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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 ... 266 267 268 269 270 ... 300 350 400 407 · «PREV / NEXT»
bloodsucker
bloodsucker


Legendary Hero
posted September 04, 2015 06:01 PM
Edited by bloodsucker at 02:26, 05 Sep 2015.

Salamandre said:
This is how I learned erm, I played all maps done with then opened scripts and compared to my gameplay so I could understand what is going.


If I am going to wait until I face the Big Boss from TDS to look at his script two lifetimes will be passed. I would lose most of the first maps made for WoG in the first week, at easy difficulty. And I still think I have a reasonable gameplay but you were really good in Slava times. The motto for those maps was 10 times 200% difficulty.


said:
SN:W vars as z vars: not possible yet

I overlook this statement before but now I need you to clarify (is it true daddy? Santa Claus doesn't exist?). I postponed The Others mod cause I was having a problem with the strings I used to change heroes names. I've already quit the tips for objects cause of lack of vars.
This is once again a limitation of ERM and not of my knowledge? HTs of objects and HE:B0 will necessarily have to use one of the limited number of z vars?
----------------------------

@Salamandre Are you aware of the problem with Emerald Towers (etc...) and the Week of Monsters? If I manage to correct it will you test it and provide for the fix to go in to Era executable?
As it is now the script loads the original creature parameters from file after the end of the respective week. If it happens that changes were made to !!MA parameters they are lost.
What should be doing is instead write all parameters in to variables and restore them in the next week.

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bloodsucker
bloodsucker


Legendary Hero
posted September 06, 2015 08:55 PM
Edited by bloodsucker at 20:56, 06 Sep 2015.

I've finished the Temple of Apollo. It's tested and everything seams to be working fine but it's a complex object and I'm using a lot of tricks I made up and I'm not sure if I not making some obvious mistake that eluded the tests. Can someone please take a look at what I did and how?
Also I would like that the object 38 (idol of fortune) said something different and still didn't found a solution.

------

ZVSE

!?TM38;
!!SN:W^TempleOfApollo^/0;

!?OB139/15&1000;
!!HE-1:P?y1/?y2/?y3;

!!VRz1:S^Temple of Apollo^;
!!UN:A122/9/z1 A122/10/z1;  [change Head of Legion description]
!!IF:Q1/8/122/1^In the Temples of Apollo you can pray for the god's favor. If you're lucky you may even get a random hability to one of your creatures.^;
!!UN:A122/9/0 A122/10/0;
!!IF:Q1^Do you want to pray?^;
!!FU&-1:E;

!!OBy1/y2/y3:T38;

!$OB139/15&1000;
!!SN:W^TempleOfApollo^/?y9;

!!HE-1&y9=99:R1/3;
!!FU&y9=99:E;

!!VRv1:S0 R1; chances that god favors you
!!VRv2:S0 R4; random hability - fly, no retaliation, attack all around, two attacks, immune to fire
!!VRv3:S0 R6; slot to search for the hability

!!HE-1&v1=0:R1/3;
!!FU&v1=0:E;

!!VRv4&v2=0:S2;  fly
!!VRv4&v2=1:S65536; no retaliation
!!VRv4&v2=2:S524288; attack all around
!!VRv4&v2=3:S32768;  two attacks
!!VRv4&v2=4:S16384;  immune to fire

!!VRz1&v2=0:S^Fly^;
!!VRz1&v2=1:S^No Retaliation^;
!!VRz1&v2=2:S^Attack All Around^;
!!VRz1&v2=3:S^Two Attacks^;
!!VRz1&v2=4:S^Immunity to Fire^;

!!HE-1:C0/v3/?y1/?y2;   v3 position in slot y1 ID number of monster

!!HE-1&y1<1:R1/3;
!!FU&y1<1:E;

!!UN:N3/2/y1/1;    get name of the creature

!!MA:Xy1/?y4;
!!VRy3:Sy4;
!!VRy3:&v4;

