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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 50 100 150 200 250 300 350 ... 361 362 363 364 365 ... 400 407 · «PREV / NEXT»
Hero_of_Light
Hero_of_Light


Responsible
Supreme Hero
posted May 07, 2019 07:26 PM

Thanks! It worked

I really don't get why there should be an erm command for that since the original fonts are great but it worked and thank you for that.
____________
Not idly do the leaves of Lorien fall.

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aldzzz
aldzzz


Adventuring Hero
posted May 12, 2019 09:36 PM
Edited by aldzzz at 21:37, 12 May 2019.

hello,

are mod towns like factory, covenant etc only playable with vcmi and not era II?

downloaded the era II version here but nothing: http://heroes3wog.net/covenant-town-download/ (i.e., it doesn't appear in the town list when i'm setting the town.)

also, um. i seem to only get factory and covenant to work with vcmi, but things like night watch or underworld or whatever else give various errors and game doesn't even start properly. what am i doing wrong?
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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted May 16, 2019 05:54 PM

Hi! how to change archangel-ressurection power-per-unit?

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XEricSin
XEricSin


Famous Hero
posted May 16, 2019 07:18 PM

!#UN:C4485241/1/3 C4489947/1/3 C5932992/1/3 C4485546/1/3;
The last parameter of all 4 commands is the power.
1 = 50 hp.
2 = 100 hp.
3 = 200 hp.
4 = 400 hp.
so on.
Works for single player.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted May 16, 2019 08:00 PM

XEricSin said:
!#UN:C4485241/1/3 C4489947/1/3 C5932992/1/3 C4485546/1/3;
The last parameter of all 4 commands is the power.
1 = 50 hp.
2 = 100 hp.
3 = 200 hp.
4 = 400 hp.
so on.
Works for single player.



thanks, but I found more universal solution.
I set Hook in IsAngel3 from WoG in my version of amethyst.
I Will upload it soon

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted May 18, 2019 12:03 AM
Edited by majaczek at 03:02, 18 May 2019.

Quote:

ZVSE

!?TM1;
!!VRy8:S0;

!!SN:W^HERO %Y8 Elevator^/0;
!!SN:W^HERO %Y8 Sprint^/0;

!!VRy8:+1;
!!SN&y8<256:G1;

!?MG1&v997=3; Elevator
!!UN:X?y6/?y7;

!!if&y7=0:;
 !!IF:M^Elevator cast failed.
There is solid rock at destination.^;
 !!FU:E;
!!en:;


!!UN904/1  P905/0; disable error messages
!!HE-1:N?y8; !!UN905/?y88;
!!VRy8&y88=1:S0 -1;
!!UN904/0  P905/0;

!!if&y8<0:;
 !!IF:M^Elevator cast failed.
There is no hero volunteering.^;
 !!FU:E;
!!en:;


!!SN:W^HERO %Y8 Elevator^/?y93;

!!HEy8:S17/?y51;
!!SS3:Cy51/?y52;
!!SS3:Ey51/?y53;
!!SS3?y54;
!!HEy8:Idy52;
!!VRy55:S0 -y54;
!!HEy8:Idy55;


!!if&y93>=y53:;
 !!VRz2:S^%Y53 Times^;
 !!VRz2&y53=1:S^One Time^;
 !!IF:M^Elevator cast failed.
Spell can be armed only %Z2 per day.^;
 !!FU:E;
!!en:;

!!HE-1?y1/?y2/?y3;
!!VRy4&y3=0:S1;
!!VRy4&y3=1:S0;
!!TRy1/y2/y3:T?y11/?y12/?y13/?y14/?y15/?y16/?y17/?y18;
!!TRy1/y2/y4:T?y21/?y22/?y23/?y24/?y25/?y26/?y27/?y28;
!!if&y11=8:;
 !!IF:M^Elevator cannot be cast at ship.^;
 !!FU:E;
!!en:;

!!if&y21=8:;
 !!IF:M^Elevator cast failed.
There is pool of water at destination.^;
 !!FU:E;
!!en:;

