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Thread: Easiest ERM script tutorial | This thread is pages long: 1 2 · NEXT» |
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Ghost
Undefeatable Hero
Therefore I am
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posted October 14, 2020 04:02 PM |
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Easiest ERM script tutorial
(Part 1)
I will present the castle, the creature, the hero, the artifact, the option and the fun script to you. What you would like to create to your liking, and those are the easiest. So I'm sorry that I make 6 posts or thread can't show due to overload. I'm also noob about ERM script, but I left unfinished pedagogy, so I chose easiest scripts, for you.
ZVSE starts WoG that the timed event is a script, the first you always must write ZVSE, but also !?PI means post instruction, you can then write the script.
So you write in Timed Events:
ZVSE
!?PI;
The ERM will then wait for the script you created.
Universal Commands (UN)
!!UN:T means type of monster to hire in towns, and continuation script:
T#1/#2/#3/$;
Set a type of monster to hire in towns.
#1 - Type of a town (0...8) (look at the town type/number)
#2 - Dwelling level (0...6)
#3 - Basic (0) or upgraded (1)
$ - Type of monster to hire (look at the creature number)
Town type/number
0 Castle
1 Rampart
2 Tower
3 Inferno
4 Necropolis
5 Dungeon
6 Stronghold
7 Fortress
8 Conflux
Creature number
0 Pikeman
1 Halberdier
2 Archer
3 Marksman
4 Griffin
5 Royal Griffin
6 Swordsman
7 Crusader
8 Monk
9 Zealot
10 Cavalier
11 Champion
12 Angel
13 Archangel
14 Centaur
15 Centaur Captain
16 Dwarf
17 Battle Dwarf
18 Wood Elf
19 Grand Elf
20 Pegasus
21 Silver Pegasus
22 Dendroid Guard
23 Dendroid Soldier
24 Unicorn
25 War Unicorn
26 Green Dragon
27 Gold Dragon
28 Gremlin
29 Master Gremlin
30 Stone Gargoyle
31 Obsidian Gargoyle
32 Stone Golem
33 Iron Golem
34 Mage
35 Arch Mage
36 Genie
37 Master Genie
38 Naga
39 Naga Queen
40 Giant
41 Titan
42 Imp
43 Familiar
44 Gog
45 Magog
46 Hell Hound
47 Cerberus
48 Demon
49 Horned Demon
50 Pit Fiend
51 Pit Lord
52 Efreeti
53 Efreet Sultan
54 Devil
55 Arch Devil
56 Skeleton
57 Skeleton Warrior
58 Walking Dead
59 Zombie
60 Wight
61 Wraith
62 Vampire
63 Vampire Lord
64 Lich
65 Power Lich
66 Black Knight
67 Dread Knight
68 Bone Dragon
69 Ghost Dragon
70 Troglodyte
71 Infernal Troglodyte
72 Harpy
73 Harpy Hag
74 Beholder
75 Evil Eye
76 Medusa
77 Medusa Queen
78 Minotaur
79 Minotaur King
80 Manticore
81 Scorpicore
82 Red Dragon
83 Black Dragon
84 Goblin
85 Hobgoblin
86 Wolf Rider
87 Wolf Raider
88 Orc
89 Orc Chieftain
90 Ogre
91 Ogre Mage
92 Roc
93 Thunderbird
94 Cyclops
95 Cyclops King
96 Behemoth
97 Ancient Behemoth
98 Gnoll
99 Gnoll Marauder
100 Lizardman
101 Lizard Warrior
102 Gorgon
103 Mighty Gorgon
104 Serpent Fly
105 Dragon Fly
106 Basilisk
107 Greater Basilisk
108 Wyvern
109 Wyvern Monarch
110 Hydra
111 Chaos Hydra
112 Air Elemental
113 Earth Elemental
114 Fire Elemental
115 Water Elemental
116 Gold Golem
117 Diamond Golem
118 Pixie
119 Sprite
120 Psychic Elemental
121 Magic Elemental
122 NOT USED (attacker)
123 Ice Elemental
124 NOT USED (defender)
125 Magma Elemental
126 NOT USED (3)
127 Storm Elemental
128 NOT USED (4)
129 Energy Elemental
130 Firebird
131 Phoenix
132 Azure Dragon
133 Crystal Dragon
