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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 242 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 ]
Hero_Of_Light
Hero_Of_Light


Promising
Supreme Hero
posted July 19, 2012 01:51 PM

I PM you a download link to the whole mod. It will be released in less than a week so it must work.

I was thinking, if you can't figure it out soon, I would like you to delete the parts of the script that edit the two artifacts (161 and 162). You see in some games that didn't even show up so I don't know if we can see if it works.

I was thinking that it has troubled both of us enough and it would be easier to have one of them give +5 attack and defense and the other +5 Knowledge and Power. Maybe in a future update we can revisit this script.
____________
Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Honorable
Undefeatable Hero
posted July 19, 2012 02:49 PM
Edited by Salamandre at 15:52, 19 Jul 2012.

I wasn't able to reproduce bug, loaded both saves, let the game run one week, Aeris has weak stats. Your autosave shows big stats, dunno how.

Please attach this script at the end of yours, load your games, press F12, and look what's going.

!?CM0;
!!DO3999/0/155/1:P;
!?BA1;
!!HE-1:O?v1;
!!FU&v1<0:E;
!!HE-1:B0/?z-1;
!!HE-1:F?y1/?y2/?y3/?y4;
!!IF:M^%Z-1 stats: %Y1, %Y2, %Y3, %Y4^;
!?FU3999;
!!HEx16:O?v1;
!!FU&v1<0:E;
!!HEx16:B0/?z-1;
!!HEx16:F?y1/?y2/?y3/?y4;
!!IF:M^%Z-1 stats: %Y1, %Y2, %Y3, %Y4^;

After every battle, you will get winner stats. Right click anywhere and you will get all active heroes stats. Please send me situations with the concerned artefacts where something is wrong.

Updated script, added check for defender owner in if columns, no more error messages;
Link

Please replace, it contains also at the end the test dialogs. Now that I looked in claimed, I saw that w1-w17 are taken. Your script uses w3 for those two artefacts. With the zillion of scripts from wogification, those may conflict, no idea where. Better change to higher w vars, w85-w86 are free.

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Hero_Of_Light
Hero_Of_Light


Promising
Supreme Hero
posted July 19, 2012 03:57 PM
Edited by Hero_Of_Light at 15:59, 19 Jul 2012.

I don't understand, why did you give me the "first money" script? I only placed it there because the one from ERA II used a blank artifact that i needed. But anyway I will replace it.

As for the w3 variable you think that's the problem? So what should I do? replace every w3 with w85 in the script?

I see that w4 is also used. Should I replace it with w86?
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Salamandre
Salamandre


Honorable
Undefeatable Hero
posted July 19, 2012 04:00 PM
Edited by Salamandre at 16:03, 19 Jul 2012.

Ops, I meant neutral town.erm, sorry, ignore first money.

Link

Please load your saves with this one and tell me what's wrong with Aeris.

w3, w4 should be replaced with w85-w86, just for safety, yes.

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Hero_Of_Light
Hero_Of_Light


Promising
Supreme Hero
posted July 19, 2012 04:34 PM

I loaded the save where Aeris had the right stats, fought some battles etc and nothing happened. All went well.

However, in the save where Aeris has 99 attack, even when I pressed F12 nothing happened. After a battle, the text wrote:

Aeris, 103, 6, -1, 0

But his stats remained 99, 44, 1, 1.

I don't know. Maybe it was indeed the w3 and 4 variables... I noticed that command was often in the script:

!!VRw3:S99;

So maybe that was made into strength bonus? I don't know. If it's the limit checking script maybe it should be removed.

What I am going to do is test the game some more. I hope it works now. However, I would like you to remove the parts of the script for artifacts 161 and 162 so that I have a backup plan. It's easier to make them have a +5 attk and dfn bonus and be done with it.
____________
Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Honorable
Undefeatable Hero
posted July 19, 2012 04:39 PM
Edited by Salamandre at 16:49, 19 Jul 2012.

It makes no sense Aeris stats show -1 or such, I loaded your save and stats remains 103-44-0-0 for one week, except +1 random from leveling.
When game says 99 it may be between 99 and 127, so value is not true, unless you enable "display primary skills over 99.bin" in your plugins folder.


It is easy to remove, but better to fix. It is rather easy to fix if you use the right test dialogs before battles and check vars. I noticed that Aeris had expert scouting, thus possible 1% encounter/step, which may explain why in my save he did not bug, and in yours he did.

Send me saves if stats move again. All I need is a 100% working save, with the check stats additional script, it will not take much time. How did you find Aeris stats moved, btw?

