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felipe
Known Hero
Editing Heroes Without Limits
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posted October 05, 2013 01:08 AM |
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I am trying to correct Sagamosaīs MOD bugs. But some bugs I donīt understand.
Can someone help me to understand this bug:
As I play the game no bug happen.
But if I load a game after already played and start a battle the game bugs accusing this lines:
!?MM0&1000; mouse over battlefield
!!BG:Q?y-1; active side?
!!BA:Hy-1/?y-4; hero #
!!IF&y-4<>-2:Wy-4; current player hero variables
!!FU&w176<>200033:E; end code if hero isn't Word of the Chief specialist
-------
If I restart the game and load the same file this bug donīt happen.
I asume it is connected with the W rariables, but I donīt know exactly.
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Bersy
Honorable
Supreme Hero
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posted October 05, 2013 12:19 PM |
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Do you have hero in battle?
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felipe
Known Hero
Editing Heroes Without Limits
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posted October 05, 2013 04:01 PM |
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Bersy said: Do you have hero in battle?
I changed the code to:
!?MM0&1000; mouse over battlefield
!!BG:Q?y-1; active side?
!!BA:Hy-1/?y-4; hero #
!!FU&y-4=-2:E; IF NOT HERO END
!!IF&y-4<>-2:Wy-4; current player hero variables
!!FU&w176<>200033:E; end code if hero isn't Word of the Chief specialist
!!MM?y-2; how / where clicked?
---------------
But the same bug happens and only when I load game.
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felipe
Known Hero
Editing Heroes Without Limits
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posted October 05, 2013 04:07 PM |
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If I restart the map the bug also happens
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted October 05, 2013 04:11 PM |
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I would try first:
!?MM0&1000; mouse over battlefield
!!BG:Q?y-1; active side?
!!BA:Hy-1/?y-4; hero #
!!if&y-4>-1:;
!!IF:Wy-4; current player hero variables
!!FU&w176<>200033:E; end code if hero isn't Word of the Chief specialist
[...]
!!en:;
Previous command still checked for w var even if no hero present. Also you can add checks, they are best tool for debugging, example:
!!BA:Hy-1/?y-4; hero
!!IF:M^Hero ID %Y-4^;
etc. Just in case same vars are used in other battle scripts and get overwritten in the process.
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felipe
Known Hero
Editing Heroes Without Limits
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posted October 05, 2013 04:13 PM |
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Itīs very strange. If I use:
!?MM0&1000; mouse over battlefield
!!BG:Q?y-1; active side?
!!BA:Hy-1/?y-4; hero #
!!FU&y-4=-2:E;
!!IF&y-4<>-2:Wy-4; current player hero variables
!!IF:M^%W176^; SHOW variable
!!FU&w176<>200033:E; end code if hero isn't Word of the Chief specialist
--------------
It doesnīt bugs at all. Just keep apearing the W176 variable value: 0
I think it has something to do with the computer making to many calculations because the bug dodnīt happens excatly when the trigger is activated, but when it is activated sometimes.
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Bersy
Honorable
Supreme Hero
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posted October 05, 2013 04:27 PM |
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What is the exact error the game reports?
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felipe
Known Hero
Editing Heroes Without Limits
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posted October 05, 2013 04:30 PM |
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Bersy said: What is the exact error the game reports?
EIP = 0x0061E002, Access Violation. Attempt to read the inaccessible data at 0x000000CD
Latest Executed ERM Receiver:
FU&w176<>200033:E; end code if hero isnīt Word of the Chief specialist
!!MM?y-2;
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felipe
Known Hero
Editing Heroes Without Limits
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posted October 05, 2013 04:34 PM |
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Since it only happens when the game is loaded or restarted I assume it have something to do with a !?PI or !# (instruction). But why my command !!IF:M^%W176^; would cancel the bug? I really donīt know.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted October 05, 2013 04:56 PM |
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Obviously it is !!FU&y-4=-2:E; added check which fixed the thing, not the message. Original script continued to read w var even if no hero was present.
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felipe
Known Hero
Editing Heroes Without Limits
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posted October 05, 2013 06:54 PM |
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Salamandre said: Obviously it is !!FU&y-4=-2:E; added check which fixed the thing, not the message. Original script continued to read w var even if no hero was present.
Salamandre, !!FU&y-4=-2:E; donīt fix the thing. The bug still happens. When I add !!IF:M... the bug stops.
I will made more tests.
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Bersy
Honorable
Supreme Hero
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posted October 05, 2013 10:01 PM |
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REplace negative y-vars with positive y-vars: y- to y.
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Hero_of_Light
Responsible
Supreme Hero
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posted October 06, 2013 12:07 PM |
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Can somebody tell me If it is possible to have the Ancient Behemoths give +1 Luck? I though of Behemoths since Ghost Behemoths give +2 Luck so it would be a nice addition to have Ancient Behemoths give +1 Luck.
____________
Not idly do the leaves of Lorien fall.
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Felipe
Known Hero
Editing Heroes Without Limits
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posted October 09, 2013 01:22 AM |
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Salamandre said: !?BG0;
!!BG:N?y1;
!!VRy1:+1*-1;
!!EAy1:E?y2/d/d/d; y2=stack experience
Is there a way to get the monster rank directly?
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Bluesky
Adventuring Hero
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posted October 10, 2013 01:54 AM |
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Question : how do you remove the squares in the battlefield of era II?.I've tried various combinations and nothing worked.
