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artu
Promising
Undefeatable Hero
My BS sensor is tingling again
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posted November 30, 2012 01:16 PM |
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after the changes it's still giving syntax error and auto-disabling itself. changing functions with unclaimed ones is too advanced for me yet, if it conflicts with Wog Revised it's not worth it anyway. pity though, i think training troops would be more original and vital than many scripts that are less important. i like to get those dragons receptive as soon as possible.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted November 30, 2012 01:18 PM |
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JimV
Responsible
Supreme Hero
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posted December 02, 2012 04:44 AM |
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Edited by JimV at 04:52, 02 Dec 2012.
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Quote: Why doesn't HE:B2/$ Set/get the class of a hero?
Answer (after some testing): it does, but instructions (!#HExx:B2/y;) are executed before all the map settings are completed (as stated in ERM Help), and may be over-ridden by map settings which occur after they are executed.
There are three ways to make settings changes at the start of a map via ERM:
1) Instructions (some map settings have occurred).
2) PI trigger (most map settings have occurred).
3) Day 1 Timer trigger (all map settings have occurred).
In the case of HE:B2, PI works, as determined by the following test script:
ZVSE
* Test HE:B2
*Result: instruction does not work - PI works - CM0 works
!#HE5:B2/3; chg Shorsha to Druid
!?PI; added after above instruction did not work
!!HE5:B2/3; chg Shorsha to Druid
!?CM0; RMB on Next Hero (11)
!!CM:I?y1;
!!FU&y1<>11:E;
!!CM:R0;
!!VRz-1:S^Enter the number of the Hero Class for Sorsha.
(0-17)^;
!!VRz-2:S^What is the number?^;
!!IF:D42/-1/-2/0/0/0/0/0/0/0/0/0/0/0/0/0;
!!IF:E1/42;
!!VRy1:Vz1; convert z1 text to integer y1
!!IF|y1<0/y1>17:M^Input = %Z1 is invalid (0-17 only).^;
!!FU|y1<0/y1>17:E;
!!HE5:B2/?y2 B2/y1;
!!IF:M^Shorsha was %Y2, changed to %Y1.^;
By "works", I mean in the test map "Level 1 Knight" in Shorsha's Hero Screen changes to "Level 1 Druid" due to the PI part of the script, but did not change at the start of the map due to the instruction (before PI was added). Triggers after the start of the map, such as CM0, also can successfully change the Hero type label.
One of the secrets to ERM (or anything else) is: if method A does not work, think of method B; if that doesn't work, think of method C; etc. (of course, unless all of ERM Help has been studied, the scripter may not be aware of all methods).
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qoty
Adventuring Hero
wandering hero
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posted December 02, 2012 07:34 PM |
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In script 28 - enhanced monster are these lines:
*** RAMPART CREATURES ***
*#MA&v7183=1:X14/?i; Centaur Shoot
*#VRi&v7183=1:|4;
*#MA&v7183=1:X14/i;
*#MA&v7183=1:X15/?i; Centaur Captain shoot
*#VRi&v7183=1:|4;
*#MA&v7183=1:X15/i;
which should add ability to both centaurs to shoot, but only unupgraded centaur can shoot! Where's the problem?
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Freedom comes at a price
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JimV
Responsible
Supreme Hero
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posted December 02, 2012 08:50 PM |
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Edited by JimV at 04:02, 03 Dec 2012.
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Lines beginning with * (e.g., *#...) are comments (as described in the ERM Help tutorials). They are not executable commands.
Probably the script author tried these commands and turned them into comments (changing !# to *#) when he found that they did not work - hoping that at some point WoG would be updated so that they would work and he could then change them back.
See the thread on turning non-shooting creatures into shooting creatures for more information on this subject.
Edit - to be more precise, what ERM Help says and means is that when a line begins with an asterisk, the ERM Script Editor highlights it in green as a comment. However, I think the ERM interpreter parses character by character (not line by line) so that a line beginning with * could contain an executable command (e.g., * !!MA ...) - but there is no reason to do this, of course.
2nd Edit - after testing: in fact the commands (in !# not *# form) do work for the Centaur Captain but not for a (low-level) Centaur. This is because both DEF's contain shooting animations, but the Centaur has an EA:B special ability line which disables ranged attacks through level 5. Removing or replacing this line would probably enable its MA:X commands to work.
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qoty
Adventuring Hero
wandering hero
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posted December 03, 2012 08:43 PM |
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Thanks JimV, I fixed it, only replaced * with !.
And I need to know Nomads number in erm to replace added boars in dwellings from script map rules.
** function to add boars to dwelling number x16 if not first level
!?FU701;
** x1 = new type (140 = boars, 112 = Air Elemental)
!!UN:U17/-1/-1/600; [get dwelling location into v600-v602]
!!DW600:M0/?y1/?y2; [get y1 type y2 qty in slot 0]
!!MA:Ly1/?y3; // get monster Level
!!DW600&y3>0:M1/x1/12; [12 boars / Air Elementals in slot 1]
** end of function
____________
Freedom comes at a price
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JimV
Responsible
Supreme Hero
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posted December 03, 2012 09:08 PM |
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Quote: I need to know Nomads number in erm to replace added boars in dwellings from script map rules.
Are you seriously asking someone else to look up something for you which it would take 10 seconds to find in ERM Help? No, that must be a joke of some kind.