!!if&y3=0:;
!!VRv5:S0 R4;
!!IF:Q1/21/y1/2^The god favors you. He offers to give %Z1 to your %Z2. Do you accept his blessing?^;
!!VRz1:S^God's Wrath^;
!!UN:A135/9/z1 A135/10/z1;
!!IF&-1/v5=0:Q1/8/135/1^Apollo is offended by your refuse. He sends some humble servants to remind you of you're place^;
!!UN:A135/9/0 A135/10/0;
!!HE-1&-1/v5=0:P?y6/?y7/?y8;
!!HE-1&-1/v5=0:Ty6/y7/y8/158/3500;
!!FU&-1:E;
!!VRy4:|v4;
!!MA:Xy1/y4;
!!SN:W^TempleOfApollo^/99;
!!en:;

!!OBy1/y2/y3:T139 U15; restore previous ID of object

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 06, 2015 09:14 PM
Edited by Salamandre at 21:27, 06 Sep 2015.

i don't get it, why you set a random slot in v3, then exit if nothing in that slot? Would not be better to offer the player the choice which creature from his army to upgrade?

Can you say in "abc" points what you want this script to do? So far I see too many "give luck" then exit situations.

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bloodsucker
bloodsucker


Legendary Hero
posted September 06, 2015 11:23 PM

Salamandre said:
So far I see too many "give luck" then exit situations.


Yes, it was bugged.

The idea is that it is a lotery site. You got lucky if: 1 - god favors you (50% chance) 2 - a randomly chosen hability matched with a randomly chosen creature. If you're lucky twice and the creature can get the hability, then you gain the possibility to offer an hability to one of your creatures for free.
If the hability is something like "Attack all around" to shoters, you may want to refuse and wait for a better opportunity, since you can only get one hability per week. In that case you can chose to refuse the "blessing" but the God may get hungry and kill you (20% chance).
But this I tested before and tried all the possibilities.
What I'm less sure is about the trick of turnning it into a Idol of Fortune (to make it visitable after each fight) and then turning it back, this could probably be done other way (better way). Also I wanted to chance the message you recieve from the Idol just for this instances and I couldn't think of a way until now.
I don't want to add menus cause like it is is really a lotery, you can visit before a battle with an hero with a trashy troop, recieve a blessing to that trashy troop, say no and see your main killed in one round or wait for an entire week and never get an hability you want for a creature you want and you can load and load but it gets extremelly boring to force computer to give u precisely what you want.
On the other hand, can be funny latter game to use it to give random habilities to random creatures you don't use, so battles get more interesting...

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 06, 2015 11:26 PM

To get rid of generic message from one object i.e. idol of fortune, put

!!OB998:M-1/1/0;

at the end of script.
____________
Era II mods and utilities

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bloodsucker
bloodsucker


Legendary Hero
posted September 08, 2015 08:48 PM

Just out of pure curiosity after looking at a 1x7, XL+U map.
Is it possible to give human player an ally for each adversary killed? How?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 08, 2015 08:54 PM

No clue what you mean. Alliances anyway can be coded with !!OW something, look in manual.
____________
Era II mods and utilities

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fanofheroes
fanofheroes


Famous Hero
posted September 10, 2015 03:31 AM

Sal, you helped me make this artifact long ago. It works great, but when you battle a creature unit (non-hero army), the artifact crashes the game.  I can see in the code where the instructions are to check for the victorious hero, and I can see a missing line for the hero vs monster stack should be, but when i understand graphics, my understanding of code is really bad.  could you help please with what I need and where to put it?

this is what I have so far:

ZVSE

!?AE1&v998=166; Equip artifact
!!HE-1:Fd5/d5/d5/d5;
!!HE-1:R0/d3; Add +3 Moral
!!HE-1:R1/d3; Add +3 Luck

!?AE0&v998=166; Unequip Artifact
!!HE-1:Fd-5/d-5/d-5/d-5;
!!HE-1:R0/d-3; Remove -3 Moral
!!HE-1:R1/d-3; Remove -3 Luck


