Heroes of Might and Magic Community
visiting hero! Register | Today's Posts | Games | Search! | FAQ/Rules | AvatarList | MemberList | Profile


Age of Heroes Headlines:  
5 Oct 2016: Heroes VII development comes to an end.. - read more
6 Aug 2016: Troubled Heroes VII Expansion Release - read more
26 Apr 2016: Heroes VII XPack - Trial by Fire - Coming out in June! - read more
17 Apr 2016: Global Alternative Creatures MOD for H7 after 1.8 Patch! - read more
7 Mar 2016: Romero launches a Piano Sonata Album Kickstarter! - read more
19 Feb 2016: Heroes 5.5 RC6, Heroes VII patch 1.7 are out! - read more
13 Jan 2016: Horn of the Abyss 1.4 Available for Download! - read more
17 Dec 2015: Heroes 5.5 update, 1.6 out for H7 - read more
23 Nov 2015: H7 1.4 & 1.5 patches Released - read more
31 Oct 2015: First H7 patches are out, End of DoC development - read more
5 Oct 2016: Heroes VII development comes to an end.. - read more
[X] Remove Ads
LOGIN:     Username:     Password:         [ Register ]
HOMM1: info forum | HOMM2: info forum | HOMM3: info mods forum | HOMM4: info CTG forum | HOMM5: info mods forum | MMH6: wiki forum | MMH7: wiki forum
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 ... 271 272 273 274 275 ... 300 350 400 407 · «PREV / NEXT»
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 28, 2015 04:41 PM

As for now, wog campaigns don't work in era 2.46. Bersy was supposed to fix that for 2.47. Scripts are not kept.
____________
Era II mods and utilities

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted October 28, 2015 04:48 PM
Edited by Hero_Of_Light at 16:55, 28 Oct 2015.

I don't mind If the script in the first scenario is not kept in the next. I am asking If I can use vars <500 and If that would make a difference.

I found this on the ERM help section Claimed:

Strings (z1-z1000):
(z1-z10), z11-z21, (z22-z44), z45-z46, (z47-z61), z62-z77, (z78-z90), z91-z140, (z141-z142), z143-z176, z190-z199, z201-z239, z241, (z242-z248), z250-z269, (z270-z279), z280-z299, (z300-z303), (z310-z319), (z326-z331), z332-z354, (z360-z366), z368-z383, (z390-z393), z400, z402-z406, z410-z439, z444, z448-z461, z469, (z470-z472), (z480-z492), z493-z495, z500-z698, z700-z708, z710-z729, z732-z745, z747-z752, z760-z768, z770-z786, z790-z791, z793-z798, z804-z841, z849-z850, *z850-z859*, z860-z876, z890, z904-z907, z910-z937, z960-z989, z1000

These are the variables we CAN or CAN'T use?
____________
Not idly do the leaves of Lorien fall.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 28, 2015 04:57 PM

I don't know. From erm help:

flags 501 to 1000 will retain their last value when you begin a new map (or the same map over) without first quitting and restarting the Heroes game. This is so they can be used for making campaigns in which you want certain flag values to carry over to the next map in the campaign. If you wish to avoid potentially having flags that aren't set to 0 at the start of a game, either stick to using flags 500 and below or initialize to 0 at the start of your map or script (with IF:V statements) all flags that you wish to use.


z501-z1000 will not keep their values between different maps. You have to use z301-z500 for this purpose.


Initializing Variables
Like flags, all variables begin the game with an initial value of 0. However, also like flags, certain variable ranges will NOT be reset between maps without restarting the Heroes game. Again, this is to allow those variables to "carry over" their values to another map as part of a multi-map campaign. When you start a new map, the following variables will be reset to zero (0) or a void string "" for z variables: f...t, v1...v500, v1001-v10000, z1...z300, z501-z1000, w1-w50. The following variables will retain their current values between games (unless you quit and restart Heroes): v501-v1000, z301-z500, w51-w100.

____________
Era II mods and utilities

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted October 28, 2015 05:22 PM

I think the only workaround is this:

I will duplicate the scripts. I'll use one in my general mod script (with the default variables) and I'll use the other in my campaign (where the changes occur on day 2). This way the variables will always be showing the right thing.
____________
Not idly do the leaves of Lorien fall.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
blackstomper
blackstomper


Adventuring Hero
Member of the old Wog-team
posted October 28, 2015 05:33 PM

Salamandre said:

@BlackStomper,

Well, the script I gave wasn't complete, at TM... you had to enter your timer code. And in general, making conquistador multiplayer is a much bigger matter of resources. Is about setting also the proper alliances between AI, all the bonuses etc.  

I didn't bother with MP because wog is simply unplayable in MP, commanders are buggy + many other basic scripts.



Well, its a hotseat (always) so the MP bugs seems to be absent for us, and regarding alliances, its always them against us :) 2vs 4-6
And we dont benefit from other bonuses like extra points or army for example, its just that we recive the same resourses as AI.

And also, thanks for taking your time!!

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted October 28, 2015 06:13 PM

@Salamandre

You gave me this trigger:

ZVSE

!#TM2:S1/999/1/255;
!?TM2;
!!VRy1:Sc0;
!!if&y1=2:;
;your script here
!!en:;

Instead of day two, Can it be made to work every day?
____________
Not idly do the leaves of Lorien fall.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 28, 2015 06:22 PM

A timer works the days you set it. Timer 2 is the most common wog times, is used by everything, and is set to occur every day. Only the code I gave you occurs days 2, the timer continues. So if you want every day:

ZVSE

!#TM2:S1/999/1/255; timer 2, start day 1 (1), finish day 999 (999),  occurs every day (1), for all players (255)
!?TM2;
;here, any code you write will occur every day

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
blackstomper
blackstomper


Adventuring Hero
Member of the old Wog-team
posted October 28, 2015 07:44 PM

not sure how, but I think I did it...
As far as I have tested it, it seems to work.
Only thing I thougt of was to change it to start at day2, since Red wont have the extra resources until then.

