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JimV
Responsible
Supreme Hero
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posted December 28, 2012 02:52 PM |
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Quote: 1. The enemy stack walks to Adelaides stack to attack.
2. The frost ring animation shows.
3. The attack takes place.
4. The "frost ring" damage is applied.
5. The stack retaliates.
ERM Help:
!?MF1; Trigger for a stack taking physical damage(before an action) (i.e., the trigger occurs before the hit)
Also, BM:K damage has never registered in my experience until the next damage-causing event takes place. (See the Henchmen in "The Dragon Slaughter" for example.)
These two features would produce the above sequence of events, assuming that !? and !$ work exactly the same for MF.
I tend to use BM:H, BM:L, and BM:V in place of BM:K for this reason, although it is more cumbersome. Also, under WoG 3.59 as used in Era 2, the !?TL trigger can be used to produce a delayed reaction. (The TL triggers are disabled in Era but can be reactivated by changing a bin patch in Plugins or on the fly with UN:C patches - see "The King In Yellow", Blackjack script for examples.)
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Siegfried
Famous Hero
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posted December 28, 2012 04:47 PM |
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Quote:
ERM Help:
!?MF1; Trigger for a stack taking physical damage(before an action) (i.e., the trigger occurs before the hit)
Yes, that is the reason why i tried !$MF1
Quote:
I tend to use BM:H, BM:L, and BM:V in place of BM:K for this reason, although it is more cumbersome. Also, under WoG 3.59 as used in Era 2, the !?TL trigger can be used to produce a delayed reaction. (The TL triggers are disabled in Era but can be reactivated by changing a bin patch in Plugins or on the fly with UN:C patches - see "The King In Yellow", Blackjack script for examples.)
Hmmm, i can understand the usage of BM:H and BM:L. This might solve another "problem", but a minor one. But the damage applied with BM:K is applied. The strange part about it is: First the animation is shown (BM:V), then the attack (and the damage with it) takes place, then the damage applied by BM:K is applied. So maybe that is what you're saying, that the damage applied by BM:K is not applied until the next damage producing event, which in this case is the normal damage applied by the normal attack. Very interesting. This indeed seems to prove that !?MF1 and !$MF1 are working exactly the same (triggered still before action).
Regarding Era: I do not have it, and it does not run under Linux/Wine. So it is useless for me. For now i have to stick to standard WoG 3.58f.
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JimV
Responsible
Supreme Hero
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posted December 28, 2012 05:28 PM |
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Era 1.8 did not use the Mods system and other complicated Windows API features, but did use WoG 3.59, including the useful new TL and DL features. Another possibility would be the TE (Tournament Edition) which I think uses the same WoG 3.59 version.
Also, downloading Era 2 is worthwhile for the Tools alone.
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Siegfried
Famous Hero
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posted December 29, 2012 10:09 AM |
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Quote: Era 1.8 did not use the Mods system and other complicated Windows API features, but did use WoG 3.59, including the useful new TL and DL features. Another possibility would be the TE (Tournament Edition) which I think uses the same WoG 3.59 version.
Also, downloading Era 2 is worthwhile for the Tools alone.
Era 1.8? Interesting. Any link for download?
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JimV
Responsible
Supreme Hero
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posted December 29, 2012 02:27 PM |
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Ghost
Undefeatable Hero
Therefore I am
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posted December 30, 2012 05:28 AM |
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Quote: Still it amazes me that a group of amateur computer hackers took the trouble to put together such a valuable document
Free CompuSecTM
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Fight MWMs - stand teach
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djkiwi
Hired Hero
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posted December 31, 2012 03:56 AM |
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Ok once more im getting a headache,
instead of having all the script in the map, i thought it would be better to put it in a script. For the blank artifacts it worked!
But the combination artifacts im back to the old problem and now i cant seem to figure it out.. but since its a single file its easier for you to look at in ERM scripter..
