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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 396 pages long: 1 2 3 4 5 ... 80 160 240 320 ... 392 393 394 395 396 · «PREV / NEXT»
Ghost
Ghost


Legendary Hero
Therefore I am
posted November 15, 2021 04:19 PM

Aha legendary ****! Heroes 3 wog ERM script help is no longer in the internet! A rookie can't learn scripts, thus **** HotA. Only I've found 3.59. This link https://azethmeron.github.io/. When I tried DW/OB, I made Wights, Wraiths and Ghosts in the Remote Mountain, but I removed. I can't remember much. But I can't find in a ERM help. So I can't help you.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 15, 2021 04:40 PM

Seriously, ERM help always came with Era install, what are you on

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Ghost
Ghost


Legendary Hero
Therefore I am
posted November 15, 2021 05:28 PM

Thanks Yes start menu in ERM help. I remember now, because I always use in the Internet. ERM help is the last tool, they don't update or release ERA. And I must to write Easiest ERM thread, because objects are lacking. Ok I haven't found scripts, I can't help again. Maybe Vlaad's maps.. I haven't watched, but I remember swamp object shows green tower. But is it?
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bloodsucker
bloodsucker


Legendary Hero
posted November 15, 2021 05:29 PM
Edited by bloodsucker at 17:34, 15 Nov 2021.

Ok, this isn't what I asked for but was what I found instead.
Unfortunately, despise my presumption that I was understanding every bit of it, it doesn't work...
Will you help me or must I stay away from such dangerous paths?

;DWELLINGS CONVERSION   from TEW IV by Valery AKA Salamandre

!?OB17&1000; **creature dwelling
*!IF:V1/0;
!!OW-1:I?y1:
!!FU&y1=1:E;

!!HE-1:P?y1/?y2/?y3;  **get location
!!OBy1/y2/y3:U?y4; **get subtype
!!FU|y4=73/y4=57/y4=25/y4=66/y4=67/y4=18/y4=8/y4=80:E; exit if new Castle alignment
!!HE-1:B0/?z5;
!!IF:M^"%Z5, we have been practicing our combat skills and thanks to {~Cyan}Valery aka Salamandre{~}, we are confident we can win this hopeless war," declare the creatures of this dwelling, saluting crisply. Let us join you!^;
!!FU1267348:Py4/y1/y2/y3;
!!UN:R1; *redraw map

!?FU1267348;
!!VRy5|x1=56/x1=6/x1=43/x1=29/x1=54/x1=46/x1=21/x1=20/x1=59:S73;         thatched Hut
!!VRy5|x1=12/x1=17/x1=22/x1=55/x1=26/x1=19/x1=30/x1=07/x1=69:S57;        archer's tower
!!VRy5|x1=15/x1=27/x1=48/x1=02/x1=39/x1=11/x1=47/x1=72:S25;              griffins tower
!!VRy5|x1=58/x1=50/x1=31/x1=37/x1=53/x1=33/x1=38/x1=00/x1=16/x1=71:S67;  treetop tower
!!VRy5|x1=35/x1=45/x1=40/x1=52/x1=42/x1=23/x1=13/x1=70:S66;              enchanters hollow
!!VRy5|x1=5/x1=51/x1=14/x1=36/x1=3/x1=32/x1=9/x1=49/x1=60:S18;           altar of wishes
!!VRy5|x1=24/x1=44/x1=10/x1=4/x1=41/x1=1/x1=28/x1=61:S8;                 portal of glory
!!VRy5|x1=81/x1=82/x1=83/x1=84/x1=85/x1=86/x1=87/x1=88:S80;
!!VRy6&y5=73:S2000;  [cost of conversion]
!!VRy6&y5=57:S4000;
!!VRy6&y5=25:S6000;
!!VRy6&y5=67:S8000;
!!VRy6&y5=66:S12000;
!!VRy6&y5=18:S15000;
!!VRy6&y5= 8:S20000;
!!VRy6&y5=80:S30000;
!!OW:R-1/6/?y7;
!!IF&y7<y6:Q1/6/y6/1^You don't have the funds to rally this dwelling^;
!!OBx2/x3/x4&y7<y6:M-1/1/0;
!!FU&y7<y6:E;
!!IF&y6<=y7:Q1/6/y6/2^Rally this dwelling to your cause?^;
!!OBx2/x3/x4&-1:M-1/1/0;
!!FU&-1:E;
!!if&1:;
!!IF&1:M^DONE!^;
!!SN:W^dwelling^/?y1;
!!IF:N21/138/21/3/21/5/21/137/21/136/21/37/21/13/21/150;
!!IF&y1=99:N^{~Cyan}IMPORTANT:{~}
Every week external recruits can be recruited directly in town by pressing keys 1-7. The corresponding castle slot must be empty.^;
!!SN&y1=99:W^dwelling^/-1;
!!VRy6:*-1;
!!OW:R5/6/dy6;
!!UN:Ox2/x3/x4;
!!UN:Ix2/x3/x4/17/y5/1;
!!OBx2/x3/x4:M-1/1/0;
!!OBx2/x3/x4:C?y1; [to test]
!!POx2/x3/x4:B0/y1;
!!en:;

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 15, 2021 05:42 PM

To see until when a script works, use debug messages after each action, e.g.