134 Faerie Dragon
135 Rust Dragon
136 Enchanter
137 Sharpshooter
138 Halfling
139 Peasant
140 Boar
141 Mummy
142 Nomad
143 Rogue
144 Troll
145 Catapult (specialty X1)
146 Ballista (specialty X1)
147 First Aid Tent (specialty X1)
148 Ammo Cart (specialty X1)
149 Arrow Towers (specialty X1)
150 Supreme Archangel
151 Diamond Dragon
152 Lord of Thunder
153 Antichrist
154 Blood Dragon
155 Darkness Dragon
156 Ghost Behemoth
157 Hell Hydra
158 Sacred Phoenix
159 Ghost
160 Emissary of War
161 Emissary of Peace
162 Emissary of Mana
163 Emissary of Lore
164 Fire Messenger
165 Earth Messenger
166 Air Messenger
167 Water Messenger
168 Gorynych
169 War zealot
170 Arctic Sharpshooter
171 Lava Sharpshooter
172 Nightmare
173 Santa Gremlin
174 Paladin (attacker)
175 Hierophant (attacker)
176 Temple Guardian (attacker)
177 Succubus (attacker)
178 Soul Eater (attacker)
179 Brute (attacker)
180 Ogre Leader (attacker)
181 Shaman (attacker)
182 Astral Spirit (attacker)
183 Paladin (defender)
184 Hierophant (defender)
185 Temple Guardian (defender)
186 Succubus (defender)
187 Soul Eater (defender)
188 Brute (defender)
189 Ogre Leader (defender)
190 Shaman (defender)
191 Astral Spirit (defender)
192 Sylvan Centaur
193 Sorceress
194 Werewolf
195 Hell Steed
196 Dracolich
Example of
!!UN:T4/0/0/56 T4/0/1/57;
!!UN:T4/1/0/58 T4/1/1/59;
!!UN:T4/2/0/61 T4/2/1/159;
!!UN:T4/3/0/62 T4/3/1/63;
!!UN:T4/4/0/64 T4/4/1/65;
!!UN:T4/5/0/66 T4/5/1/67;
!!UN:T4/6/0/69 T4/6/1/196;
T4 is town type/number means Necropolis. 56 monster number means Skeleton, and 57 is Skeleton Warrior. And you will notice 61 to 159, it means Wraith upgrades Ghost. So !!UN:T4/0 means dwelling level, 0 is 1 level, and !!UN:T4/0/0 means basic (0) or upgraded (1), and then the last code means monster number. Remember write ZVSE.
I set you a task:
You write a script, a Castle type, and basic dwelling is Zealot, upgraded War Zealot also basic dwelling is Archangel and upgraded Supreme Archangel.
The answer:
ZVSE
!!UN:T0/0/0/0 T4/0/1/1;
!!UN:T0/1/0/2 T4/1/1/3;
!!UN:T0/2/0/4 T4/2/1/5;
!!UN:T0/3/0/6 T4/3/1/7;
!!UN:T0/4/0/9 T4/4/1/169;
!!UN:T0/5/0/10 T4/5/1/11;
!!UN:T0/6/0/13 T4/6/1/150;
This ERM script is easiest, if you haven't yet understood, you go to ask ERM help and discussion
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Fight MWMs - stand teach
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Ghost
Undefeatable Hero
Therefore I am
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posted October 14, 2020 04:06 PM |
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(Part 2)
Monster Attributes (MA)
ERM code is !!MA:
It follows
A#/$; Monster # (look at the creature number) has an Attack of $.
B#/$; Monster # (-''-) with spell can cast it $ times per combat.
C#/#2/$; Monster # (-''-) Costs resource #2 (look at the resource number) to buy.
D#/$; Monster # (-''-) has a Defence of $.
E#/$; Monster # (-''-) has a Damage High of $.
F#/$; Monster # (-''-) has a Fight value of $.
G#/$; Monster # (-''-) has a Grow rate of $.
I#/$; Monster # (-''-) has an AI value of $.
L#/$; Monster # (-''-) is now considered a Level $ monster (0-6). Monster level is always one less than the actual level, so a level 1 monster is represented by a value of 0 and a level 7 with a value of 6. Monsters above level 7 will also have a value of 6.