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Felipe
Known Hero
Editing Heroes Without Limits
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posted October 10, 2013 06:49 PM |
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Bluesky said: Question : how do you remove the squares in the battlefield of era II?.I've tried various combinations and nothing worked.
It's at the game menu
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Vince_HOMM3
Tavern Dweller
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posted October 11, 2013 09:22 PM |
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Pbem
Hi guys,
First, I want too thanks you for all good mods you've made. Thanks a lot.
I search a little bit over the web for a mod of HOMM3 to play by email. I didn't found anythings... did someone heard something about a HOMM3 that make the game playable by email?
Vince
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Felipe
Known Hero
Editing Heroes Without Limits
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posted October 11, 2013 11:18 PM |
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Felipe said:
Salamandre said: !?BG0;
!!BG:N?y1;
!!VRy1:+1*-1;
!!EAy1:E?y2/d/d/d; y2=stack experience
Is there a way to get the monster rank directly?
I used sagamosa again:
!?FU350036;
!!VRv1:Sx16*-1;
!!IF:M^V1=%V1^;
!!EAv1:E?y-9/d/d/d; (pegar xp em y-9)
!!VRv1:Sv1 *-1;
!!BMv1:T?v2; (pegar tipo de monstro em v2) n funciona com acima de 255
!!BMv1:B?v3; (pegar numero de monstros em v3)
!!BMv1:H?v4; (pegar vida do monstro em v4)
!!EAv2:L?y-22; expo points for level 10?
* levels recognition routine
!!VRy-10:Sy-22 *571 :10000; lvl 1
!!VRy-11:Sy-22 *1142 :10000; lvl 2
!!VRy-12:Sy-22 *1828 :10000; lvl 3
!!VRy-13:Sy-22 *2628 :10000; lvl 4
!!VRy-14:Sy-22 *3542 :10000; lvl 5
!!VRy-15:Sy-22 *4571 :10000; lvl 6
!!VRy-16:Sy-22 *5714 :10000; lvl 7
!!VRy-17:Sy-22 *6971 :10000; lvl 8
!!VRy-18:Sy-22 *84 :100; lvl 9
!!VRy-19:Sy-22; lvl 10
!!VRy-20&y-9<y-10:S0; stack is level 0
!!VRy-20&y-9>=y-10/y-9<y-11:S1; stack is level 1
!!VRy-20&y-9>=y-11/y-9<y-12:S2; stack is level 2
!!VRy-20&y-9>=y-12/y-9<y-13:S3; stack is level 3
!!VRy-20&y-9>=y-13/y-9<y-14:S4; stack is level 4
!!VRy-20&y-9>=y-14/y-9<y-15:S5; stack is level 5
!!VRy-20&y-9>=y-15/y-9<y-16:S6; stack is level 6
!!VRy-20&y-9>=y-16/y-9<y-17:S7; stack is level 7
!!VRy-20&y-9>=y-17/y-9<y-18:S8; stack is level 8
!!VRy-20&y-9>=y-18/y-9<y-19:S9; stack is level 9
!!VRy-20&y-9>=y-19:S10; stack is level 10
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Felipe
Known Hero
Editing Heroes Without Limits
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posted October 11, 2013 11:22 PM |
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felipe said: I am trying to correct Sagamosaīs MOD bugs. But some bugs I donīt understand.
Can someone help me to understand this bug:
As I play the game no bug happen.
But if I load a game after already played and start a battle the game bugs accusing this lines:
!?MM0&1000; mouse over battlefield
!!BG:Q?y-1; active side?
!!BA:Hy-1/?y-4; hero #
!!IF&y-4<>-2:Wy-4; current player hero variables
!!FU&w176<>200033:E; end code if hero isn't Word of the Chief specialist
-------
If I restart the game and load the same file this bug donīt happen.
I asume it is connected with the W rariables, but I donīt know exactly.
Salamander and Bersy thanks for the help.
The problem was somehow conected to this comand:
!#MA:U255/-2;
Any instruction that specify an upgrade as -2 was bugging. I still don't know why. But I removed this line for now and it's working.
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Felipe
Known Hero
Editing Heroes Without Limits
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posted October 11, 2013 11:36 PM |
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Edited by Felipe at 23:37, 11 Oct 2013.
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I am having problems to use !!CA#: D...;
because, the new monster quantity is not connected to the old one.
For instance:
!?MM1;
!!CA-1:B3/38; [is upg lvl 2 build?]
!!FU&-1:E; [continue if yes]
!!CA-1:T?v10;
!!CA-1&v10=4:B3/21; [is amplifier zombie build?]
!!FU&-1:E; [continue if yes]
!!CA-1&v10=4: D1/2/58/5;
!!CA-1&v10=4: D1/1/59/5;
!!CA-1&v10=4: D1/0/141/5;
!!CA-1&v10=4:M1/1/?v8/5;
This will set 3 monsters at dwelling lvl 2 "cemitery". They are 58 zombie, 59 walking dead and 141 mummy.
But if the player recruit one of them the quantity of the other two doesn't change.
I have used !?MM1 or !?CM1 trigger to synchronize the three.
It worked well, but there aren't any trigger to use when the player click at the fort. There, at the fort, the player can train each one them separately and the triggers ?!MM1 and !?CM1 don't work.
How can I synchronize the three creatures always? I din't find any MOD that do this. (except for the incomprehensible MoP)
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