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Ghost

 
     
Legendary Hero
Therefore I am
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posted December 26, 2022 08:48 PM |
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Edited by Ghost at 20:50, 26 Dec 2022.
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Salamandre said: Well, you should have written "script doesn't give resources" instead of "I failed in resources" which could mean several things. I supposed FU14 gave those resources.
!#IF:V11/0;
!#VRz960:S^Magical Melodious Cavern (Not Visited)^;
!#OB96/135/0:Hz960;
!?OB96/135/1&11/1000; added AI block
!!IF&11:M^Magical Melodious Cavern^;
!?OB96/135/0&-11/1000; added AI block
!!IF:Q10^This is Magical Melodious Cavern. Do you want to enter?^;
!!HE-1&10:O?v5;
!!HE-1&10:T63/219/1/168/1200;
!!HE-1&10:O?v100;
!!IF&10/v5=v100:V11/1;
!!IF&11:Q1/3/200/4/200/5/200/7/50/1^You have won the battle with Gorynyches and received:^;
!!OW&11:Rv100/3/200;
!!OW&11:Rv100/4/200;
!!OW&11:Rv100/5/200;
!!OW&11:Rv100/7/50;
!!UN&11:R2;redraw resource status
!!VRz960&11:S^Magical Melodious Cavern (Visited)^;
!!OB96/135/0&11:Hz960;
!!FU14&2:P;
Thank you taught me "You don't see that event x/y/z doesn't match BA0 x/y/z?" When !!HE-1&10:T63/219/1/168/1200; is wrong x/y/z.. I understood it.. Another !?OB96/135/1&11/1000; added AI block is also wrong, when 96/135/0 is right. Because I haven't been found from ERM help guide.. Read the next quote..
Ghost said: @Sal
Your script doesn't work.. I tried artifact, it doesn't work too.. Only ERA II, because I played and tested from ERM help guide.. and I tried the same script, but no artifact.. Ok no worries, when I replaced Danger to Magican Melodious Cavern.. I was surprised that no 20 ghosts but random (IDK about smallest ghosts to maximum 20, of course..) and game demanded exit to Windows, if you want to play again by restore in testing mind, for example, so script can't be realized.. Message says Magican Melodious Cavern, no else.. A map changed tournament class, when he made script, and map has two Magican Melodious Cavern, who will be the first, message reads visited in another Magican Melodious Cavern, because of OB, Vr hasn't been used.. Ok sorry my English, but thank you..
Yes script works.. If T command we add on x/y/z.. Now's random dirty script gives awesome.. When who will be the first to fight random 4-20 ghosts.. and it showed VISITED.. If we make T script, then 20 ghosts, but two artifacts, because two objects.. Impossible.. I want be one artifact with two objects.. due to who will be the first to get a Horned Ring.. and carry to Seer's Hut.. Now I ponder another and one object.. Then who will be the first to object with pure script..

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Fight MWMs - stand teach
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martingalindo

 

Hired Hero
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posted December 27, 2022 06:26 PM |
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Is there any way to create auras?
-I want to make a positive Luck Aura
+1 for green dragon
+2 for gold dragon
(and also give them minimum luck of +1 and +2 (for Green and Gold)
-Positive morale of +2 for archangels instead of +1. Retain +1 for angels
-Negative luck of -2 for Archdevils. (retain -1 for devils)
-Negative morale -2 for Ghost dragons
-Speed buff aura +1 for Pit fiend/Pit Lords but that aura to affect only lvl 1 to 4 inferno creatures. Not give the buff to any other creature neither infernal tier 5+ creatures
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Hero_of_Light

   
    
Responsible
Supreme Hero
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posted February 25, 2023 05:30 PM |
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Is there a way via ERM to change how an upgraded dwelling in a town works?
Here's what I want:
I want regular wolf pen in Stronghold to sell wolf riders as usual.
But I want the upgraded dwelling to increase their growth by 4. I DONT want it to offer an upgrade to wolf riders. When uou click on the dwelling you will be only getting wolf riders (one slot). But the upgraded version will increase their growth in the town.
Is that even possible?
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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 February 27, 2023 04:56 PM |
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ZVSE
!#UN:T6/1/1/86; Set wolf riders as upgrade
!#TM98:S1/999/7/255;
!?TM98; Timer 98
!!UN:U98/-1/?y2; [Number of towns on the map: y2]
!!VRv1:S-1; [Initialize v1 to -1 to work with new faster UN:U syntax]
!!DO131356/1/y2/1&y2>0:P98; [Cycle through all towns]
!?FU131356;
!!UN:Ux1/-1/-1/1; town in v1/v2/v3
!!OW:C?y4; current player
!!CA1:O?y2 T?y3; check owner and type
!!FU|y2<>y4/y3<>6:E; skip if no current player or not a stronghold
!!CA1:B3/38; set flag 1 if upgraded dwelling
!!CA1&1:M1/1/d/d4; add 4 riders every week
Check if timer 98 is already used in your script and change if necessary.
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Hero_Of_Light

