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Bersy
Honorable
Supreme Hero
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posted June 27, 2012 02:51 PM |
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Edited by Bersy at 14:57, 27 Jun 2012.
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Try these one:
!?PI;
!!UN:T8/5/0/?y1 T8/5/1/?y2;
!!MA:Gy1/d-1 Gy2/d-1;
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Bersy
Honorable
Supreme Hero
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posted June 27, 2012 03:03 PM |
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Quote: (only when Castle is built)
Why?
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Hero_Of_Light
Responsible
Supreme Hero
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posted June 27, 2012 03:14 PM |
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Let me explain it again. In my mod, the 6th level creatures of Conflux are Faerie Dragons and Azure Dragons. So that means that even whith castle built the weekly growth of these creatures has to be 1 (and not 1+1=2). Conclusively, I need a script that reduces the growth of 6th level creatures of every Conflux on the map (but only when Castle is built because without Castle the growth is already set on 1). Just like Tobyn's script did with Rampart.
For some reason Tobyn's script doesn't seem to work on ERA II. That's what I've been trying to say. So I would like to have the same result (mentioned above) WITHOUT the need of Tobyn's script.
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Not idly do the leaves of Lorien fall.
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Bersy
Honorable
Supreme Hero
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posted June 27, 2012 03:37 PM |
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If what form did you try the tobyn's script?
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Hero_Of_Light
Responsible
Supreme Hero
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posted June 27, 2012 03:42 PM |
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Here's what I edited from the original Tobyn's script:
** CONFLUX RAMPART MONSTER CHANGE (2004 September 19) (for WoG v3.58)
** by Tobyn
**
** Rampart gives one Faerie Dragon instead of two Green Dragons per week
** Rampart gives one Diamond Dragon instead of two Gold Dragons per week
** Conflux gives 3 Firebirds/Phoenix instead of 4 per week (if Neutral Town script67 inactive)
**
** NOTE: Faerie Dragon resource will be *displayed* as Crystal, but it *is* Gems.
** Can't display different resources for upg and std in same hire dialogue box.
**
** BTW: how to change building cost without using \data\building.txt file?
**
** USES universal timer TM1/2, functions FU2334, var (v2324..2327), (flag 1)
** ONLY ACTIVE if v2366=1 or v2367=1 (wogify options 188 and 189)
***Edited by Hero of light in 2010
!#UN&v2366=1:T8/5/0/134 T8/5/1/132; replace Green->FaerieDrag, Gold->DiaDrag
!?TM2&$weekday$=1/$once$=1; get town coords and change every Rampart/Conflux ONCE every monday
!!UN&v2367=1:P67/?y-1; check if Neutral Town script67 is active
!!VRv2367&y-1=1:S0; if so, disable reduction in Neutral "Conflux" Town
!!UN|v2366=1/v2367=1:U98/-1/?v2324; store how many towns there are
!!VRv2325|v2366=1/v2367=1:S-1; set index to -1 for new quick UN:U search
!!DO2334/1/v2324/1|v2366=1/v2367=1:P; call Rampart/Conflux mod loop
!?FU2334; each Rampart/Conflux with Castle gets one lvl 7 creature less
!!IF:V1/0; init flag 1
!!UN:U98/-1/-1/2325; get coordinates (v2325..2327) (uses new quick UN:U index -1 instead of x16)
!!OBv2325/v2326/v2327:U?y1; check town type (1=Rampart, 8=Conflux)
!!CAv2325/v2326/v2327:B3/9; check if Castle built in that town
!!VRy1&-1:S-10; forget about that town if no Castle
!!CAv2325/v2326/v2327&y1=8/v2366=1:M1/5/d-1/d-1; subtract one lvl 7 if OK and Rampart options active
!!CAv2325/v2326/v2327&y1=8/v2367=1:M1/6/d-1/d-1; subtract one lvl 7 if OK and Conflux options active
Once again, this script worked in HoLv3.1 (older versions of ERA). Now, I replaced Tobyn's script with this one and nothing happens. That's why I asked If there's a way to have the same result implemented in my script.
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Not idly do the leaves of Lorien fall.
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Bersy
Honorable
Supreme Hero
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posted June 27, 2012 04:02 PM |
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Quote: !!CAv2325/v2326/v2327&y1=8/v2366=1:M1/5/d-1/d-1; subtract one lvl 7 if OK and Rampart options active
!!CAv2325/v2326/v2327&y1=8/v2367=1:M1/6/d-1/d-1; subtract one lvl 7 if OK and Conflux options active
!!CAv2325/v2326/v2327&y1=8/v2367=1:M1/5/d-1/d-1 M1/6/d-1/d-1;
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Hero_Of_Light
Responsible
Supreme Hero
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posted June 27, 2012 04:31 PM |
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Nope still doesn't work.
