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Hero_Of_Light
Responsible
Supreme Hero
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posted May 02, 2013 07:59 PM |
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I can't find this command in the erm help... How do i use it? The natural calamity is the building no 93 and the creatures are 164-167.
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Not idly do the leaves of Lorien fall.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted May 02, 2013 08:04 PM |
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DW receiver is in "other objects" column.
!DW#1/#2/#3: Monster dwelling at x,y,l coordinates
(Monster Dwellings are Types 17 and 20, See Format CG)
M#1/$2/$3 - set the monster to hire
#1 = Slot (0...3) - you can hire up to 4 different monsters at one dwelling.
#2 = Type of the monster (-1=disable this slot) (Format C)
#3 = Number to hire
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Era II mods and utilities
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Hero_Of_Light
Responsible
Supreme Hero
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posted May 02, 2013 08:21 PM |
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So I need a loop to find the coordinates of all natural calamities in the map first? How do I do this? And how do I set the monsters to have their default weekly growth?
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Not idly do the leaves of Lorien fall.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted May 02, 2013 08:32 PM |
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Hero_Of_Light
Responsible
Supreme Hero
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posted May 02, 2013 09:15 PM |
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OK, so I need to add this script:
!!DWv912/v913/v914:M0/164/2; // hire
!!DWv912/v913/v914:M0/165/3; // hire
!!DWv912/v913/v914:M0/166/3; // hire
!!DWv912/v913/v914:M0/167/2; // hire
into the part of neutral town script that changes the dwellings. However, in this new project I am working on I don't need to change any other dwelling recruits at all. I am going to erase that part altogether. So how can I do this JUST for Natural Calamities?
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Not idly do the leaves of Lorien fall.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted May 02, 2013 09:26 PM |
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Well, use a time trigger every week to set all calamities sell those four creatures, with a loop. You don't need to use same vars (v912-v914), in a loop will be v1-v3. By the way, there is M0, M1, M2 and M3, slots 0-3, your script will sell only one creature in current state.
Check script from Revisitable cartographers mod to see how to run a timer only on first human player turn, so you don't get calamities offering creatures more than once on every first day. Try first to make your own script, if wrong I will correct it.
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Era II mods and utilities
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Hero_Of_Light
Responsible
Supreme Hero
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posted May 02, 2013 11:26 PM |
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So it is something like this?
!#TM91:S1/999/7/255;
!!UN:U93/-1/?y-1; [get cartographers number]
!!VRv1:S-1;
!!DO567890/1/y-1/1:P93/y-2; [run through each one]
!!UN:Ux1/-1/-1/1; [coordinates in v1/v2/v3]
!!DWv1/v2/v3:M0/164/2; // hire
!!DWv1/v2/v3:M1/165/3; // hire
!!DWv1/v2/v3:M2/166/3; // hire
!!DWv1/v2/v3:M3/167/2; // hire
!!en:;
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Not idly do the leaves of Lorien fall.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted May 03, 2013 12:04 AM |
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Eh, you didn't put much effort in it:
Firstly the calamity is not type 93, but type 17, subtype 93. So the timer should search for U17, then check subtype and exit if not 93. Then there is no function accorded to the DO loop, so nothing will occur. Then look closely to your timer: it will run on every player turn. So if you are red player and recruit creatures on day 1, on second day they will be again available because timer ran x more times between. That's why I told you to look at cartographer timer, it shows how to run a loop only on first human player turn, by storing it in SN:W on first day.