!?BA1; after any battle
!!BA:H0/?y-95; check who the left hero was
!!BA:H1/?y-96; check who the right hero was
!!HEy-95:A2/166/?v1/?v2; check if the left hero still has the necklace (he might have lost it in the battle)
!!HEy-96&y-96>=0:A2/166/?v3/?v4; do the same for the right hero, but only if it was a hero (and not just creatures)

give luck and morale
!!HEy-95&v2>0:R0/d3;
!!HEy-96&v4>0:R0/d3;
!!HEy-95&v2>0:R1/d3;
!!HEy-96&v4>0:R1/d3;

!#VRz101:S^Necklace of Great Fortune^;
!#VRz107:S^{Necklace of Great Fortune}^;
!#UN:A166/9/101 A166/10/107;
!?OB5;
!!OB998:U?y1; [get subtype]
!!FU&y1<>166:E; [exit if not necklace #166]
!!IF:Q1/8/166/1^You come across a necklace broach that upon closer inspection, you realize it was strung together by the ancient elven lords.  It glimmers in the light, and in darkness, sheds a light for your armies.^;
!!OB998:M-1/1/0; [disable next message]

[Set new description for Neclace of Great Fortune]
!#VRz101:S^Neclace of Great Fortune^;
!#VRz107:S^{Neclace of Great Fortune}
When worn, this powerful neclace increases your primary skills by 5 and gives your hero +3 morale and +3 luck.^;
!#UN:A166/9/101; [Set new description]
!#UN:A166/10/107;

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bloodsucker
bloodsucker


Legendary Hero
posted September 14, 2015 06:57 PM
Edited by bloodsucker at 18:58, 14 Sep 2015.

fanofheroes said:

!?BA1; after any battle
!!BA:H0/?y-95; check who the left hero was
!!BA:H1/?y-96; check who the right hero was  ..... your problem is here, u need to check if there really is an hero present on the defendant side before checking who he is
!!HEy-95:A2/166/?v1/?v2; check if the left hero still has the necklace (he might have lost it in the battle)
!!HEy-96&y-96>=0:A2/166/?v3/?v4; do the same for the right hero, but only if it was a hero (and not just creatures)

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 14, 2015 07:52 PM
Edited by Salamandre at 19:55, 14 Sep 2015.

The check after battle is okay, but you forgot to reuse it in morale/luck bonuses.

!?BA1; after any battle
!!BA:H0/?y-95; check who the left hero was
!!BA:H1/?y-96; check who the right hero was
!!HEy-95:A2/166/?v1/?v2; check if the left hero still has the necklace (he might have lost it in the battle)
!!HEy-96&y-96>=0:A2/166/?v3/?v4; do the same for the right hero, but only if it was a hero (and not just creatures)

give luck and morale
!!HEy-95&v2>0:R0/d3 R1/d3;
!!HEy-96&y-96>-1/v4>0:R0/d3 R1/d3;

And btw, when checking if there is an hero, ID will be -1 if no hero. If you let 0 then Orrin fits, as he is ID=0.

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bloodsucker
bloodsucker


Legendary Hero
posted September 14, 2015 08:00 PM
Edited by bloodsucker at 20:06, 14 Sep 2015.

Salamandre said:
The check after battle is okay

If check is ok then what crashes the game when there is no hero on defendant side?
I saw you don't check the existence of an hero before looking for his ID and assumed that was the problem without testing it (an extremely bad policy, I know). And I was wrong, if there is no hero it simply return -1 something that can be used in tests and there is no reason to suppose will ever crash the game.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 14, 2015 08:11 PM

he checks is hero (if hero was) has artifact, this is ok.
Then he sets morale/luck to that hero he checked before, but this time he forgets to re-add the condition &y-96>-1, so the program sets v4 morale to hero ID=-1, which doesn't exist.
____________
Era II mods and utilities

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bloodsucker
bloodsucker


Legendary Hero
posted September 16, 2015 08:02 AM
Edited by bloodsucker at 08:05, 16 Sep 2015.

