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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: ERM help and discussion
Thread: ERM help and discussion This Popular Thread is 407 pages long: 1 50 100 150 200 250 ... 260 261 262 263 264 ... 300 350 400 407 · «PREV / NEXT»
Arthas
Arthas

Tavern Dweller
posted July 17, 2015 11:38 PM

good, managed to get it working, i wanted to start mapping with this mod so i opened up h3wmaped.exe and i get error "runtime 216"
anyone know how to fix this?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 17, 2015 11:47 PM

What mod? Why is this in erm help thread?

Have you got era II?

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Arthas
Arthas

Tavern Dweller
posted July 18, 2015 12:13 AM

well, you are kind of right about the forum, sorry

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted July 22, 2015 02:32 PM
Edited by majaczek at 15:05, 22 Jul 2015.

Quote:

ZVSE
_WARNING_#1=IMPORTANT! This file is not in a plain text format. NEVER use any editor except ERM_S for making any kind of changes!
ERMS_PoweredBy=ERM Scripter v. 2004.10.5.945
ERMS_ScriptDate=22.7(July).2015

!?FU55666;
!!VRx4:Sx16;


!!VRx10:Sx4;
!!VRv1:C8/7/2;
!!VRx4&x10>0:Sx10+7960963;
!!VRx5&x10>0:Sx10+7960775;
!!VRx6&x10>0:Sx10+7960587;
!!UN&x10>0:Cx4/1/?y1 Cx5/1/?y2 Cx6/1/?y3;
!!UN:Cx7/1/?y4 Cx8/1/?y5 Cx9/1/?y6;
!!VRv1&x10>0:Cy1/y2/y3/y4/y5/y6;

!_!FU:E; //test

!!FU&x10=0:E;

!!VRz1:S^magic_monsters^;
!!VRz2:S^monster_%X16^;

spell_1
!!VRz3:S^%V1^;
!!UN:N5/3/1/2/1;

spell_2
!!VRz3:S^%V2^;
!!UN:N5/3/2/2/1;

spell_3
!!VRz3:S^%V3^;
!!UN:N5/3/3/2/1;

!?CM0;
!!DO55666/13/196/1;




why it crashes? it should dump memory values to ini but it crashes with exception...

EDIT: finally got working version
Quote:

ZVSE
_WARNING_#1=IMPORTANT! This file is not in a plain text format. NEVER use any editor except ERM_S for making any kind of changes!
ERMS_PoweredBy=ERM Scripter v. 2004.10.5.945
ERMS_ScriptDate=22.7(July).2015

!?FU55666;
!!VRx4:Sx16;


!!VRx10:Sx4;
!!VRv1:C8/7/2;
!!VRx4&x10>0:Sx10+7960963;
!!VRx5&x10>0:Sx10+7960775;
!!VRx6&x10>0:Sx10+7960587;
!!UN&x10>0:Cx4/1/?y1 Cx5/1/?y2 Cx6/1/?y3;
!_!UN:Cx7/1/?y4 Cx8/1/?y5 Cx9/1/?y6;
!!VRv1&x10>0:Cy1/y2/y3/y4/y5/y6;

!_!FU:E; //test

!!FU&x10=0:E;

!!VRz1:S^magic_monsters.ini^;
!!VRz2:S^monster_%X16^;

spell_1
!!VRz3:S^%V1^;
!!UN:N5/3/1/2/1;

spell_2
!!VRz3:S^%V2^;
!!UN:N5/3/2/2/1;

spell_3
!!VRz3:S^%V3^;
!!UN:N5/3/3/2/1;

!?CM0;
!!DO55666/13/196/1;



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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted July 22, 2015 03:33 PM
Edited by majaczek at 19:28, 22 Jul 2015.

forgot one thing - those adresses were for 3.58f

here for era
Quote:

ZVSE
_WARNING_#1=IMPORTANT! This file is not in a plain text format. NEVER use any editor except ERM_S for making any kind of changes!
ERMS_PoweredBy=ERM Scripter v. 2004.10.5.945
ERMS_ScriptDate=22.7(July).2015

!?FU55666;
!!VRx4:Sx16;


!!VRx10:Sx4;
!!VRv1:C8/7/2;
!!VRx4&x10>0:Sx10+7994243;
!!VRx5&x10>0:Sx10+7994051;
!!VRx6&x10>0:Sx10+7993859;
!!UN&x10>0:Cx4/1/?y1 Cx5/1/?y2 Cx6/1/?y3;
!_!UN:Cx7/1/?y4 Cx8/1/?y5 Cx9/1/?y6;
!!VRv1&x10>0:Cy1/y2/y3/y4/y5/y6;