!!if&y21=9:;
 !!IF:M^Elevator cast failed.
There is solid rock at destination.^;
 !!FU:E;
!!en:;

!!TRy1/y2/y4?y31;
!!if&y31=0:;
 !!IF:M^Elevator cast failed.
The destination is unpassabble.^;
 !!FU:E;
!!en:;

!!TRy1/y2/y4:E?y41;
!!if&y41=0:;
 !!IF:M^Elevator cast failed.
The destination is too narrow.
Perhaps there is some interesting object at te position.^;
 !!FU:E;
!!en:;

!!VRz2&y4=1:S^down^;
!!VRz2&y4=0:S^up^;

!!VRy53:S0 -y52;
!!HEy8:Idy54;
!!HEy8:Idy53;


!!SN:W^HERO %Y8 Elevator^/d1;

!!IF:Q10^Elevator cast is armed.
areyou sure to lift %Z2 ?^;

!!if&10:;
 !!HE-1y1/y2/y4;
!!el:;
 !!IF:M^Elevator cast failed.
The spell is disarmed.^;
!!en:;

!?MG1&v997=5; Sprint

!!UN904/1  P905/0; disable error messages
!!HE-1:N?y8; !!UN905/?y88;
!!VRy8&y88=1:S0 -1;
!!UN904/0  P905/0;

!!if&y8<0:;
 !!IF:M^Sprint cast failed.
There is no hero volunteering.^;
 !!FU:E;
!!en:;

!!SN:W^HERO %Y8 Sprint^/?y41;
!!SS5?y42;

!!if&y41>=y42:;
 !!VRz2:S^%Y42 Times^;
 !!VRz2&y42=1:S^One Time^;
 !!IF:M^Sprint cast failed.
Spell can be cast only %Z2 per day.^;
 !!FU:E;
!!en:;

!!SN:W^HERO %Y8 Sprint^/d1;

!!HEy8:G?y11 W?y12 S15/?y13;
!!SS5:Ey13/?y14;
!!VRy16:Sy11 *y14 :100 +y12;
!!HEy8:Wy16;
!!HEy8&y16>y11:Gy16;



I wish to remove the minimap-show from view earth/view air.
It doesn't need to remove it from map, just animation is annoying, and Elevator frequently fails (because you can cast it at random places where it doesn't fit). I know it would go into !?MG0; but I don't know which !!UN:C codes to use.

EDIT: Found it!
Quote:

!?MG0;
!!VRy1:S4310873;
[:Elevator]
!!UN:Cy1/1/144;
!!VRy1:+1;
!!SN&y1<4310883:G[Elevator];

!!VRy1:S4311050;
[:Sprint]
!!UN:Cy1/1/144;
!!VRy1:+1;
!!SN&y1<4311060:G[Sprint];


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XEricSin
XEricSin


Famous Hero
posted May 18, 2019 05:42 AM

majaczek said:

thanks, but I found more universal solution.
I set Hook in IsAngel3 from WoG in my version of amethyst.
I Will upload it soon


Look forward to that. And hope it can be used independently.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted May 18, 2019 08:37 PM
Edited by majaczek at 20:38, 18 May 2019.

It could.

What do you wish for Adv Spell  level 3-5 of fire magic?
one/two ideas may be implemented in Knightmare Kingdoms.

Currently new spells are:
Air Magic: Sprint (Restores movement  points)
Earth Magic: Elevator (portable Subterranean Gate)
Fire Magic: Reinforcements (not my idea but cool)

Currently changed spells are:
visions: show creature split.
Dimension Door: Is now water magic.

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Denmsk
Denmsk

Tavern Dweller
posted May 20, 2019 11:38 AM

Hello! Its a original ERM script from 3.58. I want to ask why this spell bonus isnt work, when you have attacked by AI hero. Looks like defending hero also exists in this script.