I want to make an object to increment creature damage. I want it to be paid at 1 creature per 1 of damage (so it's cheaper to get imps with 1000 damage then SAs with 150...) or maybe the week production of a dwelling per one of damage. Besides an opinion about if u think it may work, can u think of a (relatively easy and pratical) way to create arrow keys to increment and decrement the values?
Guess it's time to make heavy use of a DL, right?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 16, 2015 10:36 AM

Well yes, time to get to DL, so at least I didn't write that tutorial for nothing.

For damage, this is a delicate issue, 1:1 is bad idea, imagine you give 30 imps and now one imp has the archangel damage. There is such DL in TEW 4 but is working based on mithril prices, and mithril is quite rare there + it serves for thousand things.
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Era II mods and utilities

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bloodsucker
bloodsucker


Legendary Hero
posted September 16, 2015 11:47 AM

Salamandre said:
Well yes, time to get to DL, so at least I didn't write that tutorial for nothing.

That one is beautiful but quite the opposite of what I want. I guess I'm better served with the Agressivity from Conquistador. Even if the maths will be more complicated, now sure it has to be at least the week production of that creature for each point of damage, the DL requirements are still very simple.
My idea is to make one site revisitable everyweek for each of the options in the Emerald Tower. They will work the same way as the Temple of Apollo and the Palace of Dreams; even if there is more then one on the map, only one can be visited each week.
They will have different requirements but attack, deffense and speed will work with PERCENTAGES while health and damage will work with ABSOLUTE VALUES so while it's better to bet on low level creatures for HP and Damage, the biggies are the ones who better profit from Attack, Deffense and Speed (so they can do better use of habilities like No Retaliation, Deflect, Fire Shield, Ignores Deffense, etc), it's up to player to do his math's.
So this site is just: show the classic !!IF:G1 -> list of creatures in army (I already have this) -> chose creature -> count creatures -> show DL -> limit minimum/0 -> Limit max/number of creatures -> steps of number of creatures per week - Buttons to Cancel or Close the Deal.
So at the most I need a picture of the Creature (I just hope I don't need to make copies of all creature images to a file), a window to show the damage value and a + and - butons, I think.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 16, 2015 11:56 AM

DL can show defs frames, so you just use like me, the CPRsmall.def and do the fixes when conflux/fortress mess. Or even better, take my creatures defs from Trainer, is better organized.

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bloodsucker
bloodsucker


Legendary Hero
posted September 17, 2015 01:00 AM
Edited by bloodsucker at 18:13, 17 Sep 2015.

Not that I have an use for this right now but:
1. Does anyone tried to script all the options for Banner's?
2. Do you see a way of give to a creature the hability to chose (every turn) if they want to attack with or without retaliation (so one can use them to suck retaliation)?  **** Ops!!! I know how to do this, I'm only not sure what would be the best way to present the option. But script will much easy if I find where the options for range/melee for shoters where scripted (if it's not hard-coded).

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fanofheroes
fanofheroes


Famous Hero
posted September 17, 2015 03:18 AM

Salamandre said:
he checks is hero (if hero was) has artifact, this is ok.
Then he sets morale/luck to that hero he checked before, but this time he forgets to re-add the condition &y-96>-1, so the program sets v4 morale to hero ID=-1, which doesn't exist.


Great thanks guys!! And I'm a 'she'

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 17, 2015 06:32 PM
Edited by Salamandre at 18:56, 17 Sep 2015.

@Bloodsucker:

1) No idea
2) No idea

And while talking about sucking things, guess the name of my first scripted promotion for Civilization 5.


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bloodsucker
bloodsucker


Legendary Hero
posted September 17, 2015 07:36 PM
Edited by bloodsucker at 19:44, 17 Sep 2015.

I see I'm always on your mind.

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