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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 ... 93 94 95 96 97 ... 100 150 200 250 300 350 400 407 · «PREV / NEXT»
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 30, 2011 04:41 PM

Of course you can resurrect them both, am not sure about order.
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JimV
JimV


Responsible
Supreme Hero
posted August 30, 2011 06:38 PM

I have revised some of the ERM Help documents (Heroes3 folder, erm_help subfolder) to correct some obvious typos, and to add notes based mostly on my own experiences with certain commands in scripts.  The revisions and a list of the changes can be downloaded here:

http://www.box.net/shared/nv038pb3shsgnsuuum5a

(This is for the version of ERM Help which is installed with the WoG 3.58f package - allinon1.zip.  Later I may attempt a similar effort for the one which is installed with the ERA package, but I am not as familiar with that version.)

I haven't tested every ERM command, so further updates will probably be necessary.  If others want to add changes, I can give them shared privileges for the download file (this will require an email address) - or of course they can download the package, add their changes, and upload the file somewhere else.

Some of the changes I have found cost me some time and effort (to discover why a script was not working the way I thought it should based on the original ERM Help), so perhaps they might spare others some time in script development.

I do not have or wish to imply any disrespect for those who compiled the original version of ERM Help.  I myself have never written a document which was either as useful, or had as few errors for the amount of information it contained.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 30, 2011 07:07 PM
Edited by Salamandre at 19:35, 30 Aug 2011.

Thanks. ERA 1.91 will be the last version, therefore the last chance to have a corrected manual. But needs to include the new commands, as well as collaborative work. So far, seems no one has such desire.
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solitaire345
solitaire345


Promising
Famous Hero
posted August 31, 2011 08:21 AM

needs to include the new commands, as well as collaborative work

I have extended my ERM help files with the commands listed in ERA's manual, because it annoyed me to have to look look at two manuals. I can upload these files if someone wants them.
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JimV
JimV


Responsible
Supreme Hero
posted August 31, 2011 02:48 PM
Edited by JimV at 15:38, 31 Aug 2011.

@solitaire - I would appreciate getting your file.  I have made icons for the receivers which don't have them in the ERA ERM Help (DL, TL, ifelen, and SS), and was about to add them.

On a previous matter, the ERM Help for BM:F has this information:

F$; Monster flag (as for MA:X)

Comments
Four of the previously unknown MA:X values are used to handle
the flow of combat:
 0x01000000 = 16777216 - set if this stack has had morale this round
 0x02000000 = 33554432 - set if this stack is waiting
 0x04000000 = 67108864 - set if this stack is done acting for this round
 0x08000000 = 134217728 - set if this stack is defending
 0x00400000 = 4194304 - set if the stack is summoned (vanishes when killed)

However, the last item does not match my recollections.  I just tried a test version of SND, in which the ogres in the Gauntlet of Grond are summoned creatures, and they (i.e., their corpses) do not disappear from the battlefield when killed.  Also, I feel certain that I have been able to resurrect Green or Red Dragons summoned by the Dragonheart Amulet.  I think what ERM Help means here is that they will not appear in the Hero's troop slots after the battle.  I will do further tests to verify this and then make another revision to ERM Help if I am correct.

Meanwhile, if the creature type (BM:T - see ERM Help) of a dead stack  is changed to an elemental or golem (after it is dead), then it can't be resurrected or re-animated.  Changing it to a clone just before it died might eliminate any corpse, but that might be tricky to implement.

Edit - P.S. In Salamandre's "300 Spartans", skeleton obstacles are placed on top of corpses in one of Leonidas's battles.  This might also prevent resurrection (but I haven't checked this).

Edit - P.P.S.  I added these commands to my SND_Arena script, for the Gauntlet of Grond battle:

!?MF1&195; stack about to take damage, G of G battle (195)
!!MF:F?v1 N?v2; corrected damage, stack number
!!FU&v2<21:E; do enemy ogres only
!!BMv2:H?v3 L?v4; stack HP and HP lost
!!VRv4:+v1; lost + damage
!!BMv2&v4>=v3:Fd8388608; assumes stack is not already a clone

This turns the ogres to blue clones just before they die, but they still have corpses (blue corpses)!  They are already summoned creatures which don't have troop slots, so the only way I can think of to make their corpses disappear would be to use a blank (transparent) frame for their DEF corpse (which could still be resurrected, unless the corpse creature type or clone status was also changed).