** start of pre-battle trigger **
!?BA52&v7182=1/-998;
!!OB7130:T?y-1;                         [check for monster stack at position]
!!MO7130&76/y-1=54:G?y-2;               [check for monsters at position]
!!MO7130&76/y-2>0:Rv7059/1;             [reset monster aggression level if flag 76 is set (for diplo arts)]
!!IF:V76/0;                                          [reset flag 76]

!!BA:H0/?y-3;                                  [get attacking hero #]
!!HEy-3&y-3>-1:A2/76/?y-4/?y-5 A2/77/?y-4/?y-6 A2/134/?y-4/?y-7 A2/139/?y-4/?y-8;  [see if attacker has Conjuring items or Ring of the Magi]
!!VRv7133:S100;                                [set for 100%]
!!VRv7133&y-3>-1/y-5>0:+1000;                     [add 250% for Collar of Conjuring]
!!VRv7133&y-3>-1/y-6>0:+1450;                    [add 250% for Ring of Conjuring]
!!VRv7133&y-3>-1/y-7>0:+4700;                    [add 250% for Cape of Conjuring]
!!VRv7133&y-3>-1/y-8>0:+3150;                    [add 5000% for Ring of the Magi]

!!BA:H1/?y-3;                                  [get defending hero #]
!!HEy-3&y-3>-1:A2/76/?y-4/?y-5 A2/77/?y-4/?y-6 A2/134/?y-4/?y-7 A2/139/?y-4/?y-8;  [see if defender has Conjuring items or Ring of the Magi]
!!VRv7135:S100;                                [set for 100%]
!!VRv7135&y-3>-1/y-5>0:+1000;                     [add 250% for Collar of Conjuring]
!!VRv7135&y-3>-1/y-6>0:+1450;                    [add 250% for Ring of Conjuring]
!!VRv7135&y-3>-1/y-7>0:+4700;                    [add 250% for Cape of Conjuring]
!!VRv7135&y-3>-1/y-8>0:+3150;                    [add 5000% for Ring of the Magi]

P.S. is there a way to link that artifact spell damage bonus with script39 Hero autocast spells?

** end of pre-battle trigger **
!?FU805;
!!VRv428&v425=0/w30=0:S0;              //v428 is side which will under spell
!!VRv428&v425=0/w30=1:S1;
!!VRv428&v425=1/w30=0:S1;
!!VRv428&v425=1/w30=1:S0;

!!VRv437: *5 +3 %8;
!!VRv430:Sv428*20 +v437;               //v430 - target monster            TOBYN: new local 430
!!BMv430:N?v429;                       //v429 - number of monsters
!!BMv430:T?v435;
!!VRv429&v435>=145/v435<=149:S0;       //tower arrows and ballistas cannot be target
!!VRv437: *5 +3 %8;
!!VRv430&v429<=0:Sv428*20 +v437;                 TOBYN: possible new local 430
!!BMv430&v429<=0:N?v429;
!!BMv430:T?v435;
!!VRv429&v435>=145/v435<=149:S0;
!!VRv437: *5 +3 %8;
!!VRv430&v429<=0:Sv428*20 +v437;                 TOBYN: possible new local 430
!!BMv430&v429<=0:N?v429;
!!BMv430:T?v435;
!!VRv429&v435>=145/v435<=149:S0;
!!VRv437: *5 +3 %8;
!!VRv430&v429<=0:Sv428*20 +v437;                 TOBYN: possible new local 430
!!BMv430&v429<=0:N?v429;
!!BMv430:T?v435;
!!VRv429&v435>=145/v435<=149:S0;

!!VRv431:S0;                           //v431 - position to cast if 0 then do not cast
!!BMv430&v429>0?v431;

!!VRv429:Sw29+w31;                     //v429 - chance is 1 of (w29+w31)
!!VRv437: *5 +3 %v429;
!!VRv432&v431>0/v429>0:S0 +v437;       //randomize v432

!!VRv432&v431>0/v429<1:S1;             //if (w29+w31)<=1 that means the time to cast

!!HEv433:I?v429/1;
!!HEv433:I100/1;
!!HEv433:Sw32/?v435;
!!HEv433:Sw32/0;
!!BHv425:M?v434;

!!BG:A?v430;                           //if hero or monster casts spell do not randomly spell
!!VRv432|v430=1/v430=10:S2;