   
    
Responsible
Supreme Hero
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posted February 28, 2023 09:28 PM |
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Thanks it seems to work ok, growth is made into +4 when the upgraded version is built. I managed to make the creature dwelling just one slot with the third upgrade mod but now that I see it I don't think it fits in to Heroes III. I thought I'd make it like Heroes II but it still seems a bit off. Thanks anyway, I am keeping the script for future reference!
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Not idly do the leaves of Lorien fall.
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deathstare

 
 
Adventuring Hero
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posted March 04, 2023 01:22 PM |
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Hello? Is there any way to manipulate AI stack's behavior in the battlefield? For example, I want to improve AI so that an archer with empty shots run away or move next to an ally stack without rushing into the enemy herd.
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Salamandre

     
       
Admirable
Omnipresent Hero
Wog refugee
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posted March 04, 2023 02:59 PM |
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Bersy

    
    
Honorable
Supreme Hero
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posted March 06, 2023 02:18 AM |
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RerryR

  
    
Promising
Supreme Hero
Researching Magic
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posted March 06, 2023 08:53 AM |
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martingalindo said: Is there any way to create auras?
-I want to make a positive Luck Aura
+1 for green dragon
+2 for gold dragon
(and also give them minimum luck of +1 and +2 (for Green and Gold)
-Positive morale of +2 for archangels instead of +1. Retain +1 for angels
-Negative luck of -2 for Archdevils. (retain -1 for devils)
-Negative morale -2 for Ghost dragons
-Speed buff aura +1 for Pit fiend/Pit Lords but that aura to affect only lvl 1 to 4 inferno creatures. Not give the buff to any other creature neither infernal tier 5+ creatures
Yes that's possible.
With aura you mean present on the battlefield or a defined area around a creature that is like 2 hex wide?
the difference is a lot of extra lines of code and some headache ; )
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Hero_Of_Light

   
    
Responsible
Supreme Hero
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posted March 06, 2023 03:00 PM |
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Hi! This script is used to give a set number of Rogues on Garrison hero each Monday. Can it be made to give the rogues regardless? I mean give Rogues even if there is no hero in the garrison (if there is space of course). I think Salamandre said it is not possible, but I don't remember why.
!?FU25675;
!!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:S8R4;
!!DO25676/0/6/1:Py3;
!!HEy3|v5>-1/v6>-1:C2/143/y4/0;
!?FU25676;
!!HEx1:C0/x16/?y1/?y2;
!!VRv5&y1=143:Sx16;
!!VRv6&y1<0:Sx16;
***EDIT***
If it's not possible to give when no hero, can it be made to give them to visiting hero IF there is no garrison hero? I mean if there is a visiting hero on Monday, BUT NO GARRISON hero, give the rogues to visiting hero instead.
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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 March 06, 2023 06:47 PM |
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There is a command to place creatures in town garrison, CAx/y/z:M2, look upon in the manual. You should remove this line :
!!FU&y3<0:E; exit if no hero in garrison
then create 2 condition using same pattern, one if hero present then the second if garrison is empty.
Try it then get back if you didn't succeed
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Hero_Of_Light

   
    
