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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 227 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 ]
Brian_the_Fist
Brian_the_Fist


Hired Hero
posted October 24, 2006 01:01 PM
Edited by brian_the_fist at 13:03, 24 Oct 2006.

Daily Single Party

oops sent the one below twice - sry & del this one please
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Brian_the_Fist
Brian_the_Fist


Hired Hero
posted October 24, 2006 01:01 PM
Edited by brian_the_fist at 13:02, 24 Oct 2006.

Daily Single Party

I added 2 Functions to Script20 to make stacks of monsters appear on the map daily that do not match the monster-week-type. The stacks are placed but there's always just 1 Creature placed and I don't find the mistake in my functions. Also the quantity does not grow, maybe because it's just a single creature. I'd be thankful for some help.
Here are my functions:

--------------------------------------------------------------------------------------

!?FU5311; [function to place monsters daily]

[Set v1210 to current day]
!!VRv1210: Sc;

[Get size of map (y1) and if it has an underground (y2=0 for no, 1 for yes)
!!UN:X?y1/?y2;
!!VRy9: Sy1 -1; [Map size for loop purposes]

[Store v198 in y6 - convert value for resource week]
!!VRy6:Sv198;
!!VRy6&y6<0/y6<>-100:*-1 -1;

[Calculate base creature numbers - store in y4]
!!VRy4&v198>=0: Sc-1;    [Day minus 1]
!!VRy4&v198>=0: Sy4 :7;  [Week number -1]
!!VRy4:+1;              [Week number]
!!VRy10&v198>=0: S1 Ry4;   [amount of creatures 1-week#]
!!VRy10&v198>=0: +Ry4+Ry4+Ry4;     [+1-week#]
!!VRy10&v198>=0/y10<1: S1; [Make sure y10 is at least 1]
!!VRy5&v198>=0: Sy10 *y4;  [Half enhanced base value x number of weeks]
!!VRy5&v198>=132/v198<=135: *2: 3; [2 3rds the number if it's a big neutral dragon]
!!VRy5&v198>=150/v198<=158: *2: 3; [2 3rds the number if it's a level 8 monster]
!!VRy5&v198=196: *2: 3;            [2 3rds the number if it's a dracolich]
!!VRy5&v198>=0/y3<1: S1; [Make sure y5 is at least 1]
!!VRy8: S1; [set stacks to place to 1]

[Place 1 monster/resource stack]
[y9=map size-1, 0/1=map level, y5=monster stack size, y6=monster or resource type]
[y7=object type-monster (54)/resource (79), y8=number of stacks]
[y3=enhanced monster growth value]

[Set v3 and v4 to 0]
!!VRv3: S0;  !!VRv4: S0;

[Place monsters/resources on upper level]
!!DO5304/1/1/1: Py9/0/y5/y6/54/y8/y3;

[Set v3 and v4 to 0]
!!VRv3: S0;  !!VRv4: S0;

[Place monsters/resources on lower level if it exists]
!!DO5304/1/1/1&y2=1: Py9/1/y5/y6/54/y8/y3;


--------------------------------------------------------------------------------------

>>[define monsters for daily placement]

!?FU185;

!!VRx16: S0;   [Initialize x16 to 1000 so it will exit the Function if not changed]
!!VRy9&x1=1: S0;  [loop counter to 0 i run 1]
!!VRv198: S138;     [DEFAULT for daily IS halfling]