The problem is instead of making the new combination artifacts, when you get the artifact it says you have all items to make spell book.. and i cant figure out why this is.. Also any reason why -1 and -2 with no picture and the lock show up as artifacts when leveling up? ive tried disabling them with !!UN:A144/0; and !!UN:A145/0; but no luck
[url=http://wikisend.com/download/290610/92 wog - new artifacts.erm]Link[/url]
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JimV
Responsible
Supreme Hero
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posted December 31, 2012 05:50 AM |
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I have not tried to use OxFea's plugin for new artifacts and suspect it would take me hours or days of trial and error. Several things in your script make no sense to me, but maybe that is because of new things in the plugin which I am not aware of. Still I will point them out:
!?OB5/175;
!!UN:A175/2/2;
!!UN:A175/3/16;
!!UN:A175/4/32;
!!UN:A32/175/68/66/67/117;
!!UN:Ov998/v999/v1000;
!!UN:Iv998/v999/v1000/5/175;
!!ARv998/v999/v1000:M^{Vestment of Authority}
When equipped, Gives Expert Diplomacy.^;
!?AE1&v998=175;
!!IF:W-1;
!!HE-1:S4/?w149;
!!HE-1:S4/3;
!?AE0&v998=175;
!!HE-1:S4/w149;
!?CM2;
!#VRz697:S^{Vestment of Authority}
When equipped, Gives Expert Diplomacy.^;
!#HT5/175:T697;
In standard ERM an !?OB trigger means that when a Hero visits the object, the receivers between the !?OB and the next trigger (or end of the script) will be executed. The next few receivers define the object, but these could better be done as instructions (!#).
If you read ERM Help, you will find that all instructions are executed once at the start of a new game, and need no trigger (the implied trigger is the start of the game).
Due to the above two standard features of ERM, the !?CM2 trigger is completely useless. (There are no !! receivers between it and the next trigger, and the instructions will be executed, once, at the start of the game, whether the CM2 trigger is ever used or not.)
Going back to the OB trigger, there is a receiver which attempts to define a combination artifact:
!!UN:A32/175/68/66/67/117;
ERM Help says this about that receiver:
Extended UN:A command syntax for Combination Artifact management
Combination artifact management:
!!UN:A#/$/#1/#2 {/#3/#4/#5/#6/#7/#8/#9/#10/#11/#12/#13/#14};
Build/remove a Combo Art.
# - Combo index (0...31)
I would have tried something like this (to be compliant with ERM Help):
!#UN:A175/2/2; position on body (shoulders)
!#UN:A175/3/16; class (relic)
!#UN:A175/4/31; unused combo no. (<32)
!#UN:A31/175/68/66/67/117;
!#VRz697:S^{Vestment of Authority}
When equipped, Gives Expert Diplomacy.^;
!#HT5/175:T697;
(also I would use !#UN:A175/9/$ and !#UN:A175/10/$ to assign a name and description to be used in the Hero Screen)
!?OB5/175;
!!UN:Ov998/v999/v1000;
!!UN:Iv998/v999/v1000/5/175;
!!ARv998/v999/v1000:M^{Vestment of Authority}
When equipped, Gives Expert Diplomacy.^;
!?AE1&v998=175;
!!IF:W-1;
!!HE-1:S4/?w149;
!!HE-1:S4/3;
!?AE0&v998=175;
!!HE-1:S4/w149;
I haven't examined the rest of the script in detail, except I did not see any z190 defined for the last receiver:
!#HT5/187:T190;
I think you should read ERM Help carefully and do the tutorial scripts before trying to use a complicated new plugin. After reading ERM Help you might understand the basic features of ERM well enough to adapt them to a new plugin. That is up to you, of course.
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Siegfried
Famous Hero
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posted December 31, 2012 09:56 AM |
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Hi,
is there in erm a possibility to get a battlefields stack current morale and luck? Maybe some UN:C?
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Bersy
Honorable
Supreme Hero
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posted December 31, 2012 11:09 AM |
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!!BM:G212/[Morale]/d;
!!BM:G213/[Luck]/d;
They are recalculated each turn or round.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted December 31, 2012 11:14 AM |
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Siegfried
Famous Hero
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posted December 31, 2012 11:38 AM |
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Whow! Thanks.
