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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 50 100 150 200 250 300 ... 344 345 346 347 348 ... 350 400 407 · «PREV / NEXT»
fred79
fred79


Disgraceful
Undefeatable Hero
posted March 16, 2018 06:24 PM

ffs. for some reason, scripts in my script folder aren't working. and i can't use the hd mod to test this stuff either, because it's crashing every time i try to battle on my test map.

everything sucks on my end. i have to figure out what's going wrong, and get back to you, igrik. here's hoping your script works. i set it for creatures 96, 97, and 156. the "139"'s in those scripts are what i'm supposed to change to 96, 97, or 156, right? do they both run together? and are they supposed to be placed after the EA triggers? here's what i have for 97:

!?MR1;
!!MR:F?y1 M?y2 S?y3;
!!if|y3=17/y3=19:;
!!VRy4&y2=97:Sy1 *2;2x  damage
!!MR&y2=97:Fy4;     set damage
!!en:;

!?MR2;
!!MR:F?y1 M?y2 S?y3;
!!if|y3=17/y3=19:;
!!MR&y2=97:F0;     set damage
!!el:;
!!MR&y2=97:F100;   immunuty
!!en:;

is that right?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 16, 2018 06:34 PM

This for all 3:

ZVSE

!?MR1;
!!MR:F?y1 M?y2 S?y3;
!!if|y3=17/y3=19:;
!!VRy4&y2=96|y2=97|y2=156:Sy1 *2;2x  damage
!!MR&y2=96|y2=97|y2=156:Fy4;     set damage
!!en:;

!?MR2;
!!MR:F?y1 M?y2 S?y3;
!!if|y3=17/y3=19:;
!!MR&y2=96|y2=97|y2=156:F0;     set damage
!!el:;
!!MR&y2=96|y2=97|y2=156:F100;   immunuty
!!en:;


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fred79
fred79


Disgraceful
Undefeatable Hero
posted March 16, 2018 06:37 PM

thanks, i'll give that a go once i figure out what's going wrong on my end.

i'll get back to ya'll with the results.

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted March 17, 2018 12:02 PM
Edited by RerryR at 18:21, 17 Mar 2018.

One example how you could skip the turn of a unit when hit by chain lightning or lightning strike:
It sets the "acting" flag to true for this round.
Another way would be to cast paralyze or blind on that unit with !!BMx:M for 2 turns


ZVSE

!?MR1;

!!BG:A?y1;
!!FU&y1<>1:E;

!!MR:F?y1 M?y2 S?y3 N?y4;
!!FU&y2<>139:E;
!!if|y3=17/y3=19:;
   !!BMy4:F?i; [read flags]
   !!VRi:|67108864;
   !!BMy4:Fi;
!!en:;


could work nice for disabling machines :)

Edit: Code only works with ERA 2.7 ;) older versions will result in a crash

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fred79
fred79


Disgraceful
Undefeatable Hero
posted March 17, 2018 03:32 PM

cool, thanks. i just woke up, so i'll get to work on ironing out the issues.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted March 17, 2018 04:52 PM

what would be a reason an erm file wouldn't work in the data/s folder? do i need my erm file actually listed somewhere(to load the scripts), or should it be enough that it is merely placed in the data/s folder?

also, ert files are only if you want your options added to the wog settings, right?

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted March 17, 2018 04:59 PM

fred79 said:
what would be a reason an erm file wouldn't work in the data/s folder? do i need my erm file actually listed somewhere(to load the scripts), or should it be enough that it is merely placed in the data/s folder?

also, ert files are only if you want your options added to the wog settings, right?


If placed in Heroes/Mods/ModName/Data/s should work if enabled with Mod Manager.
ERT files usually just contain strings and are not mandatory.
WOG options are saved somewhere else i think.

Did you put ZVSE above your scripts in ERM Editor? Otherwise, i have no idea, maybe check the syntax one more time.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted March 17, 2018 05:02 PM

when you say, activate in mod manager, i have to actually activate my erm files? how do i do this?

i was under the impression it would be enough to just place them in the data/s folder...

that's probably the reason why the scripts work fine in the map themselves(as timed events), and not as an erm file, then.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted March 17, 2018 05:10 PM

no, that only deals with the /mods folder. nothing about the data/s folder.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 17, 2018 05:11 PM

You have to make a mod, so just look at any simple mod then clone it, but with your file in s folder. Then activate in mod manager.

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted March 17, 2018 05:13 PM
Edited by RerryR at 17:14, 17 Mar 2018.

I wouldn't recommend using erm in the map as a timed event.It's not necessary anymore.  Best is to create a erm file which contains all the scripting. You can later make a mod together with your map. Is much more convenient for debugging and handling.

Activating in Mod Manager is really easy. Just open it and look for the name of your mod (the name of the folder) and set it active.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted March 17, 2018 05:54 PM

but shouldn't scripts work from data/s? why am i having to go a different route, when 1 out of those 3 different routes should work?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 17, 2018 06:01 PM

Because Era does not have a data/s folder. Each mod has one.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted March 17, 2018 06:04 PM

era 1.8 does.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 17, 2018 06:08 PM

oh ok, era 1.08.

Good to know you use prehistorical version, so I don't waste my time dealing with crap...

