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Zaekyr
Tavern Dweller
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posted January 22, 2014 10:27 PM |
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I have found a problem
With my recent reinstall the game runs much better but the crashes I do have are 90% to do with script #20 it seems (espionage) which I never use, it is not enabled. The reason I believe this is I can see the first line of the error and it always says "train new spy if available" with VR #'s ect. I cannot scroll further to see any other details and because it freezes I cannot get a crash log. I decided to look at that script and it appears that it is not done like any other. It lists several variables then this:
!#UN58/?v2135; check if script enabled
After that line it goes into execution of the script without the usual if =0 exit script line. I don't know why this is done but can someone who understands ERM better give me a clue as to how to actually shut that down. It is really annoying to have crashes related to scripts I have disabled.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted January 22, 2014 10:34 PM |
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Zaekyr
Tavern Dweller
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posted January 23, 2014 12:48 AM |
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Do you remember the fix? Because I looked at wog revised first. Then I looked at wog original version and the first 40 lines or so are the same. I didn't look at every line after that because I am still not good at reading the scripts. If it helps any, the crash always happens during the AI's turn. Like I said I have that disabled in wog options so the fact that I am getting a crash from it is pretty silly.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted January 23, 2014 01:17 AM |
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Activate Wog revised, reload save then press F12 to refresh scripts. Once wog revised installed and if still constant crash, upload save to wikisend.com.
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RerryR
Promising
Supreme Hero
Researching Magic
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posted February 04, 2014 12:37 PM |
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Edited by RerryR at 12:39, 04 Feb 2014.
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Hi,
iam new to ERM and all that stuff, but i wanted to change the spell power granted through sorcery. (just for me)
So i checked ** ENHANCED SECONDARY SKILLS - ERM script 48 in WOG
Here i found this:
!!HEx1:S25/?y2; [get hero's sorcery skill level]
!!HEx1&y2=1/x2=0/v7198=1:S25/5; [set basic sorcery skill level]
!!HEx1&y2=2/x2=0/v7198=1:S25/6; [set advanced sorcery skill level]
!!HEx1&y2=3/x2=0/v7198=1:S25/7; [set expert sorcery skill level]
!!HEx1&y2=-3/x2=1/v7198=1:S25/1; [restore basic sorcery skill level]
!!HEx1&y2=-2/x2=1/v7198=1:S25/2; [restore advanced sorcery skill level]
!!HEx1&y2=-1/x2=1/v7198=1:S25/3; [restore expert sorcery skill level]
according to SECONDARY SKILLS PARAMETER TABLE in ERM-help i changed the numbers (SET) to 5 6 and 7 in order to get 25% 50% and 100% spell dmg boost (these should be the percentile bonus from Intelligence.
Obviously it doesnt work its still the 10% 20% and 30% Bonus when i tested.
Well to be honest i have no idea what iam doing but is this the right way to go ?
Am i editting the wrong ERM code ?
There are also some more lines of code which resett the Socerey Skill lvl somehow (earlier in the script) i dont know what they do either.
Appreciate any help
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted February 04, 2014 01:22 PM |
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Yep you are all wrong, you can't edit sorcery bonus that way. Should be done either by MF trigger or SS (I usually do it with SS, multiply spells power according to sorcery bonus). But is way more than just changing some values here and there, is a lot of work.
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RerryR
Promising
Supreme Hero
Researching Magic
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posted February 04, 2014 02:44 PM |
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RerryR said: Hi,
iam new to ERM and all that stuff, but i wanted to change the spell power granted through sorcery. (just for me)
So i checked ** ENHANCED SECONDARY SKILLS - ERM script 48 in WOG
Here i found this:
!!HEx1:S25/?y2; [get hero's sorcery skill level]
!!HEx1&y2=1/x2=0/v7198=1:S25/5; [set basic sorcery skill level]
!!HEx1&y2=2/x2=0/v7198=1:S25/6; [set advanced sorcery skill level]
!!HEx1&y2=3/x2=0/v7198=1:S25/7; [set expert sorcery skill level]
!!HEx1&y2=-3/x2=1/v7198=1:S25/1; [restore basic sorcery skill level]
!!HEx1&y2=-2/x2=1/v7198=1:S25/2; [restore advanced sorcery skill level]
!!HEx1&y2=-1/x2=1/v7198=1:S25/3; [restore expert sorcery skill level]
according to SECONDARY SKILLS PARAMETER TABLE in ERM-help i changed the numbers (SET) to 5 6 and 7 in order to get 25% 50% and 100% spell dmg boost (these should be the percentile bonus from Intelligence.