So just to understand it right: Luck and Morale are treated like a "spell" here, where spell number 212 is morale, and spell number 213 is luck? Because the docu says about BM:G: set/get/check active spell parameters.
So doing !!BM5:G213/2/d; would set the luck for stack number 5 to 2? This is somewhat astonishing since the second parameter normally states the duration, and the third parameter states the level (from 0 to 3). But then, luck and morale may range from -3 to +3. Hmmm, i'll try that to setup some functionality for "bad luck".
Thanks again.
Grrrr! I installed Era 1.8. Had to install it on a clean new installation of H3 complete. Now i lost the erm scripter. Does anyone have a link for downloading it?
Even more problems: After installing Era 1.8, the game crashes. I have the original scripts (my new scripts removed) and get this crash on the very first erm instruction. The crash occures (repeatable) on first day, opening the town and clicking on the tavern to see which heroes are to hire. Clicking on the tavern crashes the game.
When i try to comment out that instruction (with vi), then the crash reports the next instruction as the reason.
Edit: O.k., i found the script editor on a backup device
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted December 31, 2012 01:05 PM |
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You can download last era version, unpack in any folder and get all tools for Heroes, including scripter.
I don't remember what was the difference between 1.8 and 2.4 but I tried Retirement as Era mod in 2.4 and everything is fine.
@djkiwi
Quote:
!?AE0&v998=175;
!!HE-1:S4/w149;
Shouldn't we call current hero w vars as well? For me should be:
!?AE0&v998=175;
!!IF:W-1;
!!HE-1:S4/w149;
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Era II mods and utilities
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Bersy
Honorable
Supreme Hero
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posted December 31, 2012 02:18 PM |
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Edited by Bersy at 14:21, 31 Dec 2012.
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Quote: So doing !!BM5:G213/2/d; would set the luck for stack number 5 to 2?
Yes.
BM:G does not validate "spell number", thus we can use it to access most of monster structure fields directly. There is almost full description by ShadowTheAge in Russian erm help.
Google Translate:
-100: Visibility beings (4 - see, 8 - not visible)
Squads lose invisibility for any action on the field. But it can be restored in the trigger!? BG1.
-90: Is there a number of things? (0, ie, 1-no).
The detachment has designations count exist until like. In this case, it is possible to cast magic and beat. The number is displayed when you right-click in the lower right corner of the picture (which is usually, in general).
-89: Type of substance
The parameters are the order as a creature whose number is set, but immediately reduced to the standard parameters being that change. Name the order in the menu when you right-click on the merits is changing, and when he is beaten - the name is changed. When the battle is over - the image will be shown minded squad, but not old. If you change the type of creature, the battle is impossible to win (the game logic needs to kill in order to attack anyone, and change the type of creatures = call of another being, without the destruction of the old (the logic of the game again)). This problem makes it almost useless option.
-88: The position of being
If you switch on the old site will be a copy. Copy can not go and be attacked, took place.
-87: The number of animation
When the value of 2,6,9 ... (A lot more where) the game gives a black screen. Shots are taken in the same order as in the making.
-86: Number of frames in the animation
Animation back to normal when you move the mouse
-83: The number of creatures (real)
-82: The number of entities to display
May not coincide with the number. In this case, says there will be one, and really different. Default -1 - means "is identical to the real."
After any creature comes under attack, this value will be equal to the number of real and in the outcome of the battle shows the actual number of those killed, the attack being modified phantom monsters are not taken into account (ie, if you change the 10 monsters for 100 of the team and attack, then damage will be caused by these 10). But it can be restored in the trigger!? BG1.
-81: The irreparable loss.
Number of creatures after winning the battle (or after a ransom) is "the current number of creatures" minus "deadweight loss." The losses may be recorded in irrecoverable using, for example, after the Resurrection without the skill or Earth Magic with her, but at a basic level.
-80: The difference between the current health and complete.
If 0 then stack well.