!!VRy1: S0 R85; [Random # from 0 to 86]
!!VRy2&y1= 0: S0;  [pikeman]
!!VRy2&y1= 1: S2;  [archer]
!!VRy2&y1= 2: S4;  [griffin]
!!VRy2&y1= 3: S6;  [swordsman]
!!VRy2&y1= 4: S8;  [monk]
!!VRy2&y1= 5: S10; [cavalier]
!!VRy2&y1= 6: S12; [angel]
!!VRy2&y1= 7: S14; [centaur]
!!VRy2&y1= 8: S16; [dwarf]
!!VRy2&y1= 9: S18; [elf]
!!VRy2&y1=10: S20; [pegasus]
!!VRy2&y1=11: S22; [dendroid guard]
!!VRy2&y1=12: S24; [unicorn]
!!VRy2&y1=13: S26; [green dragon]
!!VRy2&y1=14: S28; [gremlin]
!!VRy2&y1=15: S30; [stone gargoyle]
!!VRy2&y1=16: S32; [stone golem]
!!VRy2&y1=17: S34; [mage]
!!VRy2&y1=18: S36; [genie]
!!VRy2&y1=19: S38; [naga]
!!VRy2&y1=20: S40; [giant]
!!VRy2&y1=21: S42; [gremlin]
!!VRy2&y1=22: S44; [gog]
!!VRy2&y1=23: S46; [hell hound]
!!VRy2&y1=24: S48; [demon]
!!VRy2&y1=25: S50; [pit fiend]
!!VRy2&y1=26: S52; [efreet]
!!VRy2&y1=27: S54; [devil]
!!VRy2&y1=28: S56; [skeleton]
!!VRy2&y1=29: S58; [walking dead]
!!VRy2&y1=30: S60; [wight]
!!VRy2&y1=31: S62; [vampire]
!!VRy2&y1=32: S64; [lich]
!!VRy2&y1=33: S66; [black knight]
!!VRy2&y1=34: S68; [bone dragon]
!!VRy2&y1=35: S70; [troglodyte]
!!VRy2&y1=36: S72; [harpy]
!!VRy2&y1=37: S74; [beholder]
!!VRy2&y1=38: S76; [medusa]
!!VRy2&y1=39: S78; [minotaur]
!!VRy2&y1=40: S80; [manticore]
!!VRy2&y1=41: S82; [red dragon]
!!VRy2&y1=42: S84; [goblin]
!!VRy2&y1=43: S86; [wolf rider]
!!VRy2&y1=44: S88; [orc]
!!VRy2&y1=45: S90; [ogre]
!!VRy2&y1=46: S92; [roc]
!!VRy2&y1=47: S94; [cyclops]
!!VRy2&y1=48: S96; [behemoth]
!!VRy2&y1=49: S98; [gnoll]
!!VRy2&y1=50: S100; [lizardman]
!!VRy2&y1=51: S102; [gorgon]
!!VRy2&y1=52: S104; [serpent fly]
!!VRy2&y1=53: S106; [basilisk]
!!VRy2&y1=54: S108; [wyvern]
!!VRy2&y1=55: S110; [hydra]
!!VRy2&y1=56: S112; [air elemental]
!!VRy2&y1=57: S113; [earth elemental]
!!VRy2&y1=58: S114; [fire elemental]
!!VRy2&y1=59: S115; [water elemental]
!!VRy2&y1=60: S116; [gold golem]
!!VRy2&y1=61: S117; [diamond golem]
!!VRy2&y1=62: S118; [pixie]
!!VRy2&y1=63: S120; [psychic elemental]
!!VRy2&y1=64: S130; [firebird]
!!VRy2&y1=65: S132; [azure dragon]
!!VRy2&y1=66: S133; [crystal dragon]
!!VRy2&y1=67: S134; [faerie dragon]
!!VRy2&y1=68: S135; [rust dragon]
!!VRy2&y1=69: S136; [enchanter]
!!VRy2&y1=70: S137; [sharpshooter]
!!VRy2&y1=71: S138; [halfling]
!!VRy2&y1=72: S139; [peasant]
!!VRy2&y1=73: S140; [boar]
!!VRy2&y1=74: S141; [mummy]
!!VRy2&y1=75: S142; [nomad]
!!VRy2&y1=76: S143; [rogue]
!!VRy2&y1=77: S144; [troll]
!!VRy2&y1=78: S168; [gorynych]
!!VRy2&y1=79: S170; [arctic sharpshooter]
!!VRy2&y1=80: S171; [lava sharpshooter]
!!VRy2&y1=81: S172; [nightmare]
!!VRy2&y1=82: S193; [sorceress]
!!VRy2&y1=83: S194; [werewolf]
!!VRy2&y1=84: S195; [hellsteed]
!!VRy2&y1=85: S196; [dracolich]
!!VRy2&y1=86: S159; [ghost]

!!VRv198:Sy2; [set a random monster from above list (y2)]

!!VRy5: Sc;  [set y5 to current day]
!!VRy6: Sy5 -1; [set y6 to current day -1]
!!VRy6: :7; [set y6 to current week -1]
!!VRy6: +1; [set y6 to current week]
!!VRy10: Sy6 :2; [Half of current week]
!!VRy10&y6=>2: +1; [add one to max neutral stack monster lvl]
!!VRy10&y10<1: S1;

!!MA&v198>=0: Lv198/?y7; [Store monster level (0-6) in y7]
!!VRy7&v198>=0: +1;      [set y7 to "true" monster level (1-7)]