Edit - P.P.P.S.  Of course, the easiest way to prevent all Resurrections or Re-Animations is just to remove the spells (HE:M) from the attacking and/or defending Heroes at the start of the battle (!?BA0, !!BA:H) and restore them if necessary at the end (!?BA1).  Reading all of ERM Help will give one a tool chest full of tools which provide multiple ways to do things.

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solitaire345
solitaire345


Promising
Famous Hero
posted August 31, 2011 04:20 PM

http://www.4shared.com/file/Aw_jwaC6/Erm_Help_281_diff.html
I copy-pasted all ERM commands from ERA help and added description of UN:C. Also added some images that were missing.
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OxFEA
OxFEA


Promising
Famous Hero
feanor on DF2.ru
posted August 31, 2011 04:47 PM
Edited by OxFEA at 17:15, 31 Aug 2011.

Also, list of some TE triggers and receivers:

!?DL and !!DL
!?TL0/1/2/3/4 and !!TL
!!CD:B0
!!CD:B1
!!CD:B3
!!IF:L
!!SS
!!UN:J11
!!if-!!el-!!en

!!UN:C is not a TE command, it work also in 358
!!MR:N is a WoG command that works correctly only in ERA

!!CA:D added by Battery.dll

Quote:
C#/$1/$2; Write an integer at address #

C#/#1/$2; Write/read an integer at address #

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 31, 2011 05:21 PM
Edited by Salamandre at 17:23, 31 Aug 2011.

SP = must change to SS
DL, abbreviations P, D, A, B, T, S, E, V seem to not work. Have to use GF template generator.
Typo errors in "Using y Variables Outside Functions"
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Kegolo
Kegolo


Promising
Famous Hero
of infamy
posted August 31, 2011 05:25 PM

Quote:


Edit - P.P.S.  I added these commands to my SND_Arena script, for the Gauntlet of Grond battle:

!?MF1&195; stack about to take damage, G of G battle (195)
!!MF:F?v1 N?v2; corrected damage, stack number
!!FU&v2<21:E; do enemy ogres only
!!BMv2:H?v3 L?v4; stack HP and HP lost
!!VRv4:+v1; lost + damage
!!BMv2&v4>=v3:Fd8388608; assumes stack is not already a clone

This turns the ogres to blue clones just before they die, but they still have corpses (blue corpses)!  They are already summoned creatures which don't have troop slots, so the only way I can think of to make their corpses disappear would be to use a blank (transparent) frame for their DEF corpse (which could still be resurrected, unless the corpse creature type or clone status was also changed).

Edit - P.P.P.S.  Of course, the easiest way to prevent all Resurrections or Re-Animations is just to remove the spells (HE:M) from the attacking and/or defending Heroes at the start of the battle (!?BA0, !!BA:H) and restore them if necessary at the end (!?BA1).  Reading all of ERM Help will give one a tool chest full of tools which provide multiple ways to do things.



I've been having a similar problem with getting bodies to disappear! I want to make one creature "fix" another creature, similar to resurrect but it takes some of the fixing creature (3X as I have it now) to fix one of the dead creature. Problem is how to make the corpse disappear after the fixed creature it alive again. It's a redraw problem that sometimes ends up with ghost animations, sometimes blue corpses, and sometimes doesn't work. Doing

!!BMy1:N1;
!!BM:Fd4194304;
!!BMy1:N0;
!!BU:R;

makes an animation copy of your unit at its dead position that mimics its animations but isn't a real unit and doesn't move/get a turn. Weird!! I forget the exact code but sometimes to corpse would turn blue even though I never put the clone flag as well. I'm not very good at coding so I can't really help you with your problem but mine was similar so maybe if you find a solution to yours it will work for mine too

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 31, 2011 06:16 PM
Edited by Salamandre at 18:41, 31 Aug 2011.

Quote:
Also added some images that were missing.


Ah, finally I got them all, thanks

Can I suggest to change to red the examples in SN so they match usual ERM help examples? (although I agree that the choice of red wasn't the best for proper view)

EDIT: also JimV, if you could add all valuable comments to the last 2.81 help it would be great (and of course remove the Salamandre reference in !!IF -the info is right, but ERM help normally does not gives nicks of great scripters () )
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JimV
JimV


Responsible
Supreme Hero
posted August 31, 2011 07:14 PM

To test whether I could resurrect a dead summoned creature (which I recall doing for creatures summoned by the Dragonheart artifact), I changed my test script to this:


!?MF1&195; stack about to take damage, G of G battle (195)
!!MF:F?v1 N?v2; corrected damage, stack number
!!FU&v2>20:E; do attacking troops only
!!BMv2:H?v3 L?v4; stack HP and HP lost
!!VRv4:+v1; lost + damage
!!BMv2&v4>=v3:Fd4194304; assumes stack is not already summoned

and gave the attacking Hero the Resurrect spell.  To my surprise, when an attacking creature died in the subsequent test run, the creature did disappear (and when I tried Resurrect, I got the "That spell will affect no one." message).  So I apologize to OxFea for doubting his suggestion.