!?OB17&1000; **creature dwelling
*!IF:V1/0;
!!OW-1:I?y1:
!!FU&y1=1:E;
!!IF:M^I passed player ID test^;

!!HE-1:P?y1/?y2/?y3;  **get location
!!OBy1/y2/y3:U?y4; **get subtype
!!FU|y4=73/y4=57/y4=25/y4=66/y4=67/y4=18/y4=8/y4=80:E; exit if new Castle alignment
!!IF:M^I passed Castle ID test^;

[and so on]
!!HE-1:B0/?z5;
!!IF:M^"%Z5, we have been practicing our combat skills and thanks to {~Cyan}Valery aka Salamandre{~}, we are confident we can win this hopeless war," declare the creatures of this dwelling, saluting crisply. Let us join you!^;
!!FU1267348:Py4/y1/y2/y3;
!!UN:R1; *redraw map

That way you understand where the error is by yourself. From a quick glance at it I don't see any syntax error so it probably comes from some wrong ID which exits the script. Find it this way.

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bloodsucker
bloodsucker


Legendary Hero
posted November 15, 2021 05:45 PM

@Ghost - If you are going to take such a painful task, try to update the tips on the WOG Options menu too. People altered the order of the scripts, put them somewhere else, with another name, yet they don't remember to change the tips, so you lose an eternity to check what an option does or where is some script. I'll help with this, if you take the lead.


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Ghost
Ghost


Legendary Hero
Therefore I am
posted November 15, 2021 06:11 PM

I always write a notepad. But older scripts were lost in a harddisk, my motherboard is broken. Ok other the first teacher must always have read, learn and test after teaches things. If I understood your post. No thanks, I only read here and ask a code, if my script doesn't work.

And I posted **** without angry. I never mad.. But maybe tone and style.. I try to change.. What FirePaladin said I'm angry.. Sorry!
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Fight MWMs - stand teach

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bloodsucker
bloodsucker


Legendary Hero
posted November 15, 2021 06:18 PM

Sorry if you took my words in a wrong way, it was not my intention to offend you.
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bloodsucker
bloodsucker


Legendary Hero
posted November 16, 2021 07:31 AM

@Sal

So, it doesn't even enter the trigger, something that is not so strange when you think of it. One of the problems I was trying to solve is exactly that there is another script that upgrades the dwellings. And another that reinforces the guards and accumulates creatures and another that gives experience bonus to them, etc. They are all using the same trigger, so there are conflicts.
Now, is there a way of saying this one takes precedence or runs last?
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 16, 2021 01:23 PM
Edited by Salamandre at 13:25, 16 Nov 2021.

Trigger is !?OB17, that should always be processed. Upload your test map and script.

bloodsucker said:
@Salthere is another script that upgrades the dwellings. And another that reinforces the guards and accumulates creatures and another that gives experience bonus to them, etc. They are all using the same trigger, so there are conflicts.


How can you use !?OB trigger for all those actions, some just cant fit in.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 16, 2021 02:51 PM
Edited by Salamandre at 14:54, 16 Nov 2021.

bloodsucker, seriously? Where is the ZVSE header in your conversion script? r

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bloodsucker
bloodsucker


Legendary Hero
posted November 16, 2021 03:13 PM
Edited by bloodsucker at 15:15, 16 Nov 2021.

It wasn't there, noob's mistake. But I already tested it with it and still doesn't show the messages.

Salamandre said:
How can you use !?OB trigger for all those actions, some just cant fit in.

I wasn't talking about my scripts but all the WoG Scripts.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 16, 2021 03:22 PM

Your script works, there was only one error displayed, replace the !!OW-1 (forth line) etc with

!!OW:I?y1/?y2;

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bloodsucker
bloodsucker


Legendary Hero
posted November 16, 2021 03:31 PM

I was wandering about that line... I introduced the test but I think is useless. &1000 already marks the object as visited for AI, so script wont run in his case. But I wonder if it at the same time doesn't prevents AI from taking any dwellings.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 16, 2021 03:33 PM

Script works. Only for human obviously, AI won't have any idea about converting options.

AI will take dwellings as normal, flag 1000 only restricts AI access to script, not to dwelling.

Everything is fine.

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bloodsucker
bloodsucker


Legendary Hero
posted November 16, 2021 04:51 PM

Salamandre said:
Script works.

Everything is fine.

Have you seen it working? Cause can't even get the first message.

