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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: ERM help and discussion
Thread: ERM help and discussion [ This thread is 247 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 (13) 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 ]
WoGifier
WoGifier


Adventuring Hero
Revealer of Enlightment
posted August 06, 2006 06:30 AM

Quote:

Right now, Ring 1 script seems impossible to me.



Well, if you can't script it, please make another script for ring1.:
- If you have units immune to spells, this ring makes them Receptive (no immunity to friendly spells).

Thank you again

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WoGifier
WoGifier


Adventuring Hero
Revealer of Enlightment
posted August 06, 2006 03:58 PM
Edited by WoGifier at 13:13, 07 Aug 2006.

Dear TNT, I'm very grateful that you do those scripts for me, but when will they be ready approximately? I don't want to hurry you, I just wanna know hat i can expect. I don't know how long does it take you to write those scripts, but IMHO, it couldn't be more than 1 week/script, could it?

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TNT
TNT


Adventuring Hero
The Arcomage
posted August 12, 2006 05:39 PM

I believe it'll be done in 7 days at most.

SMA

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WoGifier
WoGifier


Adventuring Hero
Revealer of Enlightment
posted August 13, 2006 06:12 AM

OK, thank you Good luck.

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BIGJOCKER
BIGJOCKER


Promising
Supreme Hero
I'm Back
posted August 13, 2006 04:04 PM
Edited by bigjocker at 16:05, 13 Aug 2006.

Is this ok?

ZVSE

!?OB20/01; triger for golem factory
!!DWv998/v999/v1000:M0/32/6; 6 stone golems to buy
!!DWv998/v999/v1000:M1/33/6; 6 iron golems to buy
!!DWv998/v999/v1000:M2/116/6; 6 gold golems to buy
!!DWv998/v999/v1000:M3/-1/0; 4th slot is unused (no diamond golems)
!!DWv998/v999/v1000:G1/33/12; Guarded by 12 iron golems in 2nd slot
!!DWv998/v999/v1000:G5/116/12; Guarded by 12 Gold golems in 6th slot.
____________

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Fnord
Fnord


Promising
Famous Hero
posted August 13, 2006 10:25 PM
Edited by Fnord at 22:27, 13 Aug 2006.

Quote:
ZVSE

!?OB20/01; triger for golem factory
!!DWv998/v999/v1000:M0/32/6; 6 stone golems to buy
!!DWv998/v999/v1000:M1/33/6; 6 iron golems to buy
!!DWv998/v999/v1000:M2/116/6; 6 gold golems to buy
!!DWv998/v999/v1000:M3/-1/0; 4th slot is unused (no diamond golems)
!!DWv998/v999/v1000:G1/33/12; Guarded by 12 iron golems in 2nd slot
!!DWv998/v999/v1000:G5/116/12; Guarded by 12 Gold golems in 6th slot.


Yes, it should be fine, although I never use "01", just "1" so I don't know if "01" is handled the same way by the ERM interpreter. Probably it's okay but I can't say for sure--to be safe, change it to 1.

Also, I think there's no problem setting guards in specific slots but leaving slot 0 empty. I seem to recall some problem with doing that but I think it was with mine guards and not dwellings. However, in the unlikely event that you do get a strange crash when attacking the guards, try changing to slot 0 and slot 1 instead.

I recommend using the following shortcut method to save time and space:

!!DW998:M0/32/6;

When you put a number without a v in front of it for a receiver x/y/l location, it assumes v#/v#+1/v#+2.

So !!DW998 = !!DWv998/v999/v1000

Just be sure you don't put the v in if using this method or you'll get an error.


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BIGJOCKER
BIGJOCKER


Promising
Supreme Hero
I'm Back
posted August 14, 2006 09:52 AM

Quote:

Yes, it should be fine, although I never use "01", just "1" so I don't know if "01" is handled the same way by the ERM interpreter. Probably it's okay but I can't say for sure--to be safe, change it to 1.

Also, I think there's no problem setting guards in specific slots but leaving slot 0 empty. I seem to recall some problem with doing that but I think it was with mine guards and not dwellings. However, in the unlikely event that you do get a strange crash when attacking the guards, try changing to slot 0 and slot 1 instead.

I recommend using the following shortcut method to save time and space:

!!DW998:M0/32/6;

When you put a number without a v in front of it for a receiver x/y/l location, it assumes v#/v#+1/v#+2.

So !!DW998 = !!DWv998/v999/v1000

Just be sure you don't put the v in if using this method or you'll get an error.



Ok...THanx a lot fnord. Can I use the same trigger and recievers for absolutely new building (let's say I add one...type 17, subtype 101) ???
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Fnord
Fnord


Promising
Famous Hero
posted August 15, 2006 01:49 AM
Edited by Fnord at 01:49, 15 Aug 2006.