!!BHv425&v432=1/v431>0:Cw28/v431/0/0;  //v432=1 means that time to cast
!!VRw31&v432=1/v431>0/w28>0/w28<1000:+w29; //if hero casts spell then w31 increasing by w29 value
!!VRw31|v432<>1/v431<=0/w28>0/w28<1000:-1; //w43 keeps addition value that added to w29. w31 decrement every turn and the chance is increasing

!!BHv425:Mv434;
!!HEv433:Sw32/v435;
!!HEv433:Iv429/1;

!!VRv429:Sw29+w31;
!!VRw31&v429<2:S-1*w29+2;              //if chance is more than 1/2 then decrease to 1/2



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rerryr
rerryr


Promising
Supreme Hero
Researching Magic
posted May 20, 2019 11:50 AM

Denmsk said:
Hello! Its a original ERM script from 3.58. I want to ask why this spell bonus isnt work, when you have attacked by AI hero. Looks like defending hero also exists in this script.



Please specify exactly what, when and where you want to archive what.
And what you have tried so far.

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Denmsk
Denmsk

Tavern Dweller
posted May 20, 2019 01:28 PM

rerryr said:
Denmsk said:
Hello! Its a original ERM script from 3.58. I want to ask why this spell bonus isnt work, when you have attacked by AI hero. Looks like defending hero also exists in this script.



Please specify exactly what, when and where you want to archive what.
And what you have tried so far.


I want that Ring of Magi items will give spell damage bonus, [1000% for Collar of Conjuring, 1450% for Ring of Conjuring, 4700% for Dragonfather armor, 3150% for Ring of the Magi] that works good in script i bring earlier. but suddenly this script isnt work when hero attacked by other hero and turns on defend side. That first.

Second is autocasting in script39.erm . When hero autocast spell by this script. it gets isnt affected by Ring of magi items. How i can tie this scripts? Thanks.
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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted May 20, 2019 09:00 PM

Denmsk said:

I want that Ring of Magi items will give spell damage bonus, [1000% for Collar of Conjuring, 1450% for Ring of Conjuring, 4700% for Dragonfather armor, 3150% for Ring of the Magi] that works good in script i bring earlier. but suddenly this script isnt work when hero attacked by other hero and turns on defend side. That first.

Second is autocasting in script39.erm . When hero autocast spell by this script. it gets isnt affected by Ring of magi items. How i can tie this scripts? Thanks.


I wouldn't mess with that script 39 because it is very complicated.
I suggest you work with a trigger that fires every time a creature takes magic damage. [!?MR]

Your script could look like this:

ZVSE
*Add Spell Damage with Artifacts equipped*
*-------------------------------------------------------------------*
!?MR1&1000;                            [Trigger for Magic Damage]

!!BG:A?y1;                             [Aktion in y1]
!!FU&y1<>1:E;                          [Exit if no Hero cast]

!!BG:Q?y4;
!!BA:Hy4/?y4;                          [Get Hero Number]
!!FU&y4<0:E;                           [Exit if no Hero]

!!BG:S?y2;                             [Save Cast in y2]
!!FU&y2<=9|y2>69:E;                    [Exit if no valid Spell]
!!MR:F?y3;                             [Save DMG in y3]

!!HEy4:A2/76/?y30/?y31;                [Check for Artifacts]
!!HEy4:A2/77/?y30/?y32;
!!HEy4:A2/78/?y30/?y33;

!!VRy99:S100;
!!VRy99&y31=1:+100;                    [If Artifact equipped add 100% Spell Damage]


!!VRy3:*y99:100;
!!MR:Fy3;                              [apply new damage]
*-------------------------------------------------------------------*


I didn't test it but you do the rest ;)

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Denmsk
Denmsk

Tavern Dweller
posted May 21, 2019 09:12 AM

Thank you RerryR. I tested but isnt working correctly. But idea to increase any spelldamage is good, i think that is right way to do this.

I want also one thing to do- with Critical Sorcery script, I want to create dependence of hero class to Magic damage/Magic crit/Magic crit damage. It possible? Thank you anyway.
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rerryr
rerryr


Promising
Supreme Hero
Researching Magic
posted May 21, 2019 09:33 AM
Edited by rerryr at 18:50, 21 May 2019.

