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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 09, 2016 12:40 PM |
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Hero_Of_Light said:
3rd) The timmer has a bug, If you go on Monday and get the rogues from town, then next day additional rogues will be added (I think it works on start of turn AND end of turn.
It isn't bug, you didn't show TM21 instructions (!#TM21:S...) so I can not guess it runs for all players therefore it will add rogues on other AI turns. Show the entire script.
And why did you add PI, just put your timer to start on day 1. The way you do it, you will get twice on first day, as both PI and timer do same thing.
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Hero_Of_Light
Responsible
Supreme Hero
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posted April 09, 2016 01:40 PM |
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!#TM21:S8/999/7/255; //1st day timer
Here is the timer, it is the one used for third creature slots in my mod.
As for the PI trigger, it didn't add twice the rogues, it worked fine.
In any case I found another bug, in day 7 (with or without my additions to the script) in a map where all the buildings are built there is an error:
UN:U cannot find more objects
And the line it is referring to is
!!UN:Ux1/5/-1/2; town in v2-v4
And then CA: not a Castle for the next line
This doesn't occur if town doesn't start with everything built on. I don't know why it happens.
Still, the 1st and 2nd bug I mentioned remain and need fixing in order to make it work OK.
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Not idly do the leaves of Lorien fall.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 09, 2016 01:59 PM |
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Your timer will trigger each player turn, including AI, how you want me to add 8 rogues only on first player turn? I can't. If you want this, I can only limit the timer to human player, but if there are two or more human players, it will run accordingly. Or I need another available timer, running every day 7.
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Hero_Of_Light
Responsible
Supreme Hero
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posted April 09, 2016 02:08 PM |
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It's not that big a deal, I guess you can add an additional timer for just Human players (TM22 for instance) but that's not that important.
The more serious problems to be solved are to add a loop through all slots and give the rogues in first empty slot, so that they won't be missed and if there are Rogues in any slot to accumulate Rogues each week.
Can you do that? Also, I checked, the script has bugs with my addition of PI trigger so I deleted it.
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Not idly do the leaves of Lorien fall.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 09, 2016 03:19 PM |
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;adds 6-9 rogues to a) hero in garrison if slot empty or already rogues in army then b) in town garrison slot 1 if empty or already rogues
;runs only on human turn
!?TM21; //every monday
!!OW:C?y1;
!!OW:Iy1/?y2;
!!FU&y2>0:E; exit if AI
!!VRv5:C-1/-1/-1; initialize v5-v7
!!UN:U98/-1/?y1; get total # of dungeons on map
!!VRv1:S-1;
!!DO25676/1/y1/1&y1>0:P98;
!?FU25676;
!!UN:Ux1/-1/-1/2; town in v2-v4
!!CA2:T?y1;
!!FU&y1<>5:E;
!!CA2:O?y2; type and owner
!!FU&y2<0:E;
!!CA2:B3/23;
!!FU&-1:E;
!!CA2:H0/?y3;
!!VRy4:S6R3;
!!if&y3>-1:; if hero in garrison
!!DO25677/0/6/1:Py3;
!!HEy3|v5>-1/v6>-1:C2/143/y4/0;
!!en:;
!!if&y3<0:; if no hero in garrison
!!CA2:M2/0/?y1/?y2;
!!VRy2&y1=143:+y4;
!!CA2&y1=143:M2/0/143/y2;
!!CA2&y1<0:M2/0/143/y4;
!!en:;
!?FU25677;
!!HEx1:C0/x16/?y1/?y2;
!!VRv5&y1=143:Sx16;
!!VRv6&y1<0:Sx16;
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Hero_Of_Light
Responsible
Supreme Hero
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posted April 09, 2016 03:38 PM |
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It doesn't work, still same errors in Monday.
Can you edit it to delete the AI checks and make it free for all again? To see if that works.
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Not idly do the leaves of Lorien fall.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 09, 2016 03:40 PM |
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of course I tested it, and you should run it first without any other mods or scripts enabled. Then find which one conflicts.
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Era II mods and utilities
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Hero_Of_Light
Responsible
Supreme Hero
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posted April 09, 2016 03:51 PM |
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Script conflicts with other WoG options not mine, because the error doesn't occur with all other WoG options OFF.
Secondly, script still works just for 1st slot, If the empty slot is in other place then nothing happens.
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Not idly do the leaves of Lorien fall.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 09, 2016 03:57 PM |
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Then change the functions ID, to 2648998/2648999 or whatever. For hero, it works with any slot. In town it works with only 1st slot because I don't have one hour to write additional scripts, as there is no command to add in town garrison, only for hero.
@Edit: I see FU25676 is in 11 wog neutral town, so change ID's
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Hero_Of_Light
Responsible
Supreme Hero
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posted April 09, 2016 04:48 PM |
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It's not about the function ID's I already changed that. Still there are errors.
And I told you, the problem occurs with WoG options that I didn't change at all.
I narrowed down the problem in objects and artifacts column of WoG options and particularly in New Adventure Objects section. If all these options are ON then the game has errors in Monday.
Can you test it? Go to Objects and Artifacts in WoG options and check all the new adventure objects (Artificier, Adventure Cave etc) and see If the error appears on Monday for you as well.
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Not idly do the leaves of Lorien fall.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 09, 2016 05:10 PM |
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ok, I did it, no error. Look this script only loops dungeons then add for creatures. it does not use any global vars except the 2 functions. So, if you changed the functions ID (the DO loops too, right? this means you have to change 4 numbers) then it should be safe.