M#/$; Monster # (-''-) has a Damage Low of $.
N#/$; Monster # (-''-) has $ Number of Shots.
O#/$; Monster # (-''-) belongs to Castle $ type (look at the town type/number). Note: a value of -1 means "neutral" (no town type).
P#/$; Monster # (-''-) has $ Hit Points.
S#/$; Monster # (-''-) has a Speed of $.
U#/$; Monsters can be upgraded to any other monster at a hill fort (or hill fort dialogue box) or at any town where that monster could normally be upgraded.
Resource number
0 Wood
1 Mercury
2 Ore
3 Sulfur
4 Crystal
5 Gems
6 Gold
7 Mithril
AI value & Fight value
You can read the AI & Fight value
Ok the more the script is more "demanding", and you will get information about the ERM help
Ok How do we make a Peasant 50 attack/defense, 1000 HP, and 20 speed, and then 50 damage? What script should we write?
ZVSE
!!MA:A139/50; gives 139 monster number is Peasant, and A is attack, and then 50 attack.
!!MA139/50; D is defense, 139 is Peasant, and 50 defense.
!!MA:M139/50; 139 Peasant has a Damage Low.
!!MA:E139/50; 139 Peasant has a Damage High.
!!MA139/1000; gives 1000 HP.
!!MA:S139/20; gives 20 speed.
ERM script has alternative script:
ZVSE
!!MA:A139/50 D139/50 M139/50 E139/50 P139/1000 S139/20;
Task:
What does !!MA:A139/6 D139/7 P139/10 M139/2 E139/3 S139/2 C139/6/15 G139/9 O139/0 F139/40 I139/40; say?
But if you don’t understand, go to the ERM help and discussion or read again.
Remember give a AI value and Fight value, because of low value, AI rejects a Peasant, when Pikemen are better value, so you can give a Azure Dragon's value to Peasant, if you want or give higher value.
____________
Fight MWMs - stand teach
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Ghost
Undefeatable Hero
Therefore I am
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posted October 14, 2020 04:17 PM |
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(Part 3)
Hero (HE) and Universal Commands (UN)
!#HE:X means extended HE:X command to control specialty settings:
!#HE#:X$1/$2/$3/$4/$5/$6/$7; - get/set/check all speciality settings.
$1...$7 - parameters.
Speciality types (defined by $1)
$1=0 Secondary skills
$2=secondary skill number (look at the secondary skill number)
($3...$7 ignored, preferably 0)
$1=1 Creatures
$2=creature type number (look at the creature number)
($3...$7 ignored, preferably 0)
$1=2 Resources
$2=resource type (look at the resource number)
($3...$7 ignored, preferably 0)
$1=3 Spells
$2=spell number (look at the spell number)
($3...$7 ignored, preferably 0)
$1=4 Creatures extra
$2=creature type number (look at the creature number)
$3=attack bonus
$4=defence bonus
$5=damage bonus
($6...$7 ignored, preferably 0)
$1=5 Speed and other
$2=subtype
($3...$7 ignored, preferably 0)
$1=6 Upgrades
$2=creature 1 to upgrade (look at the creature number)
$6=creature 2 to upgrade (-''-)
$7=creature to upgrade to (-''-)
($3...$5 ignored, preferably 0)
$1=7 Dragons
$2=attack bonus
$3=defense bonus
($4...$7 ignored, preferably 0)
$1=8 Extra WoG speciality
$2=subtype
($3...$7 ignored, preferably 0)
Secondary skill number
0 Pathfinding
1 Archery
2 Logistics
3 Scouting
4 Diplomacy
5 Navigation
6 Leadership
7 Wisdom
8 Mysticism
9 Luck
10 Ballistics
11 Eagle Eye
12 Necromancy
13 Estates
14 Fire Magic
15 Air Magic
16 Water Magic
17 Earth Magic
18 Scholar
19 Tactics
20 Artillery
21 Learning
22 Offence
23 Armorer
24 Intelligence
25 Sorcery
26 Resistance
27 First Aid
Spell number
Adventure Spells