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Hero_Of_Light
Hero_Of_Light


Promising
Supreme Hero
posted July 19, 2012 05:01 PM
Edited by Hero_Of_Light at 17:09, 19 Jul 2012.

In the Thieves Guild. I told you one of the saved games (Dimanton2 save game) works ok now. Although, when I right click Aeris becomes one of my heroes for some reason. I played the game in hotseat and so I was able to control both players.

It may be scouting as you suggest but what should I do? Have the "extended scouting" script disabled? We don't know if that's the cause of it. That's why I think it's better to just erase this part of the script and be done with it. It has caused us a lot of trouble as it is.

Anyway, If I understand you correctly you want me to send you a new save game if that happens again? It may not happen until next Wednesday though and that's why I would like you to repost the section of the script here without those artifacts (161 and 162).

As I said, we can include this script in a future update, it's not that big a deal. It is more important to have a working mod now... In any case, I wanted these artifacts to have this abilities and appear in the campaign and since the campaign will be released in the future maybe we can work this out by then.

So If you can, please remove all this scripting for artifacts 161 and 162 and make them give:

Art 161: +5 Knowledge and Power
Art 162: +5 attack and defense
____________
Not idly do the leaves of Lorien fall.

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Salamandre
Salamandre


Honorable
Undefeatable Hero
posted July 19, 2012 05:15 PM

Link

Disabled. For adding stats, I thrust you, is easy with AE0/1.

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Hero_Of_Light
Hero_Of_Light


Promising
Supreme Hero
posted July 19, 2012 05:52 PM

Done. Other artifact commands seem to work OK... Good thinking on disabling it and not removing it. Maybe in the future we can work it out.

Thanks
____________
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Kegolo
Kegolo


Promising
Famous Hero
of infamy
posted July 22, 2012 01:02 AM
Edited by kegolo at 01:28, 22 Jul 2012.

So I keep getting the error: Cannot find sprite resource "d~""

I don't think there is a sprite named that...

It always happens on the AI turn, always later in the game (2+ months)

Here's the wog error before it crashes. help would be nice


Update: It appears it happens right before my turn occurs. So it's a problem with something that happens at the beginning of my turn it seems.

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solitaire345
solitaire345


Promising
Famous Hero
posted July 22, 2012 01:58 AM

Ugh.. I ran into this "Cannot find sprite resource" error when I was doing stuff with WoG sources. In the end it got so bad, that it happened every time I started the game or during first turn, always with some gibberish file name (or sometimes none at all). I was looking for the source of this problem, but found nothing.
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My signature contains 33
symbols.

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Bersy
Bersy


Responsible
Supreme Hero
posted July 22, 2012 06:14 AM

Kegolo, if you send me a link to mod and saved game, I will probably try to find the crash reason.

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Kegolo
Kegolo


Promising
Famous Hero
of infamy
posted July 22, 2012 11:53 AM
Edited by kegolo at 12:02, 23 Jul 2012.

Update: So I deleted a bunch of lines of code from the succession wars mod' script, ones that Mister Kalu wrote, and the error went away. It had to do with creature's speed on terrain, so it was probably some terrain related bug. Not the most comforting result, but it's working now.

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solitaire345
solitaire345


Promising
Famous Hero
posted July 23, 2012 02:46 PM
Edited by solitaire345 at 14:47, 23 Jul 2012.

Could you post that deleted piece of script (or upload it if it's large section of code) if you have an older version? I am curious, because in my case this error didn't happen if I wasn't applying wogification, but I just shuddered at the thought of reviewing and checking all the wogify scripts, so I never did that...
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Kegolo
Kegolo


Promising
Famous Hero
of infamy
posted July 23, 2012 03:29 PM
Edited by kegolo at 15:29, 23 Jul 2012.

You may not understand me... I am editing the script of the succession wars (now main coder) so I was not going through all scripts, only the one I was using, which was one of 3 or 4 enabled. The code was:


!?BA0;
!!BA:P?y1/?y2/?y3; location of battle
!!TRy1/y2/y3:T?y4/d/d/d/d/d/d/d;
!!FU&y4<>3:E; exit if not snow
!!IF:V180/1;

!?BR&180/1000;
!!DO901/0/41/1:P;
!!IF:V180/0;

!?FU901;
!!BMx16:T?y1;
!!FU&y1<>34/y1<>35/y1<>41/y1<>138/y1<>140/y1<>32/y1<>33/y1<>92/y1<>93/y1<>40:E;
!!BMx16:Sd-1; decrease speed by 1
!!BMx16:Ad-1; decrease speed by 1
!!BMx16:Dd-1; decrease speed by 1