ZVSE


!?TM78
!!OW:C?y1; get current player
!!OW:Iy1/?y2; AI/human
!!FU&y2>0:E; exit if AI
!!DO12345/0/6/1y1/0;
!!OW:C?v429;           ; kinda wanna have something like #3/$-1 (3 for 1+2=3 (red and blue) and-1 for not choosen heroe/all heroes
!!OW:Rv429/6/?v428;
!!VRv428:-10000;       ; Remove X gold
!!OW:Rv429/6/v428;
!!OW:Rv429/0/?v428;
!!VRv428:-10;          ; Remove X wood
!!OW:Rv429/0/v428;
!!OW:Rv429/1/?v428;
!!VRv428:-10;          ; Remove X mercury
!!OW:Rv429/1/v428;
!!OW:Rv429/2/?v428;
!!VRv428:-10;          ; Remove X ore
!!OW:Rv429/2/v428;
!!OW:Rv429/3/?v428;
!!VRv428:-10;          ; Remove X sulfur
!!OW:Rv429/3/v428;
!!OW:Rv429/4/?v428;
!!VRv428:-10;          ; Remove X crystal
!!OW:Rv429/4/v428;
!!OW:Rv429/5/?v428;
!!VRv428:-10;          ; Remove X gems
!!OW:Rv429/5/v428;

--------------------------Init----------------------------
!#UN40/?v429;
!#TM78&v429=1:S2/999/1/3;        ; S1 2nd day,/999 (whole game)/1 every day, /3 player Red+Blue (1+2=3)

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 28, 2015 08:03 PM
Edited by Salamandre at 20:05, 28 Oct 2015.

hmm, open conquistador erm file and search for: ;give resources and money

Then add the bold code in exactly that location then test. Now both human player should not get any bonus.


;give resources and money
!?FU15003;
!!OW:C?y1;
!!OW:Iy1/?y2;
!!FU&y2<1:E;

!!FU&y1=x16:E; [exit if human player]


____________
Era II mods and utilities

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted October 28, 2015 08:07 PM

Here's my progress so far:

I put this on my main wog script. It sets the Conflux changes I want as a default.

**Conflux descriptions reset (for campaigns)

!?PI;

!!VRz561:S^Thatched Hut^;
!!VRz562:S^The Thatched Hut allows you to recruit Halflings.^;
!!FU222222:P8/31/0/561;[altar]
!!FU222222:P8/31/1/562;[description]
!!VRz563:S^Upg. Thatched Hut^;
!!VRz564:S^The Thatched Hut allows you to recruit Slingers.^;
!!FU222222:P8/38/0/563;[altar]
!!FU222222:P8/38/1/564;[description]
!!VRz565:S^Sacred Grove^;
!!VRz566:S^The Sacred Grove allows you to recruit Satyrs.^;
!!FU222222:P8/32/0/565;[altar]
!!FU222222:P8/32/1/566;[description]
!!VRz567:S^Upg. Sacred Grove^;
!!VRz568:S^The Sacred Grove allows you to recruit Fauns.^;
!!FU222222:P8/39/0/567;[altar]
!!FU222222:P8/39/1/568;[description]
!!VRz569:S^Conflux^;
!!VRz570:S^The Conflux allows you to recruit Air Elementals.^;
!!FU222222:P8/33/0/569;[altar]
!!FU222222:P8/33/1/570;[description]
!!VRz571:S^Upg. Conflux^;
!!VRz572:S^The Conflux allows you to recruit all types of Elementals and use them to train Elementalists.^;
!!FU222222:P8/40/0/571;[altar]
!!FU222222:P8/40/1/572;[description]
!!VRz573:S^Crystal Garden^;
!!VRz574:S^The Crystal Garden allows you to recruit Spirit Dragons.^;
!!FU222222:P8/34/0/573;[altar]
!!FU222222:P8/34/1/574;[description]
!!VRz575:S^Upg. Crystal Garden^;
!!VRz576:S^The Crystal Garden allows you to recruit Rainbow Dragons.^;
!!FU222222:P8/41/0/575;[altar]
!!FU222222:P8/41/1/576;[description]
!!VRz577:S^Naiad's Waterfalls^;
!!VRz578:S^The Naiad's Waterfalls allow you to recruit Halcyons.^;
!!FU222222:P8/35/0/577;[altar]
!!FU222222:P8/35/1/578;[description]
!!VRz579:S^Upg. Naiad's Waterfalls^;
!!VRz580:S^The Naiad's Waterfalls allow you to recruit Aethons.^;
!!FU222222:P8/42/0/579;[altar]
!!FU222222:P8/42/1/580;[description]
!_!FU222222:P0/37/1/100000;[ERT100000]