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Era II mods and utilities
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Hero_Of_Light
Responsible
Supreme Hero
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posted May 03, 2013 01:19 AM |
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It seems rather complicated. I may give it a try although I don't have much time at the moment. Thanks
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Not idly do the leaves of Lorien fall.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted May 03, 2013 03:54 AM |
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Is not, all you need to do is paste the timer sightly modified from cartographer and use calamity ID:
ZVSE
!#TM91:S1/999/7/255; [timer 91, every week]
!?TM91;
!!OW:C?y-2; [get current player]
!!OW:Iy-2/?y-3; [get if AI or human]
!!FU&y-3<>0:E; [exit if AI]
!!SN:W^Firstplayerflag^/?y-3;
!!SN&y-3<99:W^Calamity^/y-2; [get first human player]
!!VRy1:Sc; [get day]
;run first day
!!if&y1=1:; [only first day]
!!UN:U17/93/?y-1; [get calamities number]
!!VRv1:S-1;
!!DO3624589/1/y-1/1:P17/93; [run through each one]
!!SN:W^Firstplayerflag^/99;
!!en:;
;run every week
!!if&y1>1:; [starting with 2nd week]
!!OW:C?y2;
!!SN:W^Calamity^/?y3; [check for first human player]
!!FU&y2<>y3:E; [exit if not first human player]
!!UN:U17/93/?y-1; [get calamities number]
!!VRv1:S-1;
!!DO3624589/1/y-1/1:P17/93; [run through each one]
!!en:;
!?FU3624589;
;x1 type
;x2 subtype
!!UN:Ux1/x2/-1/1; [Calamity coordinates in v1/v2/v3]
!!DW1:M0/164/2; // hire
!!DW1:M1/165/3; // hire
!!DW1:M2/166/3; // hire
!!DW1:M3/167/2; // hire
!?OB17/93&1000;
!!DW998:M0/164/d; // hire
!!DW998:M1/165/d; // hire
!!DW998:M2/166/d; // hire
!!DW998:M3/167/d; // hire
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Era II mods and utilities
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Hero_Of_Light
Responsible
Supreme Hero
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posted May 03, 2013 01:02 PM |
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It seem to work but when I try to recruit the 4th creature slot the game crashes. Is this from the script?
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Not idly do the leaves of Lorien fall.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted May 03, 2013 03:17 PM |
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Tested, no problems. Try it first as stand alone script, if it works then look in your main script for conflicts.
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Hero_Of_Light
Responsible
Supreme Hero
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posted May 03, 2013 04:17 PM |
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Yes you were right. It works OK now. However, it doesn't add up the creatures if the "dwellings accumulate creatures" option is ON. The number of the creatures is the same each week (whether you recruited them or not). Is there a way to fix this?
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Not idly do the leaves of Lorien fall.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted May 03, 2013 04:25 PM |
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Of course it does not add, we set manually the number of creatures to hire each first day, there is nothing to fix.
I don't think there is a way to simulate it without some long scripting.
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Era II mods and utilities
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Hero_Of_Light
Responsible
Supreme Hero
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posted May 04, 2013 01:08 AM |
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That's OK then, I'll leave it as it is. Thanks for your support. As always you are most helpful and I appreciate it
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Not idly do the leaves of Lorien fall.
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Altair
Tavern Dweller
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posted May 09, 2013 09:39 PM |
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If creture has flag "summoned" then disapear after kill.
But how can I remove dead creature from battlefield?
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted May 09, 2013 10:30 PM |
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Sorry Altair, I have no idea how to remove corpses. Have you tried to set summoned flag for every stack then before battle ends to reset to real stacks those still alive? Just an idea, not tested.
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Era II mods and utilities
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Biobob
Famous Hero
the Bobler
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posted May 11, 2013 07:42 PM |
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Edited by Biobob at 19:55, 11 May 2013.
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So Im now testing my new map ~Rise of the Sun King~ and tired of restarting over and over because of small faults. May I have some tips on how to edit these while playing the same game? I've read that it would be possible by Salamandres SoD mod, but it seems you need knowledge of basic commands...
Some teasers while Im at it
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted May 11, 2013 08:03 PM |
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Looks nice and your chinese friends will be delighted from what I see ;)
You have mod manager right? From it, you have two important options, ERM editor and ERM Help, those you need.
With ERM editor, open SoD.erm then scroll down to add your codes (which will refresh when you press F12).
With ERM help, you will get all the ID's you need, this ain't hard once you know to browse it.
When adding a code, make it enable by clicking somewhere, let's say on kingdom overview, so all your codes will start with:
!?CM0;
!!CM:I?y1;
!!FU&y1<>3:E; exit if player does not click on KO
From here you add your codes.
To change one hero stats:
!!HE$:Fa/b/c/d;
$=Hero ID
a,b,c,d= atk, def, knw and sp
To remove add a primary skill:
!!HE$:S#1/#2;
$ hero ID
#1 skills ID (format SS)
#2 skill level (0-3)
To add remove a spell to one hero:
!!HE$:M#1/#2;
#1 spell ID
#2 add/remove (1/0)
To remove one object on map:
!!CM:P?y1/?y2/?y3;
!!UN:Oy1/y2/y3;
Ask for more, can't know what you need.
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Era II mods and utilities
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Biobob
Famous Hero
the Bobler
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posted May 11, 2013 08:46 PM |
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Thank you for that, can you also Show me how to add/remove arts and Change creatures? Thats all I ask of the Erm god as for now
If everything would be as easy as that, my next map would be going to be wog type Lets See...
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