Differences from my previous test:

a) The dead creature was a defender instead of an attacker - probably not significant.

b) The dead creature had been summoned (BU:S) under a BF trigger previously; in the current case, the dead creature was a troop-slot creature which was given the "summoned" status via BM:F (with the above script commands).

Maybe BU:S does not set the summoned flag?  I may test this further, but probably will not post further on it.

Note:  this was done purely as a test, and will not be a standard part of the SND map; also, as a test case it is specifically tailored to the SND map and is not a general script (in general, death by spell damage would also have to be considered and of course the conditions for valid stacks to apply it to would probably be different).

Without understanding what Kegolo wants to do, I will comment that resurrecting or re-animating also gets rid of a corpse, and this can be done by a creature casting a spell (BM:C).

Thanks to Solitaire for posting the ERA (Wog 3.59) ERM Help file.  I will leave it to him to make further revisions to it since he is more qualified to do that than I am.

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OxFEA
OxFEA


Promising
Famous Hero
feanor on DF2.ru
posted August 31, 2011 07:40 PM

Quote:
Maybe BU:S does not set the summoned flag?

Of course.

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JimV
JimV


Responsible
Supreme Hero
posted August 31, 2011 09:15 PM
Edited by JimV at 16:52, 01 Sep 2011.

I have added this note to the BU:S command:

"Note:  the summoned stack does NOT have the 4194304 BM:F bit set, so it will not vanish when killed, and may be resurrected or re-animated if applicable."

and re-uploaded the revised (WoG 3.58f) ERM Help documents to

http://www.box.net/shared/nv038pb3shsgnsuuum5a

In other words, only creatures summoned by the Elemental Summoning spells get that bit set, not creatures summoned via ERM or the Dragonheart artifact.

Edit, September 1 - I didn't see the edit to Salamandre's post above until just now.  I have re-uploaded the file, but for those who have downloaded it already, it would also be easy to make the change by opening the Receiver document "receiver_if_right" with a text editor, searching for text beginning with "Sala" and deleting the words "Salamandre says that".

Since Solitaire is making changes to his more-complete version of ERM Help, and I don't know which documents he has or is changing, it would be difficult to try to add my small changes without getting in the way, so for now I will leave the two versions separate.

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solitaire345
solitaire345


Promising
Famous Hero
posted September 01, 2011 04:19 PM
Edited by solitaire345 at 17:17, 01 Sep 2011.

Quote:
maybe consider adding them in the last 2.81?

done

Quote:

Can I suggest to change to red the examples in SN so they match usual ERM help examples? (although I agree that the choice of red wasn't the best for proper view)


I made another variant of highlighting code examples in SN:Q (only SN:Q, because I forgot to include that example at first and I was too lazy to do this for all). If this one is better than red, I'll apply the same style to all code examples.

Quote:
Since Solitaire is making changes to his more-complete version of ERM Help, and I don't know which documents he has or is changing, it would be difficult to try to add my small changes without getting in the way, so for now I will leave the two versions separate.


I have already merged your notes with updated help files.


I translated description of CA:D command, provided by battery.dll from MoP (I thought it would be useful to have all documentation in one place.)
Also I created an icon to put next to all commands that work only in ERA. It lacks transparyncy, because I made it with mspaint..



Updated ERM help. extract to ERM help folder.


EDIT: Also added descriptions of MP:C and MP:P. Link updated



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JimV
JimV


Responsible
Supreme Hero
posted September 01, 2011 06:18 PM

@solitaire345:  Thanks for adding my comments, and for the excellent work on your ERM Help update!  I see you rearranged some of my comments and I agree that this is an improvement.

A couple of small suggestions (not worth changing your update for, unless you plan further changes anyway):

I had the same comment about HE:A4/# and HE:A-# (effect on triggers) also placed under the AE0 and AE1 triggers - so that when people write scripts using the artifact triggers they will realize the possibility of conflicts with other scripts.  That is, if one writes a script to add a bonus (HE:F) to a hero when an artifact is equipped, that bonus may be added by the use of HE:A4 in another script, but not removed if the artifact is subsequently deleted by a HE:A- command (unless the scripter makes provisions for this).  Anyway, this comment does not seem to be in your file for the AE0/1 triggers, and I think it would be helpful there.

