6001;
!!MA:Nx1/x3;
!!MA:Xx1/?y1;
!!VRy1:|4;
!!MA:Xx1/y1;
!!VRx1:+7994814; (for ERA 1.8 use +7961526)
!!UN:Cx1/1/x2;

------------------------
and finally, my spell scripts:

ZVSE

!#SS56:P200; set frenzy spell power to 200 at beginning of game
!#SS59:P200; set berserk spell power to 200 at beginning of game
!#SS60:P200; set hypnotize spell power to 200 at beginning of game
!#SS61:P200; set forgetfulness spell power to 200 at beginning of game

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fred79
fred79


Disgraceful
Undefeatable Hero
posted April 11, 2018 11:25 AM

Thanks, man. I'll give it a try as soon as my comp's done scanning.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted April 11, 2018 12:20 PM

well if you fred crash your game on the script, isn't it because you have old ERA? I am not sure if ERA 1 and ERA 2 are compatible when it comes to memory (i.e. using !!UN:C ). if it isn't it may be a blame for you not installing ERA 2. if it is, there is a script conflict as salamandre said. I remember old times of 358f and 357f which were memory-uncompatible but have consistent ERM.

thanks for reading

PS: Fred, I suggest making another thread "I can't install newest ERA2 properly. Why?" then wait for suggestions and make the beast working. If you do so, you have most problems out. New ERA also have better and easier version of ERM. still you have to ask people on ERM if you don't learn it, but life would be easier

PPS: I know all ERA 2 is memore compatible when it comes to subversions because it's basically era.dll injected into WoG TE or 3.59 alfa

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Maurice
Maurice

Hero of Order
Part of the furniture
posted April 11, 2018 02:18 PM

fred79 said:
I have one install folder that i make copies of, so that i don't screw things up with the registry. If i were to use the disk for a completely seperate install each time i wanted to try to get era 2 to run, that might create a conflict where there wasn't one before. For continuing modding purposes, i have to have at least ONE up-and-running era version working. Which i currently do.


While I can understand that you don't want to throw something away that works ... the point is, it only works partially, given the problems you're having with it.

Somehow I suspect that it's that singular install folder that you keep carrying around which is causing issues. My guess is that besides the stuff you're working on, it also contains old garbage that interferes with a good install of the latest ERA version.

You don't have a second machine you could try it on?
____________
The last Reasonable Steward of Good Game Design and a Responsible Hero of HC. - Verriker

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fred79
fred79


Disgraceful
Undefeatable Hero
posted April 11, 2018 02:48 PM

@ maurice: no, the install folder i don't mess with at all, so that's not the problem(i also know that's not the problem, because era 1.8 works just fine on it, it's only with this one script i'm trying to get to work, that's the problem). i made two copies of the install folder: one for era 1.8 + wog(which is what was out when i first installed era, and have been working with since then), and one for era 2. the era 2 game doesn't run, period(the map editor opens just fine; but without the game running, i can't test anything on era 2). i just tried it again after the scan(s), and no dice. i'm going to try the script igrik posted, and see if that works for 1.8.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted April 11, 2018 03:02 PM

@ igrik: i tried your whole scripts fix(in their respective places), and now neither forge creatures shoot.

i'm going to try to get era 2 working so that i can transfer my stuff over to it. if these scripts only work for era 1.8, anyone i share my forge project with(or my campaign) will have issues. i only hope that all the other scripts will work how they should, for era 2. if not, that's going to be a lot of script-rebuilding work i'm going to be asking here.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted April 11, 2018 03:19 PM

Good luck!
____________
The last Reasonable Steward of Good Game Design and a Responsible Hero of HC. - Verriker

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fred79
fred79


Disgraceful
Undefeatable Hero
posted April 11, 2018 03:28 PM
Edited by fred79 at 18:03, 11 Apr 2018.

thanks. lol, i'll most likely need it.


@ igrik: tried your edited code, and same result. the forge creatures can't shoot. i haven't checked to see if any of the other creatures still have their scripted abilities, either(i'll do that once the forge shooter script runs correctly).

i would hold off on trying to fix the script anymore man, until i get era 2 working. if i'm not running the same platform as everyone else is, then i'm not going to be able to share anything once i'm done with it. you'll just be wasting your time if these scripts don't all work the same as they did in era 1.8, for everyone on era 2.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted April 11, 2018 06:23 PM
Edited by majaczek at 18:24, 11 Apr 2018.

fred, did you set shoots count in zcrtrait.txt ?
because if creature have no ammo it can't shoot

EDIT: you can do it via script too

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fred79
fred79


Disgraceful
Undefeatable Hero
posted April 11, 2018 07:22 PM

i always do the text files before scripting.