Denmsk said:
Thank you RerryR. I tested but isnt working correctly. But idea to increase any spelldamage is good, i think that is right way to do this.

I want also one thing to do- with Critical Sorcery script, I want to create dependence of hero class to Magic damage/Magic crit/Magic crit damage. It possible? Thank you anyway.


If it is not working I can test in the evening.

I still let you some work to do in this part, dont forget:

!!HEy4:A2/76/?y30/?y31;          [Check for Artifacts]
!!HEy4:A2/77/?y30/?y32;
!!HEy4:A2/78/?y30/?y33;

!!VRy99:S100;
!!VRy99&y31=1:+100;       [If Artifact equipped add 100% Spell Damage]

Please add this line in your script for debugging:
!!IF:M^Hero is%Y4 and increased Spell Damage is %Y3 and Artifact 76 is equipped %Y31^;

If this doesnt show up at all theres something wrong.

For Critical Sorcery Script, if you mean mine than yes it is possible.

Later

Edit: so Denmsk, for me the script works :P

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Denmsk
Denmsk

Tavern Dweller
posted May 22, 2019 11:09 AM

I dont know why it not work to me. I took it in new erm script. And it not work. May be i do something wrong. But i like idea of script really, it can help(but it must increase not in 100%, in 1400%)

So if talk about Critical Sorcery script, this what i think about this-
mdmg- magic damage; mcrit- magical critical chance; mcritdmg- magical critical damage.
0 Knight 100%mdmg/100%mcrit/100%mcritdmg
1 Cleric 150%mdmg/+5%mcrit/+50%mcritdmg
2 Ranger 100%mdmg/+0%mcrit/+0%mcritdmg
3 Druid  200%mdmg/+5%mcrit/+0%mcritdmg
4 Alchemist 150%mdmg/+5%mcrit/+50%mcritdmg
5 Wizard 100%mdmg/+15%mcrit/+100%mcritdmg
6 Demoniac 150%mdmg/+5mcrit/+50%mcritdmg
7 Heretic 150%mdmg/+5%mcrit/+100%mcritdmg
8 Death Knight 150%mdmg/+5mcrit/+50%mcritdmg
9 Necromancer 200%mdmg/+0%mcrit/+100%mcritdmg
10 Warlock 150%mdmg/+0%mcrit/+250%mcritdmg
11 Overlord 150%mdmg/+0mcrit/+50%mcritdmg
12 Barbarian 100%mdmg/+0%mcrit/+0%mcritdmg
13 Battle Mage 200%mdmg/+10%mcrit/+0%mcritdmg
14 Beastmaster 100%mdmg/+0%mcrit/+0%mcritdmg
15 Witch 200%mdmg/+0%mcrit/+100%mcritdmg
16 Planeswalker  100%mdmg/+0%mcrit/+0%mcritdmg
17 Elementalist 150%mdmg/+20%mcrit/+0%mcritdmg

Hero with Sorcery specialisation (Hero numbers 74 , 90, 104, 125) gives +50%mdgm.

Thanks you very much. I really hope for you support.
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rerryr
rerryr


Promising
Supreme Hero
Researching Magic
posted May 22, 2019 01:47 PM

Denmsk said:
I dont know why it not work to me. I took it in new erm script. And it not work. May be i do something wrong. But i like idea of script really, it can help(but it must increase not in 100%, in 1400%)