I notice in MA:X that "morale" is mis-spelled as "moral" (two different words), and I think this typo is present in other places.  (Although I did not catch these when I made my own changes.)

I have re-tested MR:N to verify that it gives strange numbers (4xxxxxx, -8xxxxxx) under WoG 3.58f, but 0xFea has posted above that this command does work under WoG 3.59.  Since your file is for both, this should be noted.  (See his other comments also.)

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solitaire345
solitaire345


Promising
Famous Hero
posted September 01, 2011 07:30 PM
Edited by solitaire345 at 22:12, 01 Sep 2011.


Quote:

I had the same comment about HE:A4/# and HE:A-# (effect on triggers) also placed under the AE0 and AE1 triggers - so that when people write scripts using the artifact triggers they will realize the possibility of conflicts with other scripts.  That is, if one writes a script to add a bonus (HE:F) to a hero when an artifact is equipped, that bonus may be added by the use of HE:A4 in another script, but not removed if the artifact is subsequently deleted by a HE:A- command (unless the scripter makes provisions for this).  Anyway, this comment does not seem to be in your file for the AE0/1 triggers, and I think it would be helpful there.

I will add this. I actually forgot to include that file. Sorry.


Quote:

I notice in MA:X that "morale" is mis-spelled as "moral" (two different words), and I think this typo is present in other places.  (Although I did not catch these when I made my own changes.)


Yeah, there are several typos there. I will not specially search for them, but if I notice them, I'll fix.

Quote:

I have re-tested MR:N to verify that it gives strange numbers (4xxxxxx, -8xxxxxx) under WoG 3.58f, but 0xFea has posted above that this command does work under WoG 3.59.  Since your file is for both, this should be noted.  (See his other comments also.)



I'll add this, but at first I'll check this myself.
UPDATE: The returned number is either incredibly high or incredibly low, but it doesn't depend on spell that was cast or monster position, so I guess it can be converted to normal number somehow. Tomorrow I'll run my test map on ERA and write down correct numbers. Then I'll try to convert these numbers to normal ones (although I don't have much hope.. At a first glance I can't see any pattern there).

Quote:
SP = must change to SS

Changed.

Quote:

DL, abbreviations P, D, A, B, T, S, E, V seem to not work. Have to use GF template generator.

I rewrote that section for convenience (the page is reloaded every time a section is closed and it gets annoying after some time.). Also changed abbreviations to full names.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 01, 2011 09:18 PM
Edited by Salamandre at 22:04, 01 Sep 2011.

Thank you both

but I can't get it to work. I downloaded from last Solitaire link, nothing changed after unpacking in ERM help. Also the wog file installed nothing new or corrected triggers. What am I missing?
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solitaire345
solitaire345


Promising
Famous Hero
posted September 01, 2011 10:27 PM
Edited by solitaire345 at 22:34, 01 Sep 2011.

You're welcome :)

Check MP receiver page for example. At first it contained only description for MP:S and now there are also descriptions for both MP:C and MP:P. I'm trying to keep a changelog on the main page.

What wog file are you talking about? There's no such file in my archive.

Here's the latest version of my files: link
The main change now is in DL receiver page. I hope the description of dialog template is now more readable

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 01, 2011 10:33 PM
Edited by Salamandre at 22:56, 01 Sep 2011.

The erm_tools you posted in ERA thread. Does not add anything.

After unpacking the .rar, everything is like before. SS=SP, DL has still abbreviations, and I look like a noob

EDIT: got it. There are several folders in my Heroes

ERM_help
Help with subfolder Erm Help 2.81.

The rar must be extracted to the last subfolder. My bad.

In SN column, /images/era.gif is missing for each command. Was it any?

I am still fuzzed why changing hint text for a def in DL is provoking crash if

!?DL&v998=$v999=$/v1000=12;
!!DL#:H$/z#;

The command must be parsed outside the !?DL to work.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 01, 2011 11:44 PM

Quote:
If this one is better than red, I'll apply the same style to all code examples.


Yellow is very good for viewing but looks a bit strange. The perfect solution would be to apply the code Berserker uses in his forum, but surely will need too much work.

More opinions on the color to use needed. Red is , I always have to highlight it.
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