[Get a new number if monster number is same as previous week,]
["Not Used" number, Emissaries, Arrow Towers or higher level than the week divided by 2]
[Also, skip level 8 monsters and Commanders]
!!VRx16|v198=v170/v198=y4: S0; [No monster week monsters or previous player week]
!!VRx16|v198=122/v198=124/v198=126/v198=128/v198=149: S0; [No "not used" or arrow towers]
!!VRx16&v198>=160/v198<=163: S0; [No Emissaries]
!!VRx16&v198>=174/v198<=191: S0; [No Commanders]
!!VRx16&v198>=150/v198<=158: S0; [No Level 8 Monsters unless in a hero's army]
!!VRx16&y7>y10: S0; [y7=monster level, y10=current week divided by 2 (skip creatures of too high level unless in a hero's army)]
!!VRy20: S0 Ry6;
!!VRx16&y20>=1/y6>=3/y7<=1: S0;  [less lvl 1 monsters after week 3]
!!VRx16&y20>=2/y6>=4/y7<=2: S0;  [less lvl 2 monsters after week 4]
!!VRx16&y20>=4/y6>=5/y7<=3: S0;  [less lvl 3 monsters after week 5]
!!VRx16&y20>=5/y6>=6/y7<=4: S0;  [less lvl 4 monsters after week 6]
!!VRx16&y20>=7/y6>=8/y7<=5: S0;  [less lvl 5 monsters after week 8]
!!VRx16&y20>=9/y6>=10/y7<=6: S0; [less lvl 6 monsters after week 10]

!!VRv198&y6>8/v198>=0/v198<=110:R1; [UPGRADED ENCOUNTERS AFTER WEEK 8]

!!VRy18: +1; [Count loops: y18]
!!VRx16&y18>500: S1000; [if too many loops exit]
!!VRv198&y18>500: S193;  [If too many loops, set it to SORCERESS: v198]

[Place some wandering monster stacks and resources of this type unless it's the first week]
[Don't call function if it's a war machine or ghost]
!!VRy8: S1; [Assume wandering monster stacks and resources can be placed]
!!VRy8&v198=-100: S0; [Must have been a monster chosen]
!!VRy8&v198>=150/v198<=158: S0; [No Level 8 Monsters]
!!VRy8&v198>=145/v198<=159: S0; [No War Machines or Level 8 Monsters]
!!UN: P135/?y15; [y15=1 if wandering monsters are enabled]
!!UN: P136/?y16; [y16=1 if stationary monsters are enabled]
!!VRy8&v198>=0/y15=0/y16=0: S0; [Don't call if a monster week and wandering]
                              [and stationary monsters are both disabled]
!!UN: P134/?y17; [y17=1 if resource piles are enabled]
!!VRy8&v198<0/y17=0: S0; [Don't call if resource week and resource piles are disabled]

!!MA&v198>=0: Lv198/?y11; [Store monster level (0-6) in y11]
!!VRy11&v198>=0: +1;      [set y11 to "true" monster level (1-7)]
!!VRy11&v198<0: S0;       [set y11 to 0 if it's a resource week]


!!VRy12:Sc; [Set y12 to current day]

!!VRy9&y8=1/y6>1/y6>=y11/y12<>v1210:+1; [count placed stacks]
!!VRx16&y9>40: S1000; [exit function when 40 monster stacks have been placed]
!!FU5311&y8=1/y6>1/y6>=y11/y12<>v1210: P; [Place wandering monster stacks or resources]

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Fnord
Fnord


Promising
Famous Hero
posted October 24, 2006 09:45 PM

Quote:
I added 2 Functions to Script20 to make stacks of monsters appear on the map daily that do not match the monster-week-type. The stacks are placed but there's always just 1 Creature placed and I don't find the mistake in my functions. Also the quantity does not grow, maybe because it's just a single creature. I'd be thankful for some help.
Here are my functions:




In Function 5311 you're not setting y3 to anything as far as I can see, so y3 will always equal 0.

Then this line:

-->  !!VRy5&v198>=0/y3<1: S1; [Make sure y5 is at least 1]

will set y5 to 1. y5 is passed as x3 to the next function which uses it as the base for the number of creatures (also modified by x7).


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Fnord
Fnord


Promising
Famous Hero
posted October 24, 2006 10:00 PM
Edited by Fnord at 22:00, 24 Oct 2006.

Quote:
Ok, here is my wish... I know it is a little bit overpowered, but it will only be used against a team of computers or against REALLY overpowered enemies, town this should be in is conflux:



You're going to have some problems here with morale unless you set all these creatures to the same town type (i.e., Conflux) but then there will be morale problems in the other towns you took some of the creatures from unless you change the creatures there too, so I don't know how you plan to deal with this.