Obviously it doesnt work its still the 10% 20% and 30% Bonus when i tested.
Well to be honest i have no idea what iam doing but is this the right way to go ?
Am i editting the wrong ERM code ?
There are also some more lines of code which resett the Socerey Skill lvl somehow (earlier in the script) i dont know what they do either.
Appreciate any help
I dont know how but it actually works now
One just has to change the
!!HEx1&y2=-3 to 5 [restore basic sorcery skill level]
and so on, which i didnt do before.
One can also change the Spell description by altering the Vars/Text in the .ERT file for the correct description (for those who didnt know)
Tested and worked for me!
so my Expert Sorcery now grants 100%Spell Power Bonus. The Magic Arrow with 4 SP and Expert Sorc now deals 50+50 extra dmg in Combat.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted February 04, 2014 03:01 PM |
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Ah ok, I see, you are using Script Hazard feature. Erm says is dangerous and unstable, and not tested. But if it works to you, go ahead.
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Bersy
Honorable
Supreme Hero
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posted February 04, 2014 05:52 PM |
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!?FU[XXX]; [Author: Demiurg, Berserker. set up float value for secondary skill]
; x1 - skill, x2 - level (0..3), x3 - value in percents, i.e 80
!!FU|x1<1/x1=5/x1=7/x1=10/x1>26:E;//skills aren't supported
!!FU&x1>13/x1<21:E;//skills aren't supported
!!FU|x2<0/x2>3:E;//wrong mastery (must be 0..3)
!!VRy1&x1=1:S6547944;//archery
!!VRy1&x1=2:S6548072;//logistics
!!VRy1&x1=3:S6547928;//scouting
!!VRy1&x1=4:S6548024;//diplomacy
!!VRy1&x1=6:S6547880;//leadership
!!VRy1&x1=8:S6547912;//mysticism
!!VRy1&x1=9:S6547864;//luck
!!VRy1&x1=11:S6548008;//eagle eye
!!VRy1&x1=12:S6547896;//necromancy
!!VRy1&x1=13:S6547992;//estate
!!VRy1&x1=21:S6548056;//learning
!!VRy1&x1=22:S6547960;//attack
!!VRy1&x1=23:S6547976;//armorer
!!VRy1&x1=24:S6548104;//intelligence
!!VRy1&x1=25:S6548088;//sorcery
!!VRy1&x1=26:S6548040;//resistance
!!VRx2:*4;
!!VRy1:+x2;
!!VRe1:Sx3:100;
!!SN:X?y2 Xe1 X?y3 Xy2;
!!UN:Cy1/4/y3;
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted February 04, 2014 06:03 PM |
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We should add this precious commands to erm help. I already added the artifacts one to my edition. I didn't even know it existed.
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Bersy
Honorable
Supreme Hero
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posted February 04, 2014 09:17 PM |
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Demiurg wrote it long ago, perhaps in 2007
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hawaiing
Adventuring Hero
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posted February 05, 2014 03:57 AM |
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Edited by hawaiing at 03:59, 05 Feb 2014.
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Hello, everyone,I need some help.
0#Hero attact 147#Hero
But i can't make it right,could someone do me a favour?
!!HE147: O?y5; [PlayerIndex]
!!FU&y5<0:E;
!!UN:C6918840/4/?y1; [AdvMan]
!!VRy2:S....;[PisMixed???]<----how to get 2nd param value?