!?GM0;
!!VRz561:S^Thatched Hut^;
!!VRz562:S^The Thatched Hut allows you to recruit Halflings.^;
!!FU222222:P8/31/0/561;[altar]
!!FU222222:P8/31/1/562;[description]
!!VRz563:S^Upg. Thatched Hut^;
!!VRz564:S^The Thatched Hut allows you to recruit Slingers.^;
!!FU222222:P8/38/0/563;[altar]
!!FU222222:P8/38/1/564;[description]
!!VRz565:S^Sacred Grove^;
!!VRz566:S^The Sacred Grove allows you to recruit Satyrs.^;
!!FU222222:P8/32/0/565;[altar]
!!FU222222:P8/32/1/566;[description]
!!VRz567:S^Upg. Sacred Grove^;
!!VRz568:S^The Sacred Grove allows you to recruit Fauns.^;
!!FU222222:P8/39/0/567;[altar]
!!FU222222:P8/39/1/568;[description]
!!VRz569:S^Conflux^;
!!VRz570:S^The Conflux allows you to recruit Air Elementals.^;
!!FU222222:P8/33/0/569;[altar]
!!FU222222:P8/33/1/570;[description]
!!VRz571:S^Upg. Conflux^;
!!VRz572:S^The Conflux allows you to recruit all types of Elementals and use them to train Elementalists.^;
!!FU222222:P8/40/0/571;[altar]
!!FU222222:P8/40/1/572;[description]
!!VRz573:S^Crystal Garden^;
!!VRz574:S^The Crystal Garden allows you to recruit Spirit Dragons.^;
!!FU222222:P8/34/0/573;[altar]
!!FU222222:P8/34/1/574;[description]
!!VRz575:S^Upg. Crystal Garden^;
!!VRz576:S^The Crystal Garden allows you to recruit Rainbow Dragons.^;
!!FU222222:P8/41/0/575;[altar]
!!FU222222:P8/41/1/576;[description]
!!VRz577:S^Naiad's Waterfalls^;
!!VRz578:S^The Naiad's Waterfalls allow you to recruit Halcyons.^;
!!FU222222:P8/35/0/577;[altar]
!!FU222222:P8/35/1/578;[description]
!!VRz579:S^Upg. Naiad's Waterfalls^;
!!VRz580:S^The Naiad's Waterfalls allow you to recruit Aethons.^;
!!FU222222:P8/42/0/579;[altar]
!!FU222222:P8/42/1/580;[description]
!_!FU222222:P0/37/1/100000;[ERT100000]

!?FU222222;
*Change the building's name&description , ByHawaiing
*x1=TownType(0-8)
*x2=building_ID(0-43)
*x3=0 - building name,1- building description
*x4=z-var or ert index(1-1000,>=100000)
!!VRy10:S0;
!!VRy11:S0;
!!VRy12:S0;
!!if&x2<17:;[ID=0-16]
!!VRy10&x2=15:Sx1*44+6968420;[15=Resource Silo]
!!VRy11&x2=15:Sx1*44+6977692;
!!VRy10&x2<>15:Sx2*4+6972748;
!!VRy11&x2<>15:Sx2*4+6979212;
!!en:;
!!if&x2>=17/x2<30:;[ID=17-29]
!!VRy10:Sx1*11+x2*4+6968312;
!!VRy11:Sx1*11+x2*4+6977584;
!!en:;
!!if&x2>=30:;[ID=30-43]dwelling
!!VRy10:Sx1*14+x2*4+6972056;
!!VRy11:Sx1*14+x2*4+6973876;
!!en:;
!!VRy12&x4>0/x4<1001:Sx4*512+9597416;[Z-var]
!!if&x4>=100000:;[ERT]
!!SN:E7824928/1/x4;
!!VRy12:Sv1;
!!en:;
!!FU|y10=0/y11=0/y12=0:E;
!!UN&x3=0:Cy10/4/y12;
!!UN&x3=1:Cy11/4/y12;

**Conflux Dwelling cost

!!FU101404:P8/30/1/5/0/0/0/0/0/0;[set cost]
!!FU101404:P8/37/1/0/1/0/1/1/1/0;[set cost]
!!FU101404:P8/31/1/5/0/5/0/0/0/0;[set cost]
!!FU101404:P8/38/1/5/0/5/0/0/0/0;[set cost]
!!FU101404:P8/32/1/5/0/5/0/0/0/0;[set cost]
!!FU101404:P8/39/1/5/0/5/0/0/0/0;[set cost]
!!FU101404:P8/33/1/0/2/0/2/2/2/0;[set cost]
!!FU101404:P8/40/1/0/5/0/5/5/5/0;[set cost]
!!FU101404:P8/34/1/0/0/10/0/10/10/0;[set cost]
!!FU101404:P8/41/1/0/0/0/5/5/5/0;[set cost]
!!FU101404:P8/35/1/10/10/0/0/0/0/0;[set cost]
!!FU101404:P8/42/1/10/10/0/0/0/0/0;[set cost]
!!FU101404:P8/36/1/0/10/0/10/10/10/0;[set cost]
!!FU101404:P8/43/1/0/10/0/10/10/10/0;[set cost]

!?FU101404;
**get/set town buiding cost , Hawaiing
*x1=TownType 0-8
*x2=BuidingID 0-43
*x3=0 get value, 1 set value
*x4-x10=Resource value=Wood/Mercury/Ore/Sulfur/Crystal/Gems/Gold
!!FU|x1<0/x1>8/x2<0/x2>43:E;
!!FU&x2>25/x2<30:E;
!!if&x2>=0/x2<=16:;
!!VRy1:Sx2*28+6979936;
!!en:;
!!if&x2>=17/x2<=25:;
!!VRy2:Sx2-17*28;
!!VRy1:Sx1*252+y2+6980420;
!!en:;
!!if&x2>=30/x2<=43:;
!!VRy2:Sx2-30*28;
!!VRy1:Sx1*392+y2+6985856;
!!en:;
!!VRy3:Sy1; !!VRy4:Sy1+4;
!!VRy5:Sy1+8; !!VRy6:Sy1+12;
!!VRy7:Sy1+16; !!VRy8:Sy1+20;
!!VRy9:Sy1+24;
!!if&x3=0:;[get]
!!UN:Cy3/4/?x4 Cy4/4/?x5 Cy5/4/?x6 Cy6/4/?x7;
!!UN:Cy7/4/?x8 Cy8/4/?x9 Cy9/4/?x10;
!!el:;[set]
!!UN:Cy3/4/x4 Cy4/4/x5 Cy5/4/x6 Cy6/4/x7;
!!UN:Cy7/4/x8 Cy8/4/x9 Cy9/4/x10;