Quote:

Level 1: Master Gremlin
UPG: Santa Gremlin

Level 2: Boar
UPG: Wolf Raider

Level 3: Sharp Shooter
UPG: Lava Sharpshooter

Level 4: Horned Demon
UPG: Werewolf

Level 5: Zealot
UPG: War Zealot

Level 6: Hell Steed
UPG: Nightmare

Level 7: Red Dragon
UPG: Rust dragon



Okay, here you go but in addition to the morale/town type issue, there's also the upgrade issue. I can give you the code for the upgrades but then the old upgrades won't work so that will mess up the other towns that you took creatures from.

ZVSE

!?PI; [Start of game, post-instruction trigger]
[Set Conflux Town Troops]
!!UN:T8/0/0/29 T8/0/1/173; [L1 Master Gremlin, L1 Upgr. Santa Gremlin]
!!UN:T8/1/0/140 T8/1/1/87; [L2 Boar Rider, L2 Upgr. Wolf Raider]
!!UN:T8/2/0/137 T8/2/1/171; [L3 Sharpshooter, L3 Upgr. Lava Sharpshooter]
!!UN:T8/3/0/49 T8/3/1/194; [L4 Horned Demon, L4 Upgr. Werewolf]
!!UN:T8/4/0/9 T8/4/1/169; [L5 Zealot, L5 Upgr. War Zealot]
!!UN:T8/5/0/195 T8/5/1/172; [L6 Hell Steed, L6 Upgr. Nightmare]
!!UN:T8/6/0/82 T8/6/1/135; [L7 Red Dragon, L7 Upgr. Rust Dragon]

Quote:
Should I put a level 8 creature too?


I'm not too sure how you can change that exactly. You could set an upgrade path from the Rust Dragon to another creature but that would only work in Hill Forts or if you enable "Universal Upgrades".




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wog_edn
wog_edn

Promising

The Nothingness
posted October 25, 2006 06:18 AM

I will set specific towns, and use Spirit of Oppression. Thanks Fnord
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wog_edn
wog_edn

Promising

The Nothingness
posted October 25, 2006 06:53 AM
Edited by wog_edn at 10:59, 25 Oct 2006.

It worked perfect, THANK YOU

If you want more work, write it

Ok, new creatures again, for fortress:

1: Peasant:
UPG: Rogue

2: Pikeman
UPG: Halberdier

3: Archer:
UPG: Marksman

4. Iron Golem
UPG: Gold Golem

5:
UPG:

6: Sorceress
UPG: Enchanter

7: Cyclop
UPG: Cyclop King

A bit underpowered but I will change some with erm script master.
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metos
metos


Known Hero
God of Shadows
posted October 25, 2006 01:23 PM
Edited by metos at 13:28, 25 Oct 2006.

Here's your script:

ZVSE
!#UN:T7/0/0/139;
!#UN:T7/0/1/143;
!#UN:T7/1/0/0;
!#UN:T7/1/1/1;
!#UN:T7/2/0/2;
!#UN:T7/2/1/3;
!#UN:T7/3/0/33;
!#UN:T7/3/1/116;
!#UN:T7/5/0/193; (i'm not sure with the number but it should be 193)
!#UN:T7/5/1/136;
!#UN:T7/6/0/94;
!#UN:T7/6/1/95;

PS. Your town is baaad

And i don't know any script else i wanna know how to change basic specialities (attack, defence, speed, HP, damage, cost and growth).

@Fnord: You didn't explain what is what in werewolf script nlike you did it in mage upg. power lich.

@DragonBreath: Your 1 didn't work man....
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The Legendary God Of Mighty Shadows and Undead
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Keeper of the balance between evil and good

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Fnord
Fnord


Promising
Famous Hero
posted October 25, 2006 01:57 PM

Quote:
@Fnord: You didn't explain what is what in werewolf script nlike you did it in mage upg. power lich.


You mean the basic stat changes? Well, they're pretty simple and all listed in the ERM Help. But anyway...

!!MA:A194/23 D194/23 P194/300 M194/60 E194/60 S194/15 C194/6/10000; [Set Werewolf's basic stats]

!!MA = Monster Attributes receiver
A = Attack
194 = Werewolf's number (from Format C in ERM Help)
23 = new value for Attack skill

The same for the others: D=Defense, P=Hit Points (Health), M=Minimum Damage, E=Maximum Damage, S=Speed.

C=Cost, 194=Werewolf, 6=Gold, 10000=value (gold cost).

I hope that helps.


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metos
metos


Known Hero
God of Shadows
posted October 25, 2006 01:59 PM

O thanx
____________
The Legendary God Of Mighty Shadows and Undead
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Keeper of the balance between evil and good

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wog_edn
wog_edn

Promising

The Nothingness
posted October 25, 2006 02:11 PM

Was the script you (metos) made for the thing I wrote that should replace Fortress?
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Brian_the_Fist
Brian_the_Fist


Hired Hero
posted October 26, 2006 07:29 AM

The Foe Rave

Quote:

In Function 5311 you're not setting y3 to anything as far as I can see, so y3 will always equal 0.