0 Summon Boat
1 Scuttle Boat
2 Visions
3 View Earth
4 Disguise
5 View Air
6 Fly
7 Water Walk
8 Dimension Door
9 Town Portal
Combat Spells
10 Quicksand
11 Land Mine
12 Force Field
13 Fire Wall
14 Earthquake
15 Magic Arrow
16 Ice Bolt
17 Lightning Bolt
18 Implosion
19 Chain Lightning
20 Frost Ring
21 Fireball
22 Inferno
23 Meteor Shower
24 Death Ripple
25 Destroy Undead
26 Armageddon
27 Shield
28 Air Shield
29 Fire Shield
30 Protection from Air
31 Protection from Fire
32 Protection from Water
33 Protection from Earth
34 Anti-Magic
35 Dispel
36 Magic Mirror
37 Cure
38 Resurrection
39 Animate Dead
40 Sacrifice
41 Bless
42 Curse
43 Bloodlust
44 Precision
45 Weakness
46 Stone Skin
47 Disrupting Ray
48 Prayer
49 Mirth
50 Sorrow
51 Fortune
52 Misfortune
53 Haste
54 Slow
55 Slayer
56 Frenzy
57 Titan's Lightning Bolt
58 Counterstrike
59 Berserk
60 Hypnotize
61 Forgetfulness
62 Blind
63 Teleport
64 Remove Obstacle
65 Clone
66 Fire Elemental
67 Earth Elemental
68 Water Elemental
69 Air Elemental
We start with the creatures extra
$1=4 Creatures extra
$2=creature type number (look at the creature number)
$3=attack bonus
$4=defence bonus
$5=damage bonus
($6...$7 ignored, preferably 0)
We write like this
ZVSE
!#HE1:X4/3/2/2/4;
!#VRz600:S^Marksmen receive +2 attack, +2 defense and +4 damage^;
!#UN:G2/1/2/600;
!#HE1 means Valeska, and look at hero number:
Knights
0 Orrin
1 Valeska
2 Edric
3 Sylvia
4 Lord Haart
5 Sorsha
6 Christian
7 Tyris
Clerics
8 Rion
9 Adela
10 Cuthbert
11 Adelaide
12 Ingham
13 Sanya
14 Loynis
15 Caitlin
Rangers
16 Mephala
17 Ufretin
18 Jenova
19 Ryland
20 Thorgrim
21 Ivor
22 Clancy
23 Kyrre
Druids
24 Coronius
25 Uland
26 Elleshar
27 Gem
28 Malcom
29 Melodia
30 Alagar
31 Aeris
Alchemists
32 Piquedram
33 Thane
34 Josephine
35 Neela
36 Torosar
37 Fafner
38 Rissa
39 Iona
Wizards
40 Astral
41 Halon
42 Serena
43 Daremyth
44 Theodorus
45 Solmyr
46 Cyra
47 Aine
Demoniacs
48 Fiona
49 Rashka
50 Marius
51 Ignatius
52 Octavia
53 Calh
54 Pyre
55 Nymus
Heretics
56 Ayden
57 Xyron
58 Axsis
59 Olema
60 Calid
61 Ash
62 Zydar
63 Xarfax
Death Knights
64 Straker
65 Vokial
66 Moandor
67 Charna
68 Tamika
69 Isra
70 Clavius
71 Galthran
Necromancers
72 Septienna
73 Aislinn
74 Sandro
75 Nimbus
76 Thant
77 Xsi
78 Vidomina
79 Nagash
Overlords
80 Lorelei
81 Arlach
82 Dace
83 Ajit
84 Damacon
85 Gunnar
86 Synca
87 Shakti
Warlocks
88 Alamar
89 Jaegar
90 Malekith
91 Jeddite
92 Geon
93 Deemer
94 Sephinroth
95 Darkstorn
Barbarians
96 Yog
97 Gurnisson
98 Jabarkas
99 Shiva
100 Gretchin
101 Krellion
102 Crag Hack
103 Tyraxor
Battle Mages
104 Gird
105 Vey
106 Dessa
107 Terek
108 Zubin
109 Gundula
110 Oris
111 Saurug
Beastmasters
112 Bron
113 Drakon
114 Wystan
115 Tazar
116 Alkin
117 Korbac
118 Gerwulf
119 Broghild
Witches
120 Mirlanda
121 Rosic
122 Voy
123 Verdish
124 Merist
125 Styg
126 Andra
127 Tiva
Planeswalkers
128 Pasis
129 Thunar
130 Ignissa
131 Lacus
132 Monere
133 Erdamon
134 Fiur
135 Kalt
Elementalists
136 Luna
137 Brissa
138 Ciele
139 Labetha
140 Inteus
141 Aenain
142 Gelare
143 Grindan
Extension Heroes
144 Sir Mullich
145 Adrienne
146 Catherine
147 Dracon
148 Gelu
149 Kilgor
150 Lord Haart
151 Mutare
152 Roland
153 Mutare Drake
154 Boragus
155 Xeron
We will continue
ZVSE
!#HE1:X4/3/2/2/4;
!#VRz600:S^Marksmen receive +2 attack, +2 defense and +4 damage^;
!#UN:G2/1/2/600;
!#HE1:X4 means Valeska and X4 is creatures extra, and !#HE1:X4/3 means creature number, and then attack, defense, damage.