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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 June 27, 2012 04:42 PM |
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Replace this part with:
!?TM2&$weekday$=1/$once$=1; get town coords and change every Rampart/Conflux ONCE every monday
!!UN&v2367=1:P67/?y-1; check if Neutral Town script67 is active
!!VRv2367&y-1=1:S0; if so, disable reduction in Neutral "Conflux" Town
!!IF:M^%Y-1, 0/1 = disabled/enabled, v2366 = %V2366^;
!!UN|v2366=1/v2367=1:U98/-1/?v2324; store how many towns there are
!!VRv2325|v2366=1/v2367=1:S-1; set index to -1 for new quick UN:U search
!!DO2334/1/v2324/1|v2366=1/v2367=1:P; call Rampart/Conflux mod loop
and report what it says
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Hero_Of_Light
Responsible
Supreme Hero
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posted June 27, 2012 04:48 PM |
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On first monday it had a message:
0,0/1 = disabled/enabled
On the second monday no message at all.
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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 June 27, 2012 05:31 PM |
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That means script is not active. Maybe Bersy renamed 67.erm, must look
Edit: neutral town is 11.erm, Tobyn is 14.erm, must ask
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Hero_Of_Light
Responsible
Supreme Hero
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posted June 27, 2012 05:40 PM |
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I know that they were renamed. I renamed them also. I even edited the script checking part but still it didn't work.
**Edit**
Now that I think about it though, the script that I use (former script 67) has a lot of script checking on it. However, it seems to work fine. Should I change the checks (from 67 to 11) or leave them be?
Furthermore, I think that Tobyn's script doesn't work even without my meddling. I think it should be revisited or something. That's why I asked if someone could isolate the part of the script that I need. I tried to do it myself, but still nothing.
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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 June 27, 2012 06:25 PM |
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I have no idea, I never use universal scripts. Bersy knows better how.
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qoty
Adventuring Hero
wandering hero
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posted June 27, 2012 09:27 PM |
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I have one stupid noob question . When I start heroes from directory: Heroes 3 Complete\Tools\Era Start Menu + strat + in the wake of gods, it only load clean HoMaM Complete without any mods. What should I do to play game with all mods in mods directory?
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Bersy
Honorable
Supreme Hero
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posted June 27, 2012 10:41 PM |
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It cannot load raw complete in theory, because it runs h3era.exe not heroes3.exe.
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Hero_Of_Light
Responsible
Supreme Hero
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posted June 27, 2012 11:16 PM |
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I succeeded in implementing Tobyn's script (the part that i needed that is) into my original one and so I don't need it anymore. All is well!
However, there's an important matter left unanswered. Why were the scripts names changed and placed in deiferent order in ERA II? For instance script 67 (the one I use as a basis of my mod) is now script 11. Why is that? And more importantly, how will that work with the other scripts?
For instance there are a lot of scripts that interact and so have script enabling checks on them. Tobyn's script (former 64 and now 14) has a check for script 11 (former 67). So how will that work? Do all these checks and interactions be altered or they don't matter anymore?
Because If all the script checking and so on should be revisited that's a lot of work to do (just for the sake of reordering them at will).
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Not idly do the leaves of Lorien fall.
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Bersy
Honorable
Supreme Hero
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posted June 28, 2012 01:22 AM |
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Edited by Bersy at 17:03, 28 Jun 2012.
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1) They were renamed because 00..99 is meaningless coding.
2) Options (UN:P) are not connected to script names in any version, including 3.58f.
3) New number is [78 - Old number].
4) Nothing should be changed.
:)
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted June 28, 2012 05:02 PM |
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It seems ERA have to have a Polish representative with enough respected Polish-speaker. On Acidcave.net they seem to be so skeptic and biased about ERA that it is out of rationality! I tried to promote ERA there, but I failed to do it properly...
They are still in age of hexediting and WoG3.58f and even refuses to try to use ERA ;( (some players tried but modders not). Would there be any volountary on promotion of ERA in Poland and between Polish Speakers which is yet respected person? (It seems that I didn't count in).
I know that for english speakers and russian speakers it's rather not a problem, but I wonder if only Poland are so Dinosaurus or there are more of it?
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Bersy
Honorable
Supreme Hero
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posted June 28, 2012 05:39 PM |
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Thanks for the efforts, just relax. I'll see what can be done.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted June 28, 2012 06:25 PM |
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Let them use what they want.
So far, I see nothing from their production (if any) which would require improved language. Of course Grove would install faster as ERA mod, but does not really need it. Besides this, their arguments are rather correct: ERA still needs new mods in order to test new situations. By the time they will make some mod using complex features, it will probably be stable and shinny.
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Hero_Of_Light
Responsible
Supreme Hero
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posted June 29, 2012 01:12 AM |
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I've noticed that the script used for new battlefields in ERA II is outdated. The old original script (which I think is in use on ERA II) supported new battlefields only. The new script (available with the latest update on the "New Battlefields" thread) supported new battlefields for creature banks, garissons and other objects as well.
I noticed this because I use more than a few new battlefields in my mod and they were gone when I converted my mod for ERA II. However, when I replaced the old script with the new one, all worked perfectly.
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Not idly do the leaves of Lorien fall.
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