And this is the script I added to the single scenario maps, where I want a different Conflux lineup etc:

ZVSE

!?PI;
!!HE147:L2^Hpl005r.pcx^; [set portrait]
!!HE147:L1^Hps005r.pcx^;
!!HE128:L2^Hpl033r.pcx^; [set portrait]
!!HE128:L1^Hps033r.pcx^;
!!HE129:L2^Hpl035r.pcx^; [set portrait]
!!HE129:L1^Hps035r.pcx^;
!!HE130:L2^Hpl031r.pcx^; [set portrait]
!!HE130:L1^Hps031r.pcx^;
!!HE131:L2^Hpl036r.pcx^; [set portrait]
!!HE131:L1^Hps036r.pcx^;
!!HE132:L2^Hpl037r.pcx^; [set portrait]
!!HE132:L1^Hps037r.pcx^;
!!HE133:L2^Hpl039r.pcx^; [set portrait]
!!HE133:L1^Hps039r.pcx^;
!!HE134:L2^Hpl030r.pcx^; [set portrait]
!!HE134:L1^Hps030r.pcx^;
!!HE135:L2^Hpl040r.pcx^; [set portrait]
!!HE135:L1^Hps040r.pcx^;

**Conflux original

!#TM2:S1/999/1/255;
!?TM2;
!!UN:T8/1/0/112; [Air]
!!UN:T8/1/1/166; [Storm]
!!UN:T8/2/0/115; [Water]
!!UN:T8/2/1/167; [Ice]
!!UN:T8/3/0/114; [Fire]
!!UN:T8/3/1/164; [Energy]
!!UN:T8/4/0/113; [Earth]
!!UN:T8/4/1/165; [Magma]
!!UN:T8/5/0/120; [Spirit Dragon]
!!UN:T8/5/1/121; [Rainbow]
!!MA:U112/166; [upg]
!!MA:U113/165; [upg]
!!MA:U114/164; [upg]
!!MA:U115/167; [upg]
!!MA:G112/6; [Growth]
!!MA:G113/4; [Growth]
!!MA:G114/5; [Growth]
!!MA:G115/6; [Growth]
!!MA:L112/1; // set Monster Level
!!MA:L113/4; // set Monster Level
!!MA:L114/3; // set Monster Level
!!MA:L115/2; // set Monster Level

**Building description

!!VRz561:S^Altar of Air^;
!!VRz562:S^The Altar of Air allows you to recruit Air Elementals.^;
!!FU222222:P8/31/0/561;[altar]
!!FU222222:P8/31/1/562;[description]
!!VRz563:S^Temple of Thunder^;
!!VRz564:S^The Temple of Thunder allows you to recruit Storm Elementals.^;
!!FU222222:P8/38/0/563;[altar]
!!FU222222:P8/38/1/564;[description]
!!VRz565:S^Altar of Water^;
!!VRz566:S^The Altar of Water allows you to recruit Water Elementals.^;
!!FU222222:P8/32/0/565;[altar]
!!FU222222:P8/32/1/566;[description]
!!VRz567:S^Temple of Ice^;
!!VRz568:S^The Temple of Ice allows you to recruit Ice Elementals.^;
!!FU222222:P8/39/0/567;[altar]
!!FU222222:P8/39/1/568;[description]
!!VRz569:S^Altar of Fire^;
!!VRz570:S^The Altar of Fire allows you to recruit Fire Elementals.^;
!!FU222222:P8/33/0/569;[altar]
!!FU222222:P8/33/1/570;[description]
!!VRz571:S^Temple of Energy^;
!!VRz572:S^The Temple of Energy allows you to recruit Energy Elementals.^;
!!FU222222:P8/40/0/571;[altar]
!!FU222222:P8/40/1/572;[description]
!!VRz573:S^Altar of Earth^;
!!VRz574:S^The Altar of Earth allows you to recruit Earth Elementals.^;
!!FU222222:P8/34/0/573;[altar]
!!FU222222:P8/34/1/574;[description]
!!VRz575:S^Temple of Magma^;
!!VRz576:S^The Temple of Magma allows you to recruit Magma Elementals.^;
!!FU222222:P8/41/0/575;[altar]
!!FU222222:P8/41/1/576;[description]
!!VRz577:S^Altar of Thought^;
!!VRz578:S^The Altar of Thought allows you to recruit Astromancers.^;
!!FU222222:P8/35/0/577;[altar]
!!FU222222:P8/35/1/578;[description]
!!VRz579:S^Temple of Magic^;
!!VRz580:S^The Temple of Magic allows you to recruit Pandemoniums.^;
!!FU222222:P8/42/0/579;[altar]
!!FU222222:P8/42/1/580;[description]
!_!FU222222:P0/37/1/100000;[ERT100000]