-78: The number of creatures in the battle begins
-73: City-owner (being)
-71: Flags being
-68: Creature name
-67: Creature name (plural)
-66: The status line (for example, "There is a fine hand to hand")
-54: Health (full)
-53: Speed
-52: Attack
-51: Protection
-50: Min. damage
-49: Max. damage
-48: Ammunition
-41: The owner (not quite working correctly)
-40: Unknown
-38: The offset of substance Y
-37: The offset of substance X
From the place where the creature should be. In pixels.
-19: OX-offset rectangle with the number of creatures.
-17: The frequency of the random playback of animation.
Less is more. Place 200, without a break.
-13: Animated creatures
-12: Animation projectile
-10: The sound of moving
-9: Sound Attack
-8: Audio Damage
-7: The sound of the shot
-6: The sound of death
-5: Sound protection
1: Number of active spells (to display color count creatures).
173: Number of active spells (for display when you right click).
212: The moral beings
213: Luck of substance
Morale and luck recalculated transfer move to another being. It is therefore useful only for or inspection. If you really want to change, you can do it or before an attack, or a stroke.
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djkiwi
Hired Hero
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posted December 31, 2012 02:39 PM |
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Edited by djkiwi at 14:49, 31 Dec 2012.
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Quote: I have not tried to use OxFea's plugin for new artifacts and suspect it would take me hours or days of trial and error. Several things in your script make no sense to me, but maybe that is because of new things in the plugin which I am not aware of. Still I will point them out:
I think you should read ERM Help carefully and do the tutorial scripts before trying to use a complicated new plugin. After reading ERM Help you might understand the basic features of ERM well enough to adapt them to a new plugin. That is up to you, of course.
i read all the tutorials up and down a couple times and i still find myself browsing through the erm help for pieces of code to use for the purpose i need..
I literally copied most of the code out of the help.. i guess in the process of trying to make things work, i snowed things up more but that piece of code is a good start i guess, thanks a lot!
OMG IT WORKS WE CAN NOW ADD COMBINATION ARTIFACTS :D TYTYTYTYTYTY
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JimV
Responsible
Supreme Hero
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posted December 31, 2012 03:11 PM |
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I hope you saw Salamandre's note also (about IF:W-1), which I missed. Also, I think I saw the use of a v-variable instead of a w-variable to save Hero information somewhere in the original script, which Salamandre warned about previously.
How to use w and v variables is explained in the section on Flags and Variables in ERM Help.
It is easy to forget some of the rules the first time you write a script, but if you do and the script doesn't work, the next step should be to check each line of the script against the rules. If you have read all of ERM Help, you should be able to find where the rules are even if you don't remember them exactly.
(Great tip by Bersy - thanks! In a fair forum that comment would get a QP all by itself.)
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Siegfried
Famous Hero
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posted December 31, 2012 04:54 PM |
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Quote:
(Great tip by Bersy - thanks! In a fair forum that comment would get a QP all by itself.)
I support that recommendation
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted December 31, 2012 05:13 PM |
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djkiwi
Hired Hero
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posted January 01, 2013 03:26 AM |
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Quote: I hope you saw Salamandre's note also (about IF:W-1), which I missed. Also, I think I saw the use of a v-variable instead of a w-variable to save Hero information somewhere in the original script, which Salamandre warned about previously.
How to use w and v variables is explained in the section on Flags and Variables in ERM Help.
It is easy to forget some of the rules the first time you write a script, but if you do and the script doesn't work, the next step should be to check each line of the script against the rules. If you have read all of ERM Help, you should be able to find where the rules are even if you don't remember them exactly.
(Great tip by Bersy - thanks! In a fair forum that comment would get a QP all by itself.)
forgot to replace v with w, fixed thx for mentioning
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master_learn
Legendary Hero
walking to the library
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posted January 01, 2013 01:42 PM |
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I wish Happy New 2013 year for all ERM Masters and for all beginner scripters!Many new ERM ideas and inspiration for all!
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"I heard the latest HD version disables playing Heroes. Please reconsider."-Salamandre
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