Quote:
Ok...THanx a lot fnord. Can I use the same trigger and recievers for absolutely new building (let's say I add one...type 17, subtype 101) ???


If you can add it correctly into the game it should work fine. Just change it to !?OB17/101; and the rest of the code should be the same.


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TNT
TNT


Adventuring Hero
The Arcomage
posted August 20, 2006 01:18 PM
Edited by TNT at 13:21, 20 Aug 2006.

Why do timers trigger more than once?

!#TM1:8/999/7/255;

!?TM1;
!!DO200/0/154/1:[P];

!?FU200;
[...]

I used [P] instead of just P because I can't find button that turns off those smilies and I even used one of them.

TNT, Supreme Master Arcomage of WR.

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JoonasTo
JoonasTo


Responsible
Undefeatable Hero
What if Elvin was female?
posted August 20, 2006 05:01 PM

Did any of those three(Odvin, Irh, Alf) actually get their translator done?
And if did where can I get it?
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Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted August 20, 2006 06:34 PM

@ TNT
Quote:
I used [P] instead of just P because I can't find button that turns off those smilies and I even used one of them.
Just type [/smileys ].
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Fnord
Fnord


Promising
Famous Hero
posted August 21, 2006 01:30 AM

Quote:
Why do timers trigger more than once?



They trigger once for each player that they're set to trigger for. You could setup a timer to trigger for only the Red player:

!#TM1:8/999/7/1;

But then if the red player wasn't in the game, you'd have problems.

There's a universal timer setup in script00 that uses TM1 and TM2 plus some handy macros so you can do things like:

!?TM2&$once$=1;

This means the timer only occurs once (for the first human player in the game, no matter what colour).

But you would need to wogify the map to use it or else copy the code from script00.



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TNT
TNT


Adventuring Hero
The Arcomage
posted August 21, 2006 11:42 AM

Thanks!

That was most helpful.

TNT.

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WoGifier
WoGifier


Adventuring Hero
Revealer of Enlightment
posted August 28, 2006 09:33 AM

Hi all!

Does someone have the 'mithrill mine' script? If yes, could you give it to me (by posting it to my e-mail adress or just by copying it here)?

Thx in advance.

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Demonpheonix
Demonpheonix


Hired Hero
zombie
posted September 01, 2006 09:57 PM
Edited by Demonpheonix at 22:02, 01 Sep 2006.

Quote:
Hi all!

Does someone have the 'mithrill mine' script? If yes, could you give it to me (by posting it to my e-mail adress or just by copying it here)?

Thx in advance.

Sure, its in a map called underdogs, but here it is.  (its for the big bubbling murcury pot
ok
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_PoweredBy=ERM Scripter v. 2003.6.27.105
*Mithril mine
*uses vars v1800-v1807
*uses functions FU1800-FU1802
!#TM83:S1/999/2/255;        //(gives resource on day 2 every week)set up timer for 7 daily(replace 7 with 1 for daily,with 2 for two daily and so on...)
!#VRz100:S^Mithril Smelter^;
!#HT63/27:T100;
!#VRv1800:S0; //player 0
!#VRv1801:S0; //player 1
!#VRv1802:S0; //player 2
!#VRv1803:S0; //player 3
!#VRv1804:S0; //player 4
!#VRv1805:S0; //player 5
!#VRv1806:S0; //player 6
!#VRv1807:S0; //player 7

!?OB63/27;    //If visited
!!PO998?i;                  //get owner
!!HE-1?j;                   //get hero owner
!!FU1800&i<>ji/j;           //if not owner then change owner

!?FU1800;
!!PO998x2;                  //set new owner
!!IF&1000:M^You gain control of a Mithril Smelter!^;
!!FU1801j;                   //Hint text
!!VRy1:S8;                     //default is no owner(y1=8)
!!VRy1&x1>-1/x1<8:S1800 +x1;   //if previous owner was a player then index to his var is y1
!!VRy2:S1800 +x2;              //index to visiting hero's var is y2
!!VRvy1&y1<>8:-1;              //decrease previous owner's var
!!VRvy2:+1;                    //increase visitor's var

!?FU1801;
!!VRz100:S^Mithril Smelter (^; //calc hint text into z100
!!VRz100&x1=0:+^Red)^;
!!VRz100&x1=1:+^Blue)^;
!!VRz100&x1=2:+^Tan)^;
!!VRz100&x1=3:+^Green)^;
!!VRz100&x1=4:+^Orange)^;
!!VRz100&x1=5:+^Purple)^;
!!VRz100&x1=6:+^Teal)^;
!!VRz100&x1=7:+^Pink)^;
!!OB998:H100;    //set hint text