!?GM0;
!!VRz561:S^Altar of Air^;
!!VRz562:S^The Altar of Air allows you to recruit Air Elementals.^;
!!FU222222:P8/38/0/561;[altar]
!!FU222222:P8/38/1/562;[description]
!!VRz563:S^Temple of Thunder^;
!!VRz564:S^The Temple of Thunder allows you to recruit Storm Elementals.^;
!!FU222222:P8/31/0/563;[altar]
!!FU222222:P8/31/1/564;[description]
!!VRz565:S^Altar of Water^;
!!VRz566:S^The Altar of Water allows you to recruit Water Elementals.^;
!!FU222222:P8/32/0/565;[altar]
!!FU222222:P8/32/1/566;[description]
!!VRz567:S^Temple of Ice^;
!!VRz568:S^The Temple of Ice allows you to recruit Ice Elementals.^;
!!FU222222:P8/39/0/567;[altar]
!!FU222222:P8/39/1/568;[description]
!!VRz569:S^Altar of Fire^;
!!VRz570:S^The Altar of Fire allows you to recruit Fire Elementals.^;
!!FU222222:P8/33/0/569;[altar]
!!FU222222:P8/33/1/570;[description]
!!VRz571:S^Temple of Energy^;
!!VRz572:S^The Temple of Energy allows you to recruit Energy Elementals.^;
!!FU222222:P8/40/0/571;[altar]
!!FU222222:P8/40/1/572;[description]
!!VRz573:S^Altar of Earth^;
!!VRz574:S^The Altar of Earth allows you to recruit Earth Elementals.^;
!!FU222222:P8/34/0/573;[altar]
!!FU222222:P8/34/1/574;[description]
!!VRz575:S^Temple of Magma^;
!!VRz576:S^The Temple of Magma allows you to recruit Magma Elementals.^;
!!FU222222:P8/41/0/575;[altar]
!!FU222222:P8/41/1/576;[description]
!!VRz577:S^Altar of Thought^;
!!VRz578:S^The Altar of Thought allows you to recruit Astromancers.^;
!!FU222222:P8/35/0/577;[altar]
!!FU222222:P8/35/1/578;[description]
!!VRz579:S^Temple of Magic^;
!!VRz580:S^The Temple of Magic allows you to recruit Pandemoniums.^;
!!FU222222:P8/42/0/579;[altar]
!!FU222222:P8/42/1/580;[description]
!_!FU222222:P0/37/1/100000;[ERT100000]

!?FU222222;
*Change the building's name&description , ByHawaiing
*x1=TownType(0-8)
*x2=building_ID(0-43)
*x3=0 - building name,1- building description
*x4=z-var or ert index(1-1000,>=100000)
!!VRy10:S0;
!!VRy11:S0;
!!VRy12:S0;
!!if&x2<17:;[ID=0-16]
!!VRy10&x2=15:Sx1*44+6968420;[15=Resource Silo]
!!VRy11&x2=15:Sx1*44+6977692;
!!VRy10&x2<>15:Sx2*4+6972748;
!!VRy11&x2<>15:Sx2*4+6979212;
!!en:;
!!if&x2>=17/x2<30:;[ID=17-29]
!!VRy10:Sx1*11+x2*4+6968312;
!!VRy11:Sx1*11+x2*4+6977584;
!!en:;
!!if&x2>=30:;[ID=30-43]dwelling
!!VRy10:Sx1*14+x2*4+6972056;
!!VRy11:Sx1*14+x2*4+6973876;
!!en:;
!!VRy12&x4>0/x4<1001:Sx4*512+9597416;[Z-var]
!!if&x4>=100000:;[ERT]
!!SN:E7824928/1/x4;
!!VRy12:Sv1;
!!en:;
!!FU|y10=0/y11=0/y12=0:E;
!!UN&x3=0:Cy10/4/y12;
!!UN&x3=1:Cy11/4/y12;

**Building Cost

!!FU101404:P8/30/1/5/0/5/0/0/0/300;[set cost]
!!FU101404:P8/37/1/0/0/0/0/0/0/300;[set cost]
!!FU101404:P8/31/1/0/0/5/0/0/0/1500;[set cost]
!!FU101404:P8/38/1/2/2/0/0/0/2/1500;[set cost]
!!FU101404:P8/32/1/0/0/5/0/0/0/1500;[set cost]
!!FU101404:P8/39/1/0/5/5/0/0/0/2000;[set cost]
!!FU101404:P8/33/1/5/0/5/0/0/0/2000;[set cost]
!!FU101404:P8/40/1/0/5/5/0/0/0/2000;[set cost]
!!FU101404:P8/34/1/0/0/10/0/0/0/2000;[set cost]
!!FU101404:P8/41/1/0/0/0/5/0/0/1000;[set cost]
!!FU101404:P8/35/1/5/2/5/2/2/2/3000;[set cost]
!!FU101404:P8/42/1/0/3/0/3/3/3/3000;[set cost]
!!FU101404:P8/36/1/10/10/10/0/0/0/10000;[set cost]
!!FU101404:P8/43/1/10/10/10/0/0/0/10000;[set cost]

!?FU101404;
**get/set town buiding cost , Hawaiing
*x1=TownType 0-8
*x2=BuidingID 0-43
*x3=0 get value, 1 set value
*x4-x10=Resource value=Wood/Mercury/Ore/Sulfur/Crystal/Gems/Gold
!!FU|x1<0/x1>8/x2<0/x2>43:E;
!!FU&x2>25/x2<30:E;
!!if&x2>=0/x2<=16:;
!!VRy1:Sx2*28+6979936;
!!en:;
!!if&x2>=17/x2<=25:;
!!VRy2:Sx2-17*28;
!!VRy1:Sx1*252+y2+6980420;
!!en:;
!!if&x2>=30/x2<=43:;
!!VRy2:Sx2-30*28;
!!VRy1:Sx1*392+y2+6985856;
!!en:;
!!VRy3:Sy1; !!VRy4:Sy1+4;
!!VRy5:Sy1+8; !!VRy6:Sy1+12;
!!VRy7:Sy1+16; !!VRy8:Sy1+20;
!!VRy9:Sy1+24;
!!if&x3=0:;[get]
!!UN:Cy3/4/?x4 Cy4/4/?x5 Cy5/4/?x6 Cy6/4/?x7;
!!UN:Cy7/4/?x8 Cy8/4/?x9 Cy9/4/?x10;
!!el:;[set]
!!UN:Cy3/4/x4 Cy4/4/x5 Cy5/4/x6 Cy6/4/x7;
!!UN:Cy7/4/x8 Cy8/4/x9 Cy9/4/x10;
!!en:;

Now, the conclusion:

When I start a new map then all is well, Conflux has the default lineup that I want.