!!VRy3:S0 *1170 +136736 +y1;[attHero#0]
!!VRy4:Sy3 +145;[attArmy]
!!VRy6:S0; [defTown]
!!VRy7:S147 *1170 +136736 +y1;[defHero#147]
!!VRy8:Sy7 +145;[defArmy]
!!SN:E4903264/2/y1/y2/y3/y4/y5/y6/y7/y8/-1/1/0;[<4AD160>]
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Bersy
Honorable
Supreme Hero
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posted February 05, 2014 02:08 PM |
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y * 256 + x + 67108864 * z
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hawaiing
Adventuring Hero
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posted February 05, 2014 04:33 PM |
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Bersy said: y * 256 + x + 67108864 * z
thank you Bersy.
and i found my big misstake here.
i use wrong value to get hero structure.
!!UN:C6918840/4/?y99; [AdvMan]
!!UN:C6919480/4/?y1; [Main_Structure]<--
...
!!SN:E4903264/2/y99/y2/y3/y4/y5/y6/y7/y8/-1/1/0;
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Bersy
Honorable
Supreme Hero
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posted February 05, 2014 06:20 PM |
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Welcome. Hope it will help. The code was taken from WoG Sourcres, search by "MixedPos".
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qoty
Adventuring Hero
wandering hero
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posted February 12, 2014 07:57 PM |
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Edited by qoty at 20:02, 12 Feb 2014.
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Hello guys, I did a little experiment based on buggy Passable terrain script. I liked the idea of passable trees and flora connected with ambush and also more "aggressive" troops when approached near building or resource, but I didn't like passable mountains.
So I deleted the part about "passable mountains etc." and also strings with "exit if no passable terrain active" to make that script independent from activating through wog options. Then I put that "new" script into new folder/data/s and enabled using mod manager and put on the top of load order. But I did something wrong and that script doesn't work without activating(but works when activeted). Please, could anybody help me?
Anyway, HERE is that script.
____________
Freedom comes at a price
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted February 13, 2014 12:08 PM |
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When you edit universal scripts and need to remove parts, don't remove but instead disable those lines you don't want.
!!DO14001/0/x1/1:Px16/x2; [Loop through map squares] ENABLED
!*DO14001/0/x1/1:Px16/x2; [Loop through map squares] DISABLED
SO !!/!?/!# will enable, !* will disable it.
The chances for someone to find something not working in a script from which huge parts were nobishly removed are similar to find life in universe.
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artu
Promising
Undefeatable Hero
My BS sensor is tingling again
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posted February 13, 2014 09:45 PM |
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Sal, you know the wog building that gives magic school skills, spell power, knowledge and records the scrolls to your spell book. I think it's way too overpowered for random maps but I like the feature that gets rid of unwanted scrolls without losing the spell. Is it possible to write a script that only enables the scroll feature and disregards the rest?
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted February 13, 2014 10:15 PM |
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Is a bit long as we need to change all dialogs after comparing with the ert file, the ones who direct the player toward spells or skills, then the dialog on visit. I will try to look in the next days.
I think it will be shorter to write a script copying spells in your book with a short-key then ignore the building.