!_!FU:E; //test

!!FU&x10=0:E;

!!VRz1:S^magic_monsters.ini^;
!!VRz2:S^monster_%X16^;

spell_1
!!VRz3:S^%V1^;
!!UN:N5/3/1/2/1;

spell_2
!!VRz3:S^%V2^;
!!UN:N5/3/2/2/1;

spell_3
!!VRz3:S^%V3^;
!!UN:N5/3/3/2/1;

!?CM0;
!!DO55666/13/196/1;




edit: effect here https://www.dropbox.com/s/qmzoij3tbzfgd2x/magic_monsters.ini?dl=0

EDIT: finally!
Quote:
ZVSE
_WARNING_#1=IMPORTANT! This file is not in a plain text format. NEVER use any editor except ERM_S for making any kind of changes!
ERMS_PoweredBy=ERM Scripter v. 2004.10.5.945
ERMS_ScriptDate=22.7(July).2015

!?FU55666;
!!VRx4:Sx16;


!!VRx10:Sx4;
!!VRv1:C8/7/2;
!!VRx4&x10>0:Sx10+7994243;
!!VRx5&x10>0:Sx10+7994051;
!!VRx6&x10>0:Sx10+7993859;
!!UN&x10>0:Cx4/1/?y1 Cx5/1/?y2 Cx6/1/?y3;
!_!UN:Cx7/1/?y4 Cx8/1/?y5 Cx9/1/?y6;
!!VRv1&x10>0:Cy1/y2/y3/y4/y5/y6;

!_!FU:E; //test

!!FU&x10=0:E;

!!VRz1:S^magic_monsters.ini^;
!!VRz2:S^monster_%X16^;

spell_1
!!VRz3:S^%V1^;
!!UN:N5/3/3/2/1;

spell_2
!!VRz3:S^%V2^;
!!UN:N5/3/2/2/1;

spell_3
!!VRz3:S^%V3^;
!!UN:N5/3/1/2/1;

!?CM0;
!!DO55666/13/196/1;



sequence was reversed now it is okay

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Drakonno
Drakonno

Tavern Dweller
posted July 26, 2015 03:46 AM

Basic ERM enchancements

Hello.

I find difficult searching for anything connected with ERM scripting, and I am somehow forced to write here, please if it is wrong point me where should I search.

After many hours spent with HoMM3 I'd like to enchance my experience. I tried with WoG and HotA, and both were really nice for me. Personally I think HotA is more blanced in terms of graphics, lore and new mechanics.

Yet, I'd like to use any ERM scripts on HotA. Is it possible? If yes, then how?

If HotA is not "ERM-able", then how can I start using scripts in basic H3-Complete edition? I don't want to WoGify whole game, with new graphicss and such. I am interested in few scripts, and probably write a few own (any "start with ERM" tutorials would be appreciated). I must admit that it is first attempt to ERM, but I am not a newbie. I was messing with LUA working on Tibia and Don't Starve projects, and I am coding, anyway after first look on ERM it seems to be very un-readable.

In short:
Is it possible to run ERM in HotA. If yes, then how.
If not, how to run ERM scripts in H3-Complete.
Could You point me to few first tutorials about ERM scripting.

Thank You in advance,
Drakonno

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OxFEA
OxFEA


Promising
Famous Hero
feanor on DF2.ru
posted July 26, 2015 03:11 PM

Drakonno said:

Is it possible to run ERM in HotA. If yes, then how.

No.

Drakonno said:
If not, how to run ERM scripts in H3-Complete.

No way to do such.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 26, 2015 03:37 PM

Why would you want to run erm scripts on H3 complete "without wog"?

Erm scripts need wog. But wog IS Heroes complete, just use no mods and only your scripts and you get same result.
____________
Era II mods and utilities

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Drakonno
Drakonno

Tavern Dweller
posted July 26, 2015 10:04 PM
Edited by Drakonno at 02:55, 27 Jul 2015.

Salamandre said:
Why would you want to run erm scripts on H3 complete "without wog"?

Erm scripts need wog. But wog IS Heroes complete, just use no mods and only your scripts and you get same result.


Thank You for answers.

I'd like just avoid adding new graphics to the game. Also I am not sure which scripts would work well without some, maybe every is independent and I should not worry about it.

Thank You anyway. Any tips about tutorials?