So if talk about Critical Sorcery script, this what i think about this-
mdmg- magic damage; mcrit- magical critical chance; mcritdmg- magical critical damage.
0 Knight 100%mdmg/100%mcrit/100%mcritdmg
1 Cleric 150%mdmg/+5%mcrit/+50%mcritdmg
2 Ranger 100%mdmg/+0%mcrit/+0%mcritdmg
3 Druid  200%mdmg/+5%mcrit/+0%mcritdmg
4 Alchemist 150%mdmg/+5%mcrit/+50%mcritdmg
5 Wizard 100%mdmg/+15%mcrit/+100%mcritdmg
6 Demoniac 150%mdmg/+5mcrit/+50%mcritdmg
7 Heretic 150%mdmg/+5%mcrit/+100%mcritdmg
8 Death Knight 150%mdmg/+5mcrit/+50%mcritdmg
9 Necromancer 200%mdmg/+0%mcrit/+100%mcritdmg
10 Warlock 150%mdmg/+0%mcrit/+250%mcritdmg
11 Overlord 150%mdmg/+0mcrit/+50%mcritdmg
12 Barbarian 100%mdmg/+0%mcrit/+0%mcritdmg
13 Battle Mage 200%mdmg/+10%mcrit/+0%mcritdmg
14 Beastmaster 100%mdmg/+0%mcrit/+0%mcritdmg
15 Witch 200%mdmg/+0%mcrit/+100%mcritdmg
16 Planeswalker  100%mdmg/+0%mcrit/+0%mcritdmg
17 Elementalist 150%mdmg/+20%mcrit/+0%mcritdmg

Hero with Sorcery specialisation (Hero numbers 74 , 90, 104, 125) gives +50%mdgm.

Thanks you very much. I really hope for you support.


Can have a look at the weekend, what I can already tell, this will only work out if you have at least basic ERM understanding/ Mod Manager experience and ERM Editor knowledge.  
Otherwise, it ends like with this BTB guy which I wrote a script for him and now I have to assume that he doesn't even know the difference between ERA and Hota modding
So stay patience I will help you at the weekend.
Cya

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fanofheroes
fanofheroes


Famous Hero
posted May 23, 2019 04:36 AM

Hello everyone!

So I'm trying to get back into ERM modding but truthfully its been most of your help that has gotten me through this.  I'm used to the old style (as seen in my attached picture), but I see there is an ERM scripter function.  Is there a tutorial on how to use that scripter, and if I copy and past the erm codes i used to use into the the scripter will they work?

thank you greatly


[img][/img]

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Promising
Supreme Hero
posted May 23, 2019 06:30 AM
Edited by avatar at 06:34, 23 May 2019.

ERM scripter is a sort of enhanced windows Notepad so there's no need to make tutorials because all its buttons and functions are very intuitive. That's why copying and pasting scripts between scripter and time events works without problems beceuse you copy/paste plain texts.
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fanofheroes
fanofheroes


Famous Hero
posted May 23, 2019 05:04 PM
Edited by fanofheroes at 17:45, 23 May 2019.

avatar said:
ERM scripter is a sort of enhanced windows Notepad so there's no need to make tutorials because all its buttons and functions are very intuitive. That's why copying and pasting scripts between scripter and time events works without problems beceuse you copy/paste plain texts.


I guess the main question I have is how do I allow the texts i've copied to erm scripter apply to specific maps I make? Every moment i press the help buttons on erm scripter and error is prompted.

please forgive me, I have almost zero knowledge on this coding stuff and it doesn't come easy for me.  As Im sure you can tell from my Hack hero scripts lol


Update: I found a youtube video in Russian. I don't speak the language, but I was able to see what he did.  I hope it works for me

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rerryr
rerryr


Promising
Supreme Hero
Researching Magic
posted May 23, 2019 05:55 PM
Edited by rerryr at 17:55, 23 May 2019.

fanofheroes said:
avatar said:
ERM scripter is a sort of enhanced windows Notepad so there's no need to make tutorials because all its buttons and functions are very intuitive. That's why copying and pasting scripts between scripter and time events works without problems beceuse you copy/paste plain texts.


I guess the main question I have is how do I allow the texts i've copied to erm scripter apply to specific maps I make? Every moment i press the help buttons on erm scripter and error is prompted.

please forgive me, I have almost zero knowledge on this coding stuff and it doesn't come easy for me.  As Im sure you can tell from my Hack hero scripts lol


Update: I found a youtube video in Russian. I don't speak the language, but I was able to see what he did.  I hope it works for me


You could create a Mod called "your map" and you park all the scripts you write (or one big erm file) inside together with your map. Every time you don't want to play with your changes you deactivate the mod. Thats how it is usually done. Study the structure of other mods/folders.

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