!?TM83;                      //timer trigger
!!DO1802/0/7/1;            //Give Mithril

!?FU1802;
!!VRi:Sx16;                 //calc index
!!VRi:+1800;                //calc index
!!VRj:Svi;                  //store in j for easier reference
!!OW:Rx16/7/dj;             //give Mithril
*!OW:Rx16/7/?k;              //? current Mithril
*!VRk:+j;                    //? new Mithril
*!OW:Rx16/7/j;               //store new Mithril
[End of Script
it works if you wogify the map too, i tested it
sorry, some of the things turned into faces, and i cant figure out how to turn that thing off. just replace with ":" and "0", and with ":" and "P"
Enjoy
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Bwahahaha

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WoGifier
WoGifier


Adventuring Hero
Revealer of Enlightment
posted September 02, 2006 06:30 AM
Edited by WoGifier at 06:41, 02 Sep 2006.

Thank you very much. I really enjoy it

On the other hand...

@TNT

When will the scripts be ready? Can I help you somehow?

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Demonpheonix
Demonpheonix


Hired Hero
zombie
posted September 02, 2006 01:44 PM

@TNT, could u post the horn 4 me?  (my email is down)  iv ben looking for something like that 4EVER!  id realy apreciate it
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Bwahahaha

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supersonic
supersonic


Famous Hero
being digested. E=mc^2, s=vt
posted September 03, 2006 12:52 PM

Could someone tell me how to find any tools to make/edit/learn ERM? Is ERM scripter the answer?

Are there any "you couldn't find a bigger noob" tutorials? All I read are too hard...

Is it actually possible to make scripts and put them in the wogify settings menu, so that when the map is being wogified, your new script applies?

And finally: help. My script77.erm file in the 's' folder got deleted. Was it important? How do I retrieve it?
____________
I am having a new style
Big, fat, naughty. Potential girlfriend - pm me.

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Fnord
Fnord


Promising
Famous Hero
posted September 03, 2006 05:46 PM
Edited by Fnord at 17:48, 03 Sep 2006.

Quote:
Could someone tell me how to find any tools to make/edit/learn ERM? Is ERM scripter the answer?



The ERM scripter and HTML ERM Help are invaluable tools but they probably won't teach you ERM unless you use them to study existing scripts. Actually, the HTML ERM Help does explain how ERM works but it's not a tutorial--it's more of a technical manual.

The ERM Scripter is basically just a text editor but it saves the script in the correct format for a wogify script that can be read by the game when it starts. Also, it includes a bunch of features that can make scripting a little bit easier like line numbers and applying certain colours to different parts of the code line, and has its own built-in ERM Help file as well (similar to the HTML version but a bit different).

Anyway, if you're going to edit a wogify script, you have to load it and re-save it in the ERM scripter for it to work properly.

Quote:

Are there any "you couldn't find a bigger noob" tutorials? All I read are too hard...



I'm not sure. As far as I know, the tutorials are all aimed at people who have never used ERM before...

Quote:

Is it actually possible to make scripts and put them in the wogify settings menu, so that when the map is being wogified, your new script applies?



Yes, it's possible. Any script saved with the ERM scripter in the Data\s folder with the name script##.erm (where ## is any two-digit number between 00 and 99 inclusive) will be automatically loaded when you WoGify a map. It's code within the script itself that disables the script if its option isn't chosen in the WoG Options screen. If that code wasn't in, the script would simply work all the time.

Note that script00.erm through script77.erm are already used by official WoGify scripts for 3.58f, so unless you want to replace one (be careful about this and make a backup of the files!), that means the only names available are script78.erm through script99.erm (the number range will be expanded in the next version of WoG).

You can add the scripts to the WoG Options menu as well, and to do so you would need to look in the Data\Text Resources Copy folder and read the file "How to edit Zsetup Files.txt".

Quote:

And finally: help. My script77.erm file in the 's' folder got deleted. Was it important? How do I retrieve it?


script77.erm is the WoG Cheat Menu. It's not important unless you're  a map maker or script writer (or someone who wishes to cheat ) and need to use the menu.

To replace the script, you would either have to reinstall WoG, or you can get the beta updates by joining the "wakeofgods" Yahoo group http://games.groups.yahoo.com/group/wakeofgods/ and emailing a request for them to me.

Or, you can wait until the new WoG site is ready and we'll put scripts online there separate from the rest of WoG..but this may not be for a few months.


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supersonic
supersonic


Famous Hero
being digested. E=mc^2, s=vt
posted September 03, 2006 08:09 PM

Thanx What are the ERT files and what should I do to a script to make it appear in the "Wogify Menu" with the option to choose it or not?
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I am having a new style
Big, fat, naughty. Potential girlfriend - pm me.

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