Oh, and one last question. Should I use ERA or WoG? They seems to be the same, but somehow are different, right?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 27, 2015 11:47 AM

Era is Wog 3.58 + mods support. Thus the difference between Era and WoG 3.58 is mainly that while before, every modification you did in wog stayed for all games, now you can just enable/disable mods, and this is why I told you Era and Heroes complete are no different at base. Without any mod, Era is played as Heroes III.

The only erm tutorials are in erm help. Get era installed, then browse the erm manual.
____________
Era II mods and utilities

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted July 28, 2015 12:23 AM

I have a short question.

Is it possible to display a variable in the secondary skill description?
Like when i open my heroes screen and right click on wisdom i want it to show my current hero level.
It tried this (in the secondary skill text script):

175143 {Basic} {Wisdom} {»} Learn up to 3rd level spells {»} Gives chance to deal double damage which is equal your Heroes level %V8506


v8506 holds the current hero level

but ingame it always shows me this "....is equal your Heroes level 0"

i guess it should work, but i think iam making some silly mistake



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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted July 28, 2015 11:25 AM

it's because SS text script "copies" the line to a normal text variable (non ert one). exactly then V variable is calculated. I suggest copying the variable (and assigning it to description) on entering hero screen trigger.

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bloodsucker
bloodsucker


Legendary Hero
posted July 31, 2015 03:21 PM

I know you did this for TEW IV but I'm not finding the line. How do I extend the number of objects allowed on a map? What kind of chashes should I expect?
I made a XXL+U map and WoG crashs on loading it, it gives erroes in code is usually funtionning and it doesn't load even with out any proper code. Tested with other XXL maps and they load fine. I believe is because I putted to many monster on the map.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted July 31, 2015 03:28 PM

ZVSE

;instructions
!#UN:C4892718/1/183; 65000 objects allowed

;rerun on load game
!?GM0;
!#UN:C4892718/1/183; 65000 objects allowed

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bloodsucker
bloodsucker


Legendary Hero
posted July 31, 2015 04:06 PM
Edited by bloodsucker at 16:39, 31 Jul 2015.

Thx, I deleted half of the map and it runs so this is the problem. Is there an even bigger number? I still can't load it.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted August 01, 2015 11:34 AM
Edited by majaczek at 12:06, 01 Aug 2015.

Salamandre said:
ZVSE

;instructions
!#UN:C4892718/1/183; 65000 objects allowed

;rerun on load game
!?GM0;
!#UN:C4892718/1/183; 65000 objects allowed


sorry salamandre, you have done a mistake... it should be:


;instructions
!#UN:C4892718/1/183; 65000 objects allowed

;rerun on load game
!?GM0;
!!UN:C4892718/1/183; 65000 objects allowed



notice the change below GM0

@bloodsucker
fix the character in script, and hmmm, you would have to load new map or refresh scripts (further seems impossible before crash)...

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 01, 2015 12:44 PM

Ah yes sorry, just copy/pasted the instruction after typing !?GM0.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 01, 2015 12:48 PM
Edited by Salamandre at 12:50, 01 Aug 2015.

bloodsucker said:
Thx, I deleted half of the map and it runs so this is the problem. Is there an even bigger number? I still can't load it.


Well, XXL maps are not easy to run. Mine, for example, will crash every-time if towns at are maximum (48?) but not if I take one out. I don't think your has objects number problem, you didn't have the time to design a map more complex (in number of objects) than mine -it took me 4 months to design-, so the problem I guess it comes from some maximized feature, either creature banks at max, or mines, or monsters, or events, or towns. Try to lower those numbers first.


And an one million $$ advice: always keep map backup and always test the map start after each design session.

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bloodsucker
bloodsucker


Legendary Hero
posted August 01, 2015 07:51 PM

Salamandre said:
I don't think your has objects number problem, you didn't have the time to design a map more complex (in number of objects) than mine.



In fact it didn't took me months: try to copy paste entire zones of monsters, one after anothe,r to cover a XXL mostly naked map.

I've made an almost random clean up and the moment things seam to be working but after a couple of fights sometimes a creature with numbers lowered to 0 remains. This was commun in WoG 3.58 when playing with "week of monsters" option but this time it happens both with and with out the option selected.


So, number of monsters is a variable of a certain length and number of objects another, bigger? Cause in fact the only objects in excess are the creatures, so can be the second and not the first.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 01, 2015 08:24 PM

I don't have any clues, but I noticed that XXL maps support very bad copy/paste. My guess is that adding so many IDs at once corrupts the map internals.
____________
Era II mods and utilities

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