Responsible
Supreme Hero
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posted March 06, 2023 08:49 PM |
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I'll try, though it seems really complicated:) Maybe I'll just stick with how it is now. I also want to make it work on other towns as well, so that's my priority right now. Can you show me where I am wrong? I wanted to add the same effect on Stronghold and Fortress.
***Dungeon***
!?FU25675;
!!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:S8R4;
!!DO25676/0/6/1:Py3;
!!HEy3|v5>-1/v6>-1:C2/143/y4/0;
!?FU25676;
!!HEx1:C0/x16/?y1/?y2;
!!VRv5&y1=143:Sx16;
!!VRv6&y1<0:Sx16;
***Stronghold***
!?FU25677;
!!UN:Ux1/-1/-1/2; town in v2-v4
!!CA2:T?y1;
!!FU&y1<>6:E;
!!CA2:O?y2; type and owner
!!FU&y2<0:E;
!!CA2:B3/22;
!!FU&-1:E;
!!CA2:H0/?y3;
!!FU&y3<0:E; exit if no hero in garrison
!!VRy4:S4R2;
!!DO25678/0/6/1:Py3;
!!HEy3|v5>-1/v6>-1:C2/144/y4/0;
!?FU25678;
!!HEx1:C0/x16/?y1/?y2;
!!VRv5&y1=144:Sx16;
!!VRv6&y1<0:Sx16;
***Fortress***
!?FU25679;
!!UN:Ux1/-1/-1/2; town in v2-v4
!!CA2:T?y1;
!!FU&y1<>7:E;
!!CA2:O?y2; type and owner
!!FU&y2<0:E;
!!CA2:B3/22;
!!FU&-1:E;
!!CA2:H0/?y3;
!!FU&y3<0:E; exit if no hero in garrison
!!VRy4:S3R1;
!!DO25680/0/6/1:Py3;
!!HEy3|v5>-1/v6>-1:C2/173/y4/0;
!?FU25680;
!!HEx1:C0/x16/?y1/?y2;
!!VRv5&y1=173:Sx16;
!!VRv6&y1<0:Sx16;
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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 March 06, 2023 10:44 PM |
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You can use same function for all 3 towns, by setting condition : town is castle OR stronghold OR fortress. (!!if|y1=0/y1=6/y1=7)
Tomorrow evening I will look into it and add creatures in garrison.
Can you paste here the part of script where a timer triggers all those functions (!?FU25675 etc), because is missing in your example.
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Hero_Of_Light

   
    
Responsible
Supreme Hero
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posted March 06, 2023 11:23 PM |
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It's part of this trigger I think. If you can make it one script (for command 25675) that would be great! Towns are Dungeon, Stronghold and Fortress. Dungeon gathers 8-12 Rogues (creature 143) if building 23 is built. Better make Stronghold gathers 6-10 Nomads (creature 142) when building 22 is built. And Fortress gathers 4-5 creature 173 when building 22 is built. But now I see it won't work on AI player? Why is that? Can it be done to work on all players?
!?TM21; //every monday
!!UN:U98/0/?i; //same search as above
!!DO25666/1/i/1&i>0:P;
;
!!UN:U98/1/?i; //same search as above
!!DO25668/1/i/1&i>0:P;
;
!!UN:U98/2/?i; //same search as above
!!DO25670/1/i/1&i>0:P;
;
!!UN:U98/3/?i; //same search as above
!!DO25672/1/i/1&i>0:P;
;
!!UN:U98/6/?i; //same search as above
!!DO25678/1/i/1&i>0:P;
;
!!UN:U98/7/?i; //same search as above
!!DO25680/1/i/1&i>0:P;
;
!!UN:U98/4/?i; //same search as above
!!DO25674/1/i/1&i>0:P;
;
!!OW:C?y1;
!!OW:Iy1/?y2;
!!FU&y2>0:E; exit if AI
!!VRv5:C-1/-1/-1; initialize v5-v7
!!UN:U98/-1/?y-1; get total # of dungeons on map
!!VRv2:S-1;
!!DO25675/1/y-1/1&y-1>0:P98;
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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 March 06, 2023 11:52 PM |
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Hero_Of_Light said: But now I see it won't work on AI player? Why is that? Can it be done to work on all players?
[...]
!!FU&y2>0:E; exit if AI
Here the culprit.
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deathstare

 
 
Adventuring Hero
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posted March 07, 2023 12:29 PM |
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Bersy said: You could try using
!?FU77013 = !?FU(OnAICalcStackAttackEffect)
trigger and change attack effect to negative or zero value.
Which RECEIVERS should I use for that? I don't know just with TRIGGERS. I want to know a brief code example.
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martingalindo

 

Hired Hero
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posted March 18, 2023 05:20 PM |
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RerryR said:
Yes that's possible.
With aura you mean present on the battlefield or a defined area around a creature that is like 2 hex wide?
the difference is a lot of extra lines of code and some headache ; )
Thanks for the answer and by aura i mean the first option, just the Pit lords being in the battlefield. It would be an interesting option to the Pits to be more useful by forcing infernal creatures to move faster (low lvl ones)
"where there is a whip there's a way!"
I originally think in add speed to all low lvl creatures (from 1 to 4) in the hero army but that would be too good so i now what to add that to the Inferno creatures only
EDIT: And sorry for the late answer
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Corm1993

 
Tavern Dweller
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posted March 20, 2023 01:19 PM |
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https://www.fakenamegenerator.com/
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Hero_Of_Light

   
    
Responsible
Supreme Hero
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posted March 23, 2023 11:11 PM |
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Is there a guide on how to use the DW Table and add more creature dwellings to the map editor?
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Not idly do the leaves of Lorien fall.
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