**Grass Monsters  knight

!?FU902;
!?BA0;
!!BA:P?y1/?y2/?y3; location of battle
!!TRy1/y2/y3:T?y4/d/d/d/d/d/d/d;
!!FU&y4<>2:E; exit if not grass
!!IF:V181/1;

!?BR&181/1000;
!!DO903/0/41/1:P;
!!IF:V181/0;

!?FU903;
!!BMx16:T?y1;
!!FU&y1<>0/y1<>1/y1<>2/y1<>127/y1<>129/y1<>3/y1<>7/y1<>10/y1<>11/y1<>12/y1<>13/y1<>6/y1<>139/y1<>108:E;
!!BMx16:Sd-1; decrease speed by 1
!!BMx16:Ad-1; decrease speed by 1
!!BMx16:Dd-1; decrease speed by 1

**Grass Monsters  Sorceress

!?FU904;
!?BA0;
!!BA:P?y1/?y2/?y3; location of battle
!!TRy1/y2/y3:T?y4/d/d/d/d/d/d/d;
!!FU&y4<>2:E; exit if not grass
!!IF:V182/1;


!?BR&182/1000;
!!DO905/0/41/1:P;
!!IF:V182/0;


!?FU905;
!!BMx16:T?y1;
!!FU&y1<>8/y1<>9/y1<>14/y1<>144/y1<>109/y1<>15/y1<>16/y1<>17/y1<>18/y1<>19/y1<>24/y1<>25/y1<>130/y1<>131:E;
!!BMx16:Sd-1; decrease speed by 1
!!BMx16:Ad-1; decrease speed by 1
!!BMx16:Dd-1; decrease speed by 1



**Necromancer Monsters

!?FU906;
!?BA0;
!!BA:P?y1/?y2/?y3; location of battle
!!TRy1/y2/y3:T?y4/d/d/d/d/d/d/d;
!!FU&y4<>0:E; exit if not grass
!!IF:V183/1;


!?BR&183/1000;
!!DO907/0/41/1:P;
!!IF:V183/0;


!?FU907;
!!BMx16:T?y1;
!!FU&y1<>56/y1<>57/y1<>58/y1<>59/y1<>62/y1<>63/y1<>64/y1<>65/y1<>68/y1<>69/y1<>141/y1<>28:E;
!!BMx16:Sd-1; decrease speed by 1
!!BMx16:Ad-1; decrease speed by 1
!!BMx16:Dd-1; decrease speed by 1

**Grass Monsters Gipsy

!?FU908;
!?BA0;
!!BA:P?y1/?y2/?y3; location of battle
!!TRy1/y2/y3:T?y4/d/d/d/d/d/d/d;
!!FU&y4<>2:E; exit if not grass
!!IF:V184/1;


!?BR&184/1000;
!!DO909/0/41/1:P;
!!IF:V184/0;


!?FU909;
!!BMx16:T?y1;
!!FU&y1<>118/y1<>119/y1<>48/y1<>49/y1<>142/y1<>80/y1<>60/y1<>61/y1<>70/y1<>71/y1<>76/y1<>77/y1<>36/y1<>37:E;
!!BMx16:Sd-1; decrease speed by 1
!!BMx16:Ad-1; decrease speed by 1
!!BMx16:Dd-1; decrease speed by 1

**Barbarian Monster Desert

!?FU910;
!?BA0;
!!BA:P?y1/?y2/?y3; location of battle
!!TRy1/y2/y3:T?y4/d/d/d/d/d/d/d;
!!FU&y4<>5:E; exit if not grass
!!IF:V185/1;


!?BR&185/1000;
!!DO911/0/41/1:P;
!!IF:V185/0;


!?FU911;
!!BMx16:T?y1;
!!FU&y1<>84/y1<>85/y1<>86/y1<>87/y1<>88/y1<>89/y1<>90/y1<>91/y1<>72/y1<>73/y1<>94/y1<>95/y1<>96/y1<>97:E;
!!BMx16:Sd-1; decrease speed by 1
!!BMx16:Ad-1; decrease speed by 1
!!BMx16:Dd-1; decrease speed by 1

**Warlock Monsters

!?FU912;
!?BA0;
!!BA:P?y1/?y2/?y3; location of battle
!!TRy1/y2/y3:T?y4/d/d/d/d/d/d/d;
!!FU&y4<>6:E; exit if not grass
!!IF:V186/1;


!?BR&186/1000;
!!DO913/0/41/1:P;
!!IF:V186/0;


!?FU913;
!!BMx16:T?y1;
!!FU&y1<>120/y1<>121/y1<>30/y1<>31/y1<>4/y1<>5/y1<>78/y1<>79/y1<>72/y1<>73/y1<>110/y1<>111/y1<>26/y1<>83:E;
!!BMx16:Sd-1; decrease speed by 1
!!BMx16:Ad-1; decrease speed by 1
!!BMx16:Dd-1; decrease speed by 1