This is no joke: people who can't or won't read ERM Help for themselves will never be good scripters, and should find something more productive to do.
(I realize there may be language difficulties, but when I copy and paste information from the English version of ERM Help here, the same language difficulties apply.)
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qoty
Adventuring Hero
wandering hero
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posted December 03, 2012 09:15 PM |
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Edited by qoty at 21:18, 03 Dec 2012.
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At first I always try to search for my problems . I searched for creature list in ERM Help pages and txt files but no success. So lastly I ask for help.
EDIT: After MORE searching I finally found it.
Anyway, thanks.
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Freedom comes at a price
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JimV
Responsible
Supreme Hero
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posted December 03, 2012 09:59 PM |
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Edited by JimV at 22:00, 03 Dec 2012.
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Well, thank you for a polite reply.
For future reference, ERM Help is a HTML document so it has internal links. If you click on the "Format C" next to "Monster #" in any of the MA commands, for example, it brings up the table of Creature Name/Number. Or you could look in the index.
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Siegfried
Famous Hero
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posted December 07, 2012 11:11 AM |
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interesting problem
Hi,
i've an interesting problem. I want to setup an university with a given set of skills (embedded in the map, that map only). So i have the coordinates.
If i try to set the skills with instructions (!#UR...), then there is no university. Although an !#OB...:T gives the type 104, which is university.
If i try to do it inside a !?PI trigger, the university is found. The setup is done without any error. But when i then visit the game, there is still another setup.
May it be that these universities are set up later? So the internal setup overwrites my setup from the !?PI trigger?
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JimV
Responsible
Supreme Hero
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posted December 07, 2012 02:58 PM |
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I have not tested this, but yes, it may well be. See my comment above listing the three ways to do setup work in ERM.
In "The Dragon Slaughter" there is a university which changes skills at the start of each month (including day one of the game), using a Timer trigger.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted December 07, 2012 05:00 PM |
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Indeed, I also had in TEW4 to tie UR to timer or early visited object trigger, did not work in instructions or PI, did not check further just adapted.
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Era II mods and utilities
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artu
Promising
Undefeatable Hero
My BS sensor is tingling again
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posted December 08, 2012 08:12 AM |
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This used to work and now it doesn't??? The specialty text description change doesn't apply. The rest is ok. I don't understand this because a) it used to work b) i compared it to other specialty changing mods like hol and halfling town and this is what everybody does:
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Siegfried
Famous Hero
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posted December 08, 2012 11:31 AM |
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Hi,
not sure about the !#VR..., may be should be !!VR...
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artu
Promising
Undefeatable Hero
My BS sensor is tingling again
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posted December 08, 2012 12:21 PM |
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Quote: Hi,
not sure about the !#VR..., may be should be !!VR...
i tried every combination of !! and !# on the UN and VR before posting here.
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artu
Promising
Undefeatable Hero
My BS sensor is tingling again
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posted December 08, 2012 01:44 PM |
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Edited by artu at 13:48, 08 Dec 2012.
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i am really getting frustrated trying this and that... can someone upload a working Hero 43's specialty Blind script (with correct specialty text display) and only that with nothing else scripted so i can use it in future changes as a prototype. i cant believe i deleted the one i managed to do it a few days ago. Latest failed attempt:
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted December 08, 2012 02:02 PM |
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First, you should never post ERM in images, because then it takes time for us to write again the code.
Change all !!UN to !#UN.
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Era II mods and utilities
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artu
Promising
Undefeatable Hero
My BS sensor is tingling again
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posted December 08, 2012 03:09 PM |
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Quote: First, you should never post ERM in images, because then it takes time for us to write again the code.
Change all !!UN to !#UN.
i had already tried that, yet i tried again right now. when i do that it's not only specialty text description that fails. The hero has fortune text and fortune icon as well. with !! at least the icon displays right.
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JimV
Responsible
Supreme Hero
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posted December 08, 2012 03:27 PM |
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Edited by JimV at 15:33, 08 Dec 2012.
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Salamandre is of course correct that receivers (!!) only work under triggers (!?), whereas instructions (!#) work without triggers (once, at the start of a new game). This is explained in ERM Help, so again I must point out that in order to understand ERM, all of ERM Help must be read. Trying to learn ERM one command at a time is doing it the hard way, in my opinion. Anyway, receivers without a trigger in front of them will never work.
Secondly, did you see my previous comment on the three ways of doing setup in ERM? (It is the third comment from the top of this page, on my system.) It may be that some of your setup instructions occur before the Heroes program is done loading its data, and so they get over-written.
Thirdly, I also agree with Salamandre that ERM commands shown here for analysis should be text (copied and pasted from the ERM Script Editor). This means you will have to add the "no-smileys" HTML command (red circle with white x) before the script text (and then go back to smiley's again after the script if you must use emoticons).
Fourthly, I believe you said earlier that you did some of the setup by modding (changes to LOD files) rather than scripting, so it will be difficult for people who don't know all the changes you made to prescribe fixes for those changes.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted December 08, 2012 03:34 PM |
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ZVSE
!#HE43:X3/62;
!#HE43:M62/1;
!#VRz401:S^Starts with blind^;
!#UN:G2/43/1/331;
!#UN:G2/43/2/401;
____________
Era II mods and utilities
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