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xericsin
xericsin


Famous Hero
posted April 19, 2018 10:16 AM

SN:M

Can anyone tell me about SN:M command?

1. What is the maximum number of memory slots that can be created?

2. What is the maximum number of elements in 1 slot?

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Polish_User
Polish_User


Hired Hero
Trying 2 ERM
posted April 21, 2018 08:26 PM
Edited by Polish_User at 18:10, 23 Apr 2018.

My first advanced script

Well after a few tests and bugfixes I've created my first advanced script which is a recreation of HOMM's V Death Lord Speciality!
Feel free to use this script on any hero you want, just replace the '@' symbols with hero number which you want to use.



Quote:
ZVSE
_WARNING_#1=IMPORTANT! This file is not in a plain text format. NEVER use any editor except ERM_S for making any kind of changes!
ERMS_ScriptName=Death Lord Speciality (HOMMV) Script
ERMS_ScriptAuthor=Polish_User
ERMS_ScriptVersion=2.0.0_F
ERMS_ScriptDate=21.3(March).2018 1.0.0
ERMS_ScriptDate=31.3(March).2018 1.5.0
ERMS_ScriptDate=16.4(April).2018 2.0.0_F
ERMS_ScriptERMVersion=2.70
ERMS_ScriptLanguage=Polski (Polska) or polski (native)
ERMS_ScriptUsedVariables=V148
ERMS_Special thanks to Salamandre for help!

!#HE@:X1/122; Disable Hero speciality
!#VRz900:S^{~602D96}Death Lord{~}

All neutral undead creatures will join hero's army. The number joining army is 50% of initial number + 2% per hero level, if they're compilant 100% creatures will join hero's army.^;
!#UN:G2/@/2/900;

!?OB54&1000;
!!UN:P904/1; Disable err messages
!!HE-1:N?y1;
!!FU&y1<>@:E; exit if not H@
!!OB998:U?y2; check subtype
!!MA:Xy2/?y3;
!!VRy3:&262144; check for undead flag
!!FU&y3=0:E; exit if not undead
!!MO998:R?y6/1; check relations
!!FU&y6=0:E; exit if compilant
!!MO998:G?y4; check numbers
!!MO998:R0; set to compilant
!!HE-1:Ed/?y5; check Hero lvl
!!VRe5:S50;  |
!!VRe5::100; 50%
!!VRe6:S2;   |
!!VRe6::100; 2%
!!VRe6&y5<=25:*y5;  multiplied by lvl y5<=25
!!VRe6&y5>25:*25;  multiplied by lvl y5>25
!!VRe7:Se5+e6; add up
!!VRe7:*y4; multiplied by creatures number
!!VRv148:Se7; insert e7 value to v148
!!MO998&y4>1:Gv148; y4>1=v148
!!MO998&y4=1:G1; y4=1=1

!$OB54&1000;
!!UN:P904/0; enable err messages


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xericsin
xericsin


Famous Hero
posted May 03, 2018 07:16 AM

I raised this problem before that the Henchman cannot be revived in WOG Revised.

I found this problem is caused by BM:K1000000 imposed on the dead henchman.

And I also suspect this is associated with the 1 sec lag, which occurs after henchman being killed.

After deleting the BM:K command, the 2 problems above get solved.

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feidrota
feidrota

Tavern Dweller
posted May 03, 2018 02:59 PM

ERM basics

Hello. I am trying to learn some ERM basics so I decided to take a look in [url=http://www.celestialheavens.com/forum/4/35]celestialheavens.com[/url]. So far i've reached to Lesson 2, where the idea is to make a script "that every 10 times anyone visits the NW corner of the map, the world become magically strong, weak, or normal, cyclicly. In other words, after 10 heroes have visited, all heroes' spell powers, in combat, will be doubled. After 20, combat spell power will be set to 1, and after 30, spell power will be reset to normal. The cycle then repeats."
The script starts as I learned so far :
ZVSE
!#VRv1:S0; [set variable v1 to 0]
!?LE0/0/0; [when event at NW corner of surface is visited]
!!VRv1:+1; [add 1 to v1]
then there is this reciever:
!!VRy1:Sv1%10; [is v1 a multiple of 10?]
How does it work? Does it make the value of y1 equal to v1*0.1 when the trigger is activated?
Also if the above is true it means that if v1=10 (the place has been visited 10 times), than y1 should be = v1*10% = 10*10/100 = 1?