!?BA0;
!!BA:P?y-1/?y-2/?y-3;   [current position]
!!FU&y-3<>1:E;   [exit if not underground]
!!TRy-1/y-2/y-3:T?y-4/?y-5//////;   [store real surface type]
!!TR0/0/0:T?v9281/?v9282//////;   [remember surface type in 0/0/0]
!!TR0/0/0:Ty-4/y-5//////;   [change type of 0/0/0 to stored type of place where battle ocures]
!!BA:P0/0/0;   [change battle position to 0/0/0]

!?BA1;
!!TR0/0/0:Tv9281/v9282//////;   [restore surface type in 0/0/0 after the battle]

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JimV
JimV


Responsible
Supreme Hero
posted July 23, 2012 06:36 PM
Edited by JimV at 15:44, 24 Jul 2012.

!?BA0;
!!BA:P?y1/?y2/?y3; location of battle
!!TRy1/y2/y3:T?y4/d/d/d/d/d/d/d;
!!FU&y4<>3:E; exit if not snow
!!IF:V180/1;

!?BR&180/1000;
!!DO901/0/41/1:P;
!!IF:V180/0;

When the AI players fight neutral creatures or each other, since there is no &1000 on BA0, the flags 180-186 will get set, but not unset, due to the &1000 condition on BR.  Eventually, by bad luck, enough of them might be set during the AI turns so that in a human battle, some slow creature gets its speed reduced to zero or negative [no - see update].  I would expect a crash at this point, but perhaps it corrupts internal data in a way which eventually causes a crash later.  Or there could be some other problem which causes the crash. Anyway, this is a bad condition which could be fixed by adding &1000 to the BA0's, or by unsetting all the flags at the start (before the terrain test) or end of each battle.

As noted on another recent thread, the last part of the script, which allows underground battles which are on surface terrain-types to have corresponding battlefields, could be improved slightly.  (Using surface square 0/0/0 will mean all battles have obstacles in the same locations, and will not work if the map is unlucky enough to have a water-only object on water at 0/0/0.)

There are some unused functions, e.g. !?FU902, but these probably will not cause any problem.

Update - looking more closely at the script, I see that only Harpies and Harpy Hags (72-73) are slowed in more than one flagged DO-function, so it is only possible for Harpies at speed 6 to be slowed twice to 4, but not to zero.  So this does not seem like a possible reason for crashes.  It is more likely that this script interfered with some other script by using the same function numbers or variables - if removing this script was the only difference between crashes and no crashes.  My first thought is always to investigate the script which contains the last executed ERM command, although in crashes caused by data corruption the last ERM command can be irrelevant.

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Kegolo
Kegolo


Promising
Famous Hero
of infamy
posted July 25, 2012 11:32 AM

I know HoL had a similar problem, but I will ask again as I believe mine is slightly different. I am using the extended dwelling CA-1 with battery.dll but the CA-1:M1 command does not work with it. Is there another way to check how many creatures are available, perhaps in memory or elsewhere? I think the M1 command is limited to non-extended dwellings it seems, and there's no good way to code around it with what I am doing.

Or is someone is super smart, maybe patch battery.dll?

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JimV
JimV


Responsible
Supreme Hero
posted July 25, 2012 12:16 PM

Normally the $n syntax in ERM Help means that a parameter may be either set, gotten, or checked.  I have not tried this, but my reading of MoP's (translated) description seems to confirm this interpretation:

!! CA: D # 1 / # 2 / $ 3 / $ 4
# 1 - dvellinga level (0 ... 6)
# 2 - the number of slots in dvellinge (0 ... 3)
$ 3 - type of monster
$ 4 - the number of monsters

You can install different combinations of monsters any city, any dwelling in it and every slot in dwellinge at anytime during the game, as well as receive and check information for any actions (for example script for the purchase of all beings in the city or to increase the rate of parts Statue of Legion). ...

Note also what Aleee said:

This command does not extend dwellings. It just adds one more slot. That's why creature growth and all checks must be scripted manually.

And what OxFea said:

Also, this dll doesn't allow the AI to hire new creatures.

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Kegolo
Kegolo


Promising
Famous Hero
of infamy
posted July 25, 2012 12:30 PM

I think I see what you are saying now... perhaps. I'll try it and see

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Bersy
Bersy


Responsible
Supreme Hero
posted July 25, 2012 02:01 PM

As far as I see in MoP's sources, Jim is right.

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