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Khadras
Famous Hero
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posted March 02, 2014 02:23 PM |
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Command Point Script
Hi! I'm new in erm but i want to modify the command points script by Fnord in two ways:
First: I want to rise the command points of a town without garrison hero because the curent values are to low to protect a town when a hero is go for hunting. I want the town to receive the command points from every building built. I try first with village hall, town hall, city hall and capitol and grail, but not i failed. Please look at my modifications:
!!CA-1:H0/?y-1; [Garrison hero: y-1]
!!IF:V1/0; [Initialize Flag 1 to False]
!!CA-1:B3/9; [Check if Castle built: Flag 1=1 if yes]
!!VRy-27&1:S8; [Set y-27 to 8 if Castle built]
!!CA-1:B3/8; [Check if Citadel built: Flag 1=1 if yes]
!!VRy-27&1:S7; [Set y-27 to 7 if Citadel built]
!!CA-1:B3/7; [Check if Fort built: Flag 1=1 if yes]
!!VRy-27&1:S6; [Set y-27 to 6 if Fort built]
!!CA-1:B3/26; [Check if Grail built: Flag 1=1 if yes]
!!VRy-27&1:S5; [Set y-27 to 5 if Grail built]
!!CA-1:B3/13; [Check if Capitol built: Flag 1=1 if yes]
!!VRy-27&1:S4; [Set y-27 to 4 if Capitol built]
!!CA-1:B3/12; [Check if City Hall built: Flag 1=1 if yes]
!!VRy-27&1:S3; [Set y-27 to 3 if City Hall built]
!!CA-1&-1:B3/11; [Check if Town Hall built: Flag 1=1 if yes]
!!VRy-27&1/y-27=0:S2; [Set y-27 to 2 if Town Hall built]
!!CA-1&-1:B3/10; [Check if Village Hall built: Flag 1=1 if yes]
!!VRy-27&1/y-27=0:S1; [Set y-27 to 1 if Village Hall built]
!!FU317&y-1>=0y-1/0/y-27/0; [Display Command Points: Garrison Hero]
!!FU317&y-1<0y-1/0/y-27/1; [Display Command Points: Garrison (no hero)]
!!CM:R0; [Disable standard click response]
--------------------------------------------------------------------------------
[Calculate/Display Command Points]
[x1=Hero number, x2=0 for display, x2=1 for removal of excess troops]
[x3=Fort level for town siege, x4=1 for a town battle with no defending hero]
!?FU317;
!!HEx1&x4=0:Ed/?y1; [Hero's level: y1]
[Hero's skill levels: Leadership: y2, Necromancy: y3, Air Magic: y4]
[Earth Magic: y5, Fire Magic: y6, Water Magic: y7, Diplomacy: y8]
!!HEx1&x4=0:S6/?y2 S12/?y3 S15/?y4 S17/?y5 S14/?y6 S16/?y7 S4/?y8;
!!VRy9&x4=0:S250 *y1 *y1 +4000; [Hero's basic Command Points: y9]
!!VRy9&x3=0/x4=1:S10000; [10000 Command Points for a town with no Garrison hero and with village hall and no Fort]
!!VRy9&x3=1:+10000; [Add 10,000 Command Points for a Village Hall]
!!VRy9&x3=2:+20000; [Add 20,000 Command Points for a Tawn Hall]
!!VRy9&x3=3:+40000; [Add 40,000 Command Points for a City Hall]
!!VRy9&x3=4:+80000; [Add 80,000 Command Points for a Capitol]
!!VRy9&x3=5:+160000; [Add 80,000 Command Points for a Grail]
!!VRy60&x3=6:+15000; [Add 15,000 Command Points for a Fort]
!!VRy60&x3=7:+25000; [Add 25,000 Command Points for a Citadel]
!!VRy60&x3=8:+45000; [Add 45,000 Command Points for a Castle]
!!VRy10&y8=1:S100 *y1 *y1; [Basic Diplomacy bonus: y10]
!!VRy10&y8=2:S200 *y1 *y1; [Advanced Diplomacy bonus: y10]
!!VRy10&y8=3:S300 *y1 *y1; [Expert Diplomacy bonus: y10]
!!VRy11:Sy9 +y60 +y10; [Hero's total Command Points: y11]
!!VRy12:S10 -y2; [Leadership reduction multiplier: y12]
!!VRy13:S10 -y3; [Necromancy reduction multiplier: y13]
!!VRy14:S10 -y4; [Air Magic reduction multiplier: y14]
!!VRy15:S10 -y5; [Earth Magic reduction multiplier: y15]
!!VRy16:S10 -y6; [Fire Magic reduction multiplier: y16]
!!VRy17:S10 -y7; [Water Magic reduction multiplier: y17]
I cann't add the values from those money production buildings. What is wrong with this script?
Second, i want the command point of a hero to be exactly the amound of experience point that he has, not depending of the hero level.
Please help!
Thanks!
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