Thanks alot Fnord! I made it work properly.

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wog_edn
wog_edn

Promising

The Nothingness
posted October 26, 2006 01:40 PM

Btw, Fnord. Could you please make the script for upgrading... it is kind of boring too transfear the creature already bought to another hero.

And it the script that Metos made the one for my town to change Fortress?
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metos
metos


Known Hero
God of Shadows
posted October 26, 2006 02:18 PM

Quote:
And it the script that Metos made the one for my town to change Fortress?


Yup I didn't replace basilisks since you made blank for the 4th level creature
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The Legendary God Of Mighty Shadows and Undead
_____________________
Keeper of the balance between evil and good

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Fnord
Fnord


Promising
Famous Hero
posted October 26, 2006 04:54 PM

Quote:
Btw, Fnord. Could you please make the script for upgrading... it is kind of boring too transfear the creature already bought to another hero.


Okay, for upgrading, it's really simple. You just put !!MA:U followed by the number of the first creature, a slash, and then the second creature. The creature numbers are in Format C in ERM Help.

e.g., Master Gremlins are creature #29, Santa Gremlins are #173 so it would be: !!MA:U29/173;

I'll give you the code for these and then I'm sure you can figure it out for the Fortress and other towns.

(The stuff in the square brackets are just comments for your benefit--they're not really needed but it makes it easier to understand the script.)

So just add these lines to the end of the Conflux town script I wrote:

!!MA:U29/173; [Master Gremlin to Santa Gremlin]
!!MA:U140/87; [Boar Rider to Wolf Rider]
!!MA:U137/171; [Sharpshooter to Lava Sharpshooter]
!!MA:U49/194; [Horned Demon to Werewolf]
!!MA:U9/169; [Zealot to War Zealot]
!!MA:U195/172; [Hell Steed to Nightmare]
!!MA:U82/135; [Red Dragon to Rust Dragon]


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wog_edn
wog_edn

Promising

The Nothingness
posted October 26, 2006 06:20 PM
Edited by wog_edn at 13:00, 27 Oct 2006.

WOW!!!
When I think about it, it might be possible for me to learn ERM. But all I've found of help is in Russian or something like that. May I get a link to a program that works good?

And thanks to everything peoples, you help me a lot
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Fnord
Fnord


Promising
Famous Hero
posted October 27, 2006 11:53 PM
Edited by Fnord at 23:53, 27 Oct 2006.

Quote:
WOW!!!
When I think about it, it might be possible for me to learn ERM. But all I've found of help is in Russian or something like that. May I get a link to a program that works good?

And thanks to everything peoples, you help me a lot


Are you just looking for the standard ERM HTML Help file?

That can be found on the WoG Download page along with the ERM Script editor in the file "wog_tools.wog". I recommend to download from fileplanet as I don't know if the Russian site works properly (or it might give a bad download that won't install).

http://wakeofthegods.strategyplanet.gamespy.com/download.shtml

(It's where it says "The list of files that are optional for download" and there's the battlefields and then below that the wog tools.)



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wog_edn
wog_edn

Promising

The Nothingness
posted October 28, 2006 06:33 AM

What is the number of the Sorceress? Creature Number?

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TNT
TNT


Adventuring Hero
The Arcomage
posted October 28, 2006 12:42 PM

It's 193. You can find it in the ERM help or ERM Scripter. Using ERM Box, you just need to write ~creatureNameInPlural.

TNT.

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TNT
TNT


Adventuring Hero
The Arcomage
posted October 28, 2006 01:05 PM

ERM Box ALFA

Hello, everyone!

ERM Box ALFA version has been created and uploaded at:

'games.groups.yahoo.com/groups/tnth3group' in files section.

This is a small ERM editor enhanced to support aliases and contains some environment helpers. There several wizards that will generate code for you, as well. Future versions of this program will not require understanding ERM at all - AutoSyntax will do the job for you (creating a script means just a few mouse clicks!).

Since this is the ALFA version, there're many uncompleted features. Bug reports may be sent to 'deplement3(at)yahoo.ca' or posted here.

Program requires VB Runtime Libraries (all needed files can be found in the yahoo group).

TNT, Supreme Master Arcomage of WR.

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wog_edn
wog_edn

Promising

The Nothingness
posted October 30, 2006 06:49 PM

What kind of codes will it generate? I suck at ERM so it will be kinda difficult to know which to use. Will there be descriptions too? And am I a bit bad against you if I expect answer on all that?

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