When I start the campaign (in which I changed the Conflux lineup) the lineup is changed OK, but the building costs are not. They are still the default ones. At least, when I quit the campaign and start a single scenario map, the descriptions are not blank anymore and they work normally.

Can somebody tell me, why aren't the building costs changed in the campaigns? I tried to make the script work with an every day trigger but nothing happened. The costs remain the same.
____________
Not idly do the leaves of Lorien fall.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
blackstomper
blackstomper


Adventuring Hero
Member of the old Wog-team
posted October 28, 2015 08:21 PM

Salamandre said:
hmm, open conquistador erm file and search for: ;give resources and money

Then add the bold code in exactly that location then test. Now both human player should not get any bonus.


;give resources and money
!?FU15003;
!!OW:C?y1;
!!OW:Iy1/?y2;
!!FU&y2<1:E;

!!FU&y1=x16:E; [exit if human player]




!!OW:Iy1/?y2;
!!FU&y2<1:E;

... those were the lines that was needed :D
Now it is, IMHO, the best script in Era!!!
Thanks a million Salamandre!

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 28, 2015 08:25 PM
Edited by Salamandre at 20:27, 28 Oct 2015.

Try now, as whole script:

**Conflux descriptions reset (for campaigns)

!?PI;

!!VRz561:S^Thatched Hut^;
!!VRz562:S^The Thatched Hut allows you to recruit Halflings.^;
!!VRz563:S^Upg. Thatched Hut^;
!!VRz564:S^The Thatched Hut allows you to recruit Slingers.^;
!!VRz565:S^Sacred Grove^;
!!VRz566:S^The Sacred Grove allows you to recruit Satyrs.^;
!!VRz567:S^Upg. Sacred Grove^;
!!VRz568:S^The Sacred Grove allows you to recruit Fauns.^;
!!VRz569:S^Conflux^;
!!VRz570:S^The Conflux allows you to recruit Air Elementals.^;
!!VRz571:S^Upg. Conflux^;
!!VRz572:S^The Conflux allows you to recruit all types of Elementals and use them to train Elementalists.^;
!!VRz573:S^Crystal Garden^;
!!VRz574:S^The Crystal Garden allows you to recruit Spirit Dragons.^;
!!VRz575:S^Upg. Crystal Garden^;
!!VRz576:S^The Crystal Garden allows you to recruit Rainbow Dragons.^;
!!VRz577:S^Naiad's Waterfalls^;
!!VRz578:S^The Naiad's Waterfalls allow you to recruit Halcyons.^;
!!VRz579:S^Upg. Naiad's Waterfalls^;
!!VRz580:S^The Naiad's Waterfalls allow you to recruit Aethons.^;
;
!!FU222222:P8/31/0/561;[altar]
!!FU222222:P8/31/1/562;[description]
!!FU222222:P8/38/0/563;[altar]
!!FU222222:P8/38/1/564;[description]
!!FU222222:P8/32/0/565;[altar]
!!FU222222:P8/32/1/566;[description]
!!FU222222:P8/39/0/567;[altar]
!!FU222222:P8/39/1/568;[description]
!!FU222222:P8/33/0/569;[altar]
!!FU222222:P8/33/1/570;[description]
!!FU222222:P8/40/0/571;[altar]
!!FU222222:P8/40/1/572;[description]
!!FU222222:P8/34/0/573;[altar]
!!FU222222:P8/34/1/574;[description]
!!FU222222:P8/41/0/575;[altar]
!!FU222222:P8/41/1/576;[description]
!!FU222222:P8/35/0/577;[altar]
!!FU222222:P8/35/1/578;[description]
!!FU222222:P8/42/0/579;[altar]
!!FU222222:P8/42/1/580;[description]
;
!!FU101404:P8/30/1/5/0/0/0/0/0/0;[set cost]
!!FU101404:P8/37/1/0/1/0/1/1/1/0;[set cost]
!!FU101404:P8/31/1/5/0/5/0/0/0/0;[set cost]
!!FU101404:P8/38/1/5/0/5/0/0/0/0;[set cost]
!!FU101404:P8/32/1/5/0/5/0/0/0/0;[set cost]
!!FU101404:P8/39/1/5/0/5/0/0/0/0;[set cost]
!!FU101404:P8/33/1/0/2/0/2/2/2/0;[set cost]
!!FU101404:P8/40/1/0/5/0/5/5/5/0;[set cost]
!!FU101404:P8/34/1/0/0/10/0/10/10/0;[set cost]
!!FU101404:P8/41/1/0/0/0/5/5/5/0;[set cost]
!!FU101404:P8/35/1/10/10/0/0/0/0/0;[set cost]
!!FU101404:P8/42/1/10/10/0/0/0/0/0;[set cost]
!!FU101404:P8/36/1/0/10/0/10/10/10/0;[set cost]
!!FU101404:P8/43/1/0/10/0/10/10/10/0;[set cost]
;
!!HE147:L2^Hpl005r.pcx^; [set portrait]
!!HE147:L1^Hps005r.pcx^;
!!HE128:L2^Hpl033r.pcx^; [set portrait]
!!HE128:L1^Hps033r.pcx^;
!!HE129:L2^Hpl035r.pcx^; [set portrait]
!!HE129:L1^Hps035r.pcx^;
!!HE130:L2^Hpl031r.pcx^; [set portrait]
!!HE130:L1^Hps031r.pcx^;
!!HE131:L2^Hpl036r.pcx^; [set portrait]
!!HE131:L1^Hps036r.pcx^;
!!HE132:L2^Hpl037r.pcx^; [set portrait]
!!HE132:L1^Hps037r.pcx^;
!!HE133:L2^Hpl039r.pcx^; [set portrait]
!!HE133:L1^Hps039r.pcx^;
!!HE134:L2^Hpl030r.pcx^; [set portrait]
!!HE134:L1^Hps030r.pcx^;
!!HE135:L2^Hpl040r.pcx^; [set portrait]
!!HE135:L1^Hps040r.pcx^;