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Hero_Of_Light
Responsible
Supreme Hero
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posted April 09, 2016 05:49 PM |
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I told you I changed the function ID's already. I know how to do that and I already changed it.
I tested it thoroughly and the errors are bizarre at least.
For instance, I started a random map, built the Battle Academy and nothing at all happened. No rogues were given whatsoever.
Then I started Arrogance map, in Monday it gave me 8 Rogues, then in Tuesday the Rogues were 31 (don't ask me why) and then the next Monday it had the same errors I related.
When I start a game where all the dwellings are built then the errors appear on first Monday (I don't know why).
I don't know, Here is the link to my whole script. Can you please see if there's a problem there?
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Not idly do the leaves of Lorien fall.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 09, 2016 06:22 PM |
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There are potentially dozens of errors there. You have different columns for TM21, where several values are stored in same i var, or this will, sooner or later, provoke errors.
I will try to reorder TM21 trigger then see if it goes better.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 09, 2016 06:45 PM |
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Was my fault, typo here:
!!VRv1:S-1; should have been VRv2:S-1;
Then reordered the TM21 scripts in one column, error is gone, so try it now.
wog 11 erm
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Hero_Of_Light
Responsible
Supreme Hero
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posted April 09, 2016 08:49 PM |
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Seems to work OK thanks
However, since it doesn't work 100% when no hero is present, can you tell which parts to edit to make it work only for garrison hero? To make it a prerequisite to have a garrison hero.
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Not idly do the leaves of Lorien fall.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 09, 2016 09:01 PM |
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it works, but uses only slot 1 in town, to use any slot or already existing rogues I would need to add 3 more loops, that will increase the script a lot.
To remove checks for town just replace the first function with this:
!?FU25676; *change ID to whatever you use now
!!UN:Ux1/-1/-1/2; town in v2-v4
!!CA2:T?y1;
!!FU&y1<>5:E;
!!CA2:O?y2; type and owner
!!FU&y2<0:E;
!!CA2:B3/23;
!!FU&-1:E;
!!CA2:H0/?y3;
!!FU&y3<0:E; exit if no hero in garrison
!!VRy4:S6R3;
!!DO25677/0/6/1:Py3;
!!HEy3|v5>-1/v6>-1:C2/143/y4/0;
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Hero_Of_Light
Responsible
Supreme Hero
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posted April 09, 2016 09:26 PM |
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Thanks it seems to work OK now
I kinda prefer it that way, because I renamed the battle Academy to Den of Thieves and so this way it makes more sense, the Garrison hero persuades some of them to join your cause (and if no hero is present then the Rogues work for themselves).
Thanks again! I wanted to make the battle Academy a more interesting building to build and now it really is thanks to you
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Not idly do the leaves of Lorien fall.
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fanofheroes
Famous Hero
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posted April 11, 2016 01:24 AM |
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RerryR said:
fanofheroes said: Can anyone help me with these artifact scripts? They work upon initial testing but after long gameplay they don't seem to function properly. I saved the info in this map
Thank you
http://www.mediafire.com/download/327t7gerpyyg0u1/zzArtifactbuilder.h3m
I cant open the map in the editor. Says Invalid or corrupt map file.
Ok I re-installed everything fresh so hopefully this version can load. To summarize, I need help with the scripts for my artifacts. they work early in use, but after several months of game play, they seem to not function properly.
http://www.mediafire.com/download/1f96cbr2ltwn06r/zzArtifactBuilder.h3m
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 11, 2016 10:16 AM |
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They don't work anymore, or they simply have messed description? Because I see the battle scripts are correct, but the z vars used to name them are already claimed.
Open erm help, go to claimed section then look at STRINGS:
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, z842-z845, z849-z850, *z850-z859*, z860-z876, z890, z904-z907, z910-z937, z960-z989, z1000
I highlighted the part concerned, your script uses the z100-z110 vars (or close) so they will change during game because other scripts claim them.
Use for example z938 up to z 959, they are free.
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Era II mods and utilities
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fred79
Disgraceful
Undefeatable Hero
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posted April 11, 2016 03:17 PM |
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fred79 said: thanks for breaking it down for me, sal. i'll give it another go, then get back with my findings. :)
edit: ok. i tried it again, and the sounds weren't changed. this is the script i used:
!?BF;
!!VRz2:S^pirtattk.wav^;
!!VRz3:S^pirtdfnd.wav^;
!!VRz4:S^pirtkill.wav^;
!!VRz5:S^pirtmove.wav^;
!!VRz6:S^pirtwnce.wav^;
!!VRy1:S137;
!!FU9999911:Py1/2/1;
!!FU9999911:Py1/3/5;
!!FU9999911:Py1/4/4;
!!FU9999911:Py1/5/0;
!!FU9999911:Py1/6/2;
!?FU9999911;
!!FU|x1<0/x1>41:E;
!!FU|x2<1/x2>1000:E;
!!FU|x3<0/x3>5:E;
!!VRy1:Sx2 *512 +9597416;
!!VRx3:-10;
!!BMx1:Gx3/?y11/d;
!!SN:E5622064/2/y1;
!!BMx1:Gx3/v1/d;
!!if&y11>0:;
!!UN:Cy11/4/?y13;
!!VRy13:+4;
!!UN:Cy13/4/?y14;
!!SN:Ey14/2/y11;
!!en:;
the sound specs in the script aren't case-sensitive, are they(because the actual sounds are PIRTATTK.DEF, etc)?
*bump*
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