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted May 03, 2018 06:55 PM

feidrota said:
Hello. I am trying to learn some ERM basics so I decided to take a look in celestialheavens.com. So far i've reached to Lesson 2, where the idea is to make a script "that every 10 times anyone visits the NW corner of the map, the world become magically strong, weak, or normal, cyclicly. In other words, after 10 heroes have visited, all heroes' spell powers, in combat, will be doubled. After 20, combat spell power will be set to 1, and after 30, spell power will be reset to normal. The cycle then repeats."
The script starts as I learned so far :
ZVSE
!#VRv1:S0; [set variable v1 to 0]
!?LE0/0/0; [when event at NW corner of surface is visited]
!!VRv1:+1; [add 1 to v1]
then there is this reciever:
!!VRy1:Sv1%10; [is v1 a multiple of 10?]
How does it work? Does it make the value of y1 equal to v1*0.1 when the trigger is activated?
Also if the above is true it means that if v1=10 (the place has been visited 10 times), than y1 should be = v1*10% = 10*10/100 = 1?

% is modulo division in erm
modulo division is almost same as reminder from division

so
!!VRy1:Sv1%10;
puts last digit of v1 into y1

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Donach
Donach

Tavern Dweller
posted May 20, 2018 11:20 PM
Edited by Donach at 23:34, 20 May 2018.

Hello guys,
I am new to ERM and could use your help, please.

I am trying to achieve quite simple thing.

On battle start, take all unit types hero has on him (say 3 different units, each unit only 1 units on it), and make that unit into 100 units for the battle.

Then, if the unit survives, set the number of that unit to 1 only again.

I am able to do it "statically", meaning using this:
!?BA0; // at start of battle
!!BA:M0/0/0/100; // set 100 pikemans on position 0 of attacking hero

How can I achieve similar thing, but dynamically for each different unit?

Thank you.

PS: Would you recommend any specific tutorials, guides? I am using the "http://www.wakeofgods.com/erm_help/", but to me, it seems like there is a lot of missing, or sometimes its just not descriptive enough.
____________

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted May 21, 2018 01:11 PM

Donach said:
Hello guys,
I am new to ERM and could use your help, please.

I am trying to achieve quite simple thing.

On battle start, take all unit types hero has on him (say 3 different units, each unit only 1 units on it), and make that unit into 100 units for the battle.

Then, if the unit survives, set the number of that unit to 1 only again.

I am able to do it "statically", meaning using this:
!?BA0; // at start of battle
!!BA:M0/0/0/100; // set 100 pikemans on position 0 of attacking hero

How can I achieve similar thing, but dynamically for each different unit?

Thank you.

PS: Would you recommend any specific tutorials, guides? I am using the "http://www.wakeofgods.com/erm_help/", but to me, it seems like there is a lot of missing, or sometimes its just not descriptive enough.


Hi,
not the easiest ERM code to begin with. But I'll help you with the basic code that i would use. Remember there are often several ways of achieving what you want. Just stick to ERM Help. It has all the information you need. It's also very helpful to open already existing scripts (in WoG folder) and start playing with the numbers and see what happens. Once you changed something you can press F12 ingame to apply changes.


you can try this:

ZVSE

!?BF&1000; *at battle start
!!IF:M^Set all Creatures to 100 at beginning of battle^; *Show Message ingame
!!DO21693/0/41/1:P; *Run Fkt.Nr. 21693 42 times. The code now jumps to the function

*New Trigger*
!?BA1&1000; *At battle end
!!IF:M^Set all Creatures to 1 after battle^;
!!DO21694/0/6/1:P; *Run Fkt.Nr. 21694 7 times. (For all hero slots)


!?FU21693;
!!BMx16:N100;


!?FU21694;
!!HE-1:C0/x16/?y1/1;
*End Code*

From ERM help:
The x16 variable (used in functions called with the DO Receiver), stores the current cycle number of the function. For example, if the function is being repeated 12 times (from 1 to 12), the first time through, x16 will equal 1, the second time 2 and so on. If you change the x16 variable, you can actually "speed up" or "slow down" a function loop, or even exit from it completely by setting x16 equal to the end value (or higher) that was specified in the DO receiver.

This script will work in any battle and with any hero. So whatever you want to archive you have to set some constraints for the code. For example to only work with certain heroes or specific battles.

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