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fred79
fred79


Disgraceful
Undefeatable Hero
posted March 17, 2018 06:50 PM

well, i just transferred all my files over to era 2, and it doesn't run anyway. i get a new error message that pops up; having to do with "delphi whatever" not being found on d drive. the snow?

i removed wog and fredobj from the era 2 mods folder(while also removing them from the list) to get rid of the objects conflict with what i have currently in the data folder(since the data in wog was taking precendence over the objects in my data folder, and i didn't need my fredobj patch when i have all the current work in my h3sprite.lod).

everything on my end's a clustersnow, and i'm losing my patience. this snow should work just fine, and it doesn't. it worked fine before, and it doesn't now. inexplicable and snowing irritating.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 17, 2018 06:57 PM

For delphi log, set your H3era.exe compatibility to win XP (right-click/properties)

I strongly advice to upgrade ALL your files, it will be boring, bugged maybe, but nonetheless better than continuing this clumsy way, then having a heart-stroke when will have to release and nothing will work.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted March 17, 2018 07:23 PM
Edited by fred79 at 19:48, 17 Mar 2018.

Salamandre said:
For delphi log, set your H3era.exe compatibility to win XP (right-click/properties)


i did that before i tried running them in the first place. the crash happens on every setting, even with the reduced color mode/run as administrator.

i also tried it with the hd mod, and neither work.
-------------------

ok, i'm running the scripts back through the map editor of era 1.8, and i get an endless loop of crashes during battle with that combined script you gave me, sal. here's the script in it's entirety. did i put your script in the wrong place, or is your script strictly for era 2? there were also spaces before every line; did they actually need to be there(i removed them myself)?

ZVSE

!?PI;
!!MA:X84/d4; grunt soldiers can shoot
!!MA:X85/d4; foot soldiers can shoot
!!MA:X86/d1024; mind spell immunity for cyber dead
!!MA:X87/d1024; mind spell immunity for cyber zombies
!!MA:X86/d-1; removes 2-hex from cyber dead
!!MA:X87/d-1; removes 2-hex from cyber zombies
!!MA:X87/d-32768; removes double attack from cyber zombies
!!MA:X88/d-4; removes shoot ability from flamethrower
!!MA:X89/d-4; removes shoot ability from pyromaniac
!!MA:X92/d-1; removes 2-hex from brutes
!!MA:X93/d-1; removes 2-hex from bruisers
!!MA:X92/d4; brutes can shoot
!!MA:X93/d4; bruisers can shoot
!!MA:X94/d1; naga dozers are 2-hex
!!MA:X95/d1; naga tanks are 2-hex
!!MA:X96/d1024; mind spell immunity for juggernauts
!!MA:X97/d1024; mind spell immunity for dreadnaughts
!!MA:X156/d1024; mind spell immunity for dreadnaught artillery
!!MA:X156/d-2; removes fly from dreadnaught artillery
!!MA:X156/d4; dreadnaught artillery can shoot

!!DO3561124/6/13/1:P84; removes goblin stack exp abilities
!!DO3561124/6/13/1:P85; removes hobgoblin stack exp abilites
!!DO3561124/6/13/1:P90; removes ogre stack exp abilities
!!DO3561124/6/13/1:P91; removes ogre mage stack exp abilities
!!DO3561124/5/13/1:P92; removes roc stack abilities
!!DO3561124/5/13/1:P93; removes thunderbird stack abilities
!!DO3561124/6/13/1:P96; removes behemoth stack exp abilities
!!DO3561124/6/13/1:P97; removes ancient behemoth stack exp abilities
!!DO3561124/6/13/1:P156; removes ghost behemoth stack exp abilities

!!EA94:B8/0/75/15/0/0/0/0/0/0/0/0/0/0/0; remove earthquake
!!EA95:B8/0/75/15/0/0/0/0/0/0/0/0/0/0/0; remove earthquake

!?MR1;
!!MR:F?y1 M?y2 S?y3;
!!if|y3=17/y3=19:;
!!VRy4&y2=96|y2=97|y2=156:Sy1 *2;2x  damage
!!MR&y2=96|y2=97|y2=156:Fy4;     set damage
!!en:;

!?MR2;
!!MR:F?y1 M?y2 S?y3;
!!if|y3=17/y3=19:;
!!MR&y2=96|y2=97|y2=156:F0;     set damage
!!el:;
!!MR&y2=96|y2=97|y2=156:F100;   immunuty
!!en:;


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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 17, 2018 08:20 PM

There is only one way to find out: upload mod and someone will test.

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fred79
fred79


Disgraceful
Undefeatable Hero
posted March 17, 2018 08:34 PM

upload an entire unreleased mod, so that i can get the same answers i already have? why?

if that last bit of script was only designed for era 2 and not 1.8, then that's my problem. and because i can't get era 2 to work for snow(it didn't work before i tried adding anything new, which is why i stopped snowing with it, which i had forgotten until now because it's been so long since i tried working with it), then i'm at a dead end.

i have to get era 2 to even run how it should, before i try attaching anything else to it. era 1.8 erm help is out the snowing window, and so is the goddamn data/s folder, so i'm going to have to do everything the snowing hard way now; and figure out WHY era 2 is snowting all over me, before i can move forward even ONE step.

this snow is snowing retarded. all to get one little bit of script to work, and have the capabilities to get erm help beyond what is already IN erm help.

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