!?GM0;
!!FU222222:P8/31/0/561;[altar]
!!FU222222:P8/31/1/562;[description]
!!FU222222:P8/38/0/563;[altar]
!!FU222222:P8/38/1/564;[description]
!!FU222222:P8/32/0/565;[altar]
!!FU222222:P8/32/1/566;[description]
!!FU222222:P8/39/0/567;[altar]
!!FU222222:P8/39/1/568;[description]
!!FU222222:P8/33/0/569;[altar]
!!FU222222:P8/33/1/570;[description]
!!FU222222:P8/40/0/571;[altar]
!!FU222222:P8/40/1/572;[description]
!!FU222222:P8/34/0/573;[altar]
!!FU222222:P8/34/1/574;[description]
!!FU222222:P8/41/0/575;[altar]
!!FU222222:P8/41/1/576;[description]
!!FU222222:P8/35/0/577;[altar]
!!FU222222:P8/35/1/578;[description]
!!FU222222:P8/42/0/579;[altar]
!!FU222222:P8/42/1/580;[description]
;
!!FU101404:P8/30/1/5/0/0/0/0/0/0;[set cost]
!!FU101404:P8/37/1/0/1/0/1/1/1/0;[set cost]
!!FU101404:P8/31/1/5/0/5/0/0/0/0;[set cost]
!!FU101404:P8/38/1/5/0/5/0/0/0/0;[set cost]
!!FU101404:P8/32/1/5/0/5/0/0/0/0;[set cost]
!!FU101404:P8/39/1/5/0/5/0/0/0/0;[set cost]
!!FU101404:P8/33/1/0/2/0/2/2/2/0;[set cost]
!!FU101404:P8/40/1/0/5/0/5/5/5/0;[set cost]
!!FU101404:P8/34/1/0/0/10/0/10/10/0;[set cost]
!!FU101404:P8/41/1/0/0/0/5/5/5/0;[set cost]
!!FU101404:P8/35/1/10/10/0/0/0/0/0;[set cost]
!!FU101404:P8/42/1/10/10/0/0/0/0/0;[set cost]
!!FU101404:P8/36/1/0/10/0/10/10/10/0;[set cost]
!!FU101404:P8/43/1/0/10/0/10/10/10/0;[set cost]

!?FU222222;
*Change the building's name&description , ByHawaiing
*x1=TownType(0-8)
*x2=building_ID(0-43)
*x3=0 - building name,1- building description
*x4=z-var or ert index(1-1000,>=100000)
!!VRy10:S0;
!!VRy11:S0;
!!VRy12:S0;
!!if&x2<17:;[ID=0-16]
!!VRy10&x2=15:Sx1*44+6968420;[15=Resource Silo]
!!VRy11&x2=15:Sx1*44+6977692;
!!VRy10&x2<>15:Sx2*4+6972748;
!!VRy11&x2<>15:Sx2*4+6979212;
!!en:;
!!if&x2>=17/x2<30:;[ID=17-29]
!!VRy10:Sx1*11+x2*4+6968312;
!!VRy11:Sx1*11+x2*4+6977584;
!!en:;
!!if&x2>=30:;[ID=30-43]dwelling
!!VRy10:Sx1*14+x2*4+6972056;
!!VRy11:Sx1*14+x2*4+6973876;
!!en:;
!!VRy12&x4>0/x4<1001:Sx4*512+9597416;[Z-var]
!!if&x4>=100000:;[ERT]
!!SN:E7824928/1/x4;
!!VRy12:Sv1;
!!en:;
!!FU|y10=0/y11=0/y12=0:E;
!!UN&x3=0:Cy10/4/y12;
!!UN&x3=1:Cy11/4/y12;


!?FU101404;
**get/set town buiding cost , Hawaiing
*x1=TownType 0-8
*x2=BuidingID 0-43
*x3=0 get value, 1 set value
*x4-x10=Resource value=Wood/Mercury/Ore/Sulfur/Crystal/Gems/Gold
!!FU|x1<0/x1>8/x2<0/x2>43:E;
!!FU&x2>25/x2<30:E;
!!if&x2>=0/x2<=16:;
!!VRy1:Sx2*28+6979936;
!!en:;
!!if&x2>=17/x2<=25:;
!!VRy2:Sx2-17*28;
!!VRy1:Sx1*252+y2+6980420;
!!en:;
!!if&x2>=30/x2<=43:;
!!VRy2:Sx2-30*28;
!!VRy1:Sx1*392+y2+6985856;
!!en:;
!!VRy3:Sy1; !!VRy4:Sy1+4;
!!VRy5:Sy1+8; !!VRy6:Sy1+12;
!!VRy7:Sy1+16; !!VRy8:Sy1+20;
!!VRy9:Sy1+24;
!!if&x3=0:;[get]
!!UN:Cy3/4/?x4 Cy4/4/?x5 Cy5/4/?x6 Cy6/4/?x7;
!!UN:Cy7/4/?x8 Cy8/4/?x9 Cy9/4/?x10;
!!el:;[set]
!!UN:Cy3/4/x4 Cy4/4/x5 Cy5/4/x6 Cy6/4/x7;
!!UN:Cy7/4/x8 Cy8/4/x9 Cy9/4/x10;