This is my last save of script:

********************

*DWELLINGS CONVERSION   from TEW IV by Valery Rogacev AKA Salamandre
ZVSE

!?OB17&1000; **creature dwelling
!!IF:M^I entered the script^;
*!IF:V1/0;
!!OW:I?y1/?y2;
!!FU&y2=1:E;


*!IF:M^I passed player ID test^; ****
!!HE-1:P?y1/?y2/?y3;  **get location
!!OBy1/y2/y3:U?y4; **get subtype
!!FU|y4=73/y4=57/y4=25/y4=66/y4=67/y4=18/y4=8/y4=80:E; exit if new Castle alignment
!!IF:M^I passed Castle ID test^;
!!HE-1:B0/?z5;
!!IF:M^"%Z5, we have been practicing our combat skills and thanks to {~Cyan}Salamandre{~}, we are confident we can win this hopeless war," declare the creatures of this dwelling, saluting crisply. Let us join you!^;
!!FU1267348:Py4/y1/y2/y3;
!!UN:R1; *redraw map

!?FU1267348;
!!VRy5|x1=56/x1=6/x1=43/x1=29/x1=54/x1=46/x1=21/x1=20/x1=59:S73;         thatched Hut
!!VRy5|x1=12/x1=17/x1=22/x1=55/x1=26/x1=19/x1=30/x1=07/x1=69:S57;        archer's tower
!!VRy5|x1=15/x1=27/x1=48/x1=02/x1=39/x1=11/x1=47/x1=72:S25;              griffins tower
!!VRy5|x1=58/x1=50/x1=31/x1=37/x1=53/x1=33/x1=38/x1=00/x1=16/x1=71:S67;  treetop tower
!!VRy5|x1=35/x1=45/x1=40/x1=52/x1=42/x1=23/x1=13/x1=70:S66;              enchanters hollow
!!VRy5|x1=5/x1=51/x1=14/x1=36/x1=3/x1=32/x1=9/x1=49/x1=60:S18;           altar of wishes
!!VRy5|x1=24/x1=44/x1=10/x1=4/x1=41/x1=1/x1=28/x1=61:S8;                 portal of glory
!!VRy5|x1=81/x1=82/x1=83/x1=84/x1=85/x1=86/x1=87/x1=88:S80;              portal of splendor
!!VRy6&y5=73:S2000;  [cost of conversion]
!!VRy6&y5=57:S4000;
!!VRy6&y5=25:S6000;
!!VRy6&y5=67:S8000;
!!VRy6&y5=66:S12000;
!!VRy6&y5=18:S15000;
!!VRy6&y5= 8:S20000;
!!VRy6&y5=80:S30000;
!!OW:R-1/6/?y7;
!!IF&y7<y6:Q1/6/y6/1^You don't have the funds to rally this dwelling^;
!!OBx2/x3/x4&y7<y6:M-1/1/0;
!!FU&y7<y6:E;
!!IF&y6<=y7:Q1/6/y6/2^Rally this dwelling to your cause?^;
!!OBx2/x3/x4&-1:M-1/1/0;
!!FU&-1:E;
!!if&1:;
!!IF&1:M^DONE!^;
!!SN:W^dwelling^/?y1;
!!IF:N21/138/21/3/21/5/21/137/21/136/21/37/21/13/21/150;
!!IF&y1=99:N^{~Cyan}IMPORTANT:{~}
Every week external recruits can be recruited directly in town by pressing keys 1-7. The corresponding castle slot must be empty.^;
!!SN&y1=99:W^dwelling^/-1;
!!VRy6:*-1;
!!OW:R5/6/dy6;
!!UN:Ox2/x3/x4;
!!UN:Ix2/x3/x4/17/y5/1;
!!OBx2/x3/x4:M-1/1/0;
!!OBx2/x3/x4:C?y1; [to test]
!!POx2/x3/x4:B0/y1;
!!en:;

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 16, 2021 05:07 PM

If you don't get even the first message is either you didn't put ZVSE before your script like in the example above, or you messed with mod construction, hence erm scripts are not processed
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Era II mods and utilities

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bloodsucker
bloodsucker


Legendary Hero
posted November 16, 2021 06:22 PM
Edited by bloodsucker at 18:34, 16 Nov 2021.

It's working. Unfortunately, I have no idea of what was causing the problem but after I removed the test (that was returning AI) everything is fine. AI can't visit the object, so the test is useless.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 16, 2021 06:29 PM

There is nothing in your conversion script prohibiting AI. Flag 1000 does NOT set object visited by AI as you wrote before.

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bloodsucker
bloodsucker


Legendary Hero
posted November 16, 2021 08:47 PM

Done,

!?OB17&1000; **creature dwelling

!!OW:C?y1;
!!OW:Iy1/?y2;  AI/Human
!!FU&y2=1:E;
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