**Conflux original

!#TM2:S1/999/1/255;
!?TM2;
!!UN:T8/1/0/112; [Air]
!!UN:T8/1/1/166; [Storm]
!!UN:T8/2/0/115; [Water]
!!UN:T8/2/1/167; [Ice]
!!UN:T8/3/0/114; [Fire]
!!UN:T8/3/1/164; [Energy]
!!UN:T8/4/0/113; [Earth]
!!UN:T8/4/1/165; [Magma]
!!UN:T8/5/0/120; [Spirit Dragon]
!!UN:T8/5/1/121; [Rainbow]
!!MA:U112/166; [upg]
!!MA:U113/165; [upg]
!!MA:U114/164; [upg]
!!MA:U115/167; [upg]
!!MA:G112/6; [Growth]
!!MA:G113/4; [Growth]
!!MA:G114/5; [Growth]
!!MA:G115/6; [Growth]
!!MA:L112/1; // set Monster Level
!!MA:L113/4; // set Monster Level
!!MA:L114/3; // set Monster Level
!!MA:L115/2; // set Monster Level
____________
Era II mods and utilities

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted October 28, 2015 08:43 PM

Which part do I put on the single scenario and which on the WoG option?

I don't think you understood what I want. I'll try to elaborate more and show you what I want.

As you may know, I made a new Conflux lineup in my mod. In my mod Conflux has a new lineup, new heroes, buildings etc. All these changes are stored in 11 wog - neutral town.erm script.

However, some campaigns (such as Master of the Elements and Armageddon's Blade) call for the old Elemental lineup.

I would like to honor this and allow the player to revisit the old Conflux in these campaigns ONLY. To do so, I need to script the old lineup, heroes etc to these single scenario maps. I've done this by adding a script in the map editor (day one message).

This means that there must be two scripts: One must be placed in the erm file (and will be the default settings for Conflux), the other must be placed as a text in the campaigns (which will bring the old Conflux back).

In my previous post I stated which is which and what the problem was. The problem is that the building cost does not change in the campaigns. I should note that this is not that big a deal, but still If it can be fixed I would appreciate the help.
____________
Not idly do the leaves of Lorien fall.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 28, 2015 08:46 PM
Edited by Salamandre at 20:48, 28 Oct 2015.

I don't know about where the scripts must belong, this is your business :)

All I did was to correct mistakes and order everything so later you can add things safely. FU101404 was triggered from FU222222 so they had to rerun 25 times. z vars were called from GM0 where there is no need, GM0 is only about UN:C hacks.

Now the whole script should work when you switch from a game to another, I hope.
____________
Era II mods and utilities

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted October 28, 2015 09:02 PM
Edited by Hero_Of_Light at 21:13, 28 Oct 2015.

Actually now the game won't even start

It reads something about a missing sprite, I don't know...

**EDIT**

No, it's OK, I deleted !?PI; and now it works. The only thing wrong is that when you load a game the changes will appear after the end of turn.
____________
Not idly do the leaves of Lorien fall.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 28, 2015 09:13 PM

There is nothing there about any graphics, no idea.
____________
Era II mods and utilities

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted October 28, 2015 09:35 PM

No I fixed it, Now there is a new problem and I think it has to do with the functions Hawaiing gave me.

Now the script works OK but has a bug. When you enter the town hall the new descriptions and costs work ok, but IF you exit the town hall and revisit (or visit Castle that has descriptions too) the names and cost are reset back to normal. The next day, when you first reenter the Town Hall the changes are there again, but will last only while you're in the Town Hall (upon revisit they are reset again).

I think Hawaiing's function only predicted that you entered Town Hall once or something. There must be added a trigger or something that calls the function again on visiting the Town Hall again or the Castle.
____________
Not idly do the leaves of Lorien fall.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Hawaiing
Hawaiing


Adventuring Hero
posted October 29, 2015 01:40 AM

I know nothing about how erm script work with campaigns.
Scripts reset building name/cost would be OK in a single map.
Some UN:C will effect the current WOG game,until you restart the whole game.So something you must reset again,but maybe there are no triger to reset them.
If you care about z-var, you could use ert index for it.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted October 29, 2015 02:33 PM

I fixed it (i think) by adding a day one timer in the script with the edited Conflux settings and loading every other day the original settings of Conflux for the campaigns. It seems to work (though additional testing is in order).

Thanks a lot

I am glad that I obtained the ability to make custom lineup for towns in campaign maps. The possibilities are great! Thanks again!
____________
Not idly do the leaves of Lorien fall.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 29, 2015 02:52 PM

And you can also change those buildings names and descriptions during game (quests, achievements). The fact that now they depend on z vars makes them dynamic, not like before, when external text files.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jump To: « Prev Thread . . . Next Thread » This Popular Thread is 407 pages long: 1 50 100 150 200 250 ... 271 272 273 274 275 ... 300 350 400 407 · «PREV / NEXT»
Post New Poll    Post New Topic    Post New Reply

Page compiled in 0.6336 seconds