!#VRz600 means given name, etc, and yes you need unique z-vars
!#UN:G2 means set the text and picture for hero specialities. So !#UN:G2/hero number/ERM code 2 means specialty description text/unique z-vars must be the same as VRz.
We recommend using VRz1 from, because it is easier to write in order. And more about !#UN:G, you can look at the UN keyword in the ERM help
We still have a question about the script, !#HE[hero number]:X5 is speed and other, so if you use a number 2, you get a Sir Mullich's speed icon, and X8, when you give a number 1 means specialty: Veil of Darkness, and number 2 means specialty: Builder, be sure to write !#VRz[unique].
____________
Fight MWMs - stand teach
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Ghost
Undefeatable Hero
Therefore I am
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posted October 14, 2020 04:23 PM |
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(Part 4)
Artifacts (AR)
It is more difficult, but we use the easiest solution:
!?OB5/162; means artifact and 162 format/type is Blank Sword, and look at the artifact number:
0 Spell book
1 Spell Scroll
2 Grail
3 Catapult
4 Ballista
5 Ammo Cart
6 First Aid Tent
7 Centaur Axe
8 Blackshard of the Dead Knight
9 Greater Gnoll's Flail
10 Ogre's Club of Havoc
11 Sword of Hellfire
12 Titan's Gladius
13 Shield of the Dwarven Lords
14 Shield of the Yawning Dead
15 Buckler of the Gnoll King
16 Targ of the Rampaging Ogre
17 Shield of the Damned
18 Sentinel's Shield
19 Helm of the Alabaster Unicorn
20 Skull Helmet
21 Helm of Chaos
22 Crown of the Supreme Magi
23 Hellstorm Helmet
24 Thunder Helmet
25 Breastplate of Petrified Wood
26 Rib Cage
27 Scales of the Greater Basilisk
28 Tunic of the Cyclops King
29 Breastplate of Brimstone
30 Titan's Cuirass
31 Armor of Wonder
32 Sandals of the Saint
33 Celestial Necklace of Bliss
34 Lion's Shield of Courage
35 Sword of Judgement
36 Helm of Heavenly Enlightenment
37 Quiet Eye of the Dragon
38 Red Dragon Flame Tongue
39 Dragon Scale Shield
40 Dragon Scale Armor
41 Dragonbone Greaves
42 Dragon Wing Tabard
43 Necklace of Dragonteeth
44 Crown of Dragontooth
45 Still Eye of the Dragon
46 Clover of Fortune
47 Cards of Prophecy
48 Ladybird of Luck
49 Badge of Courage
50 Crest of Valor
51 Glyph of Gallantry
52 Speculum
53 Spyglass
54 Amulet of the Undertaker
55 Vampire's Cowl
56 Dead Man's Boots
57 Garniture of Interference
58 Surcoat of Counterpoise
59 Boots of Polarity
60 Bow of Elven Cherrywood
61 Bowstring of the Unicorn's Mane
62 Angel Feather Arrows
63 Bird of Perception
64 Stoic Watchman
65 Emblem of Cognizance
66 Statesman's Medal
67 Diplomat's Ring
68 Ambassador's Sash
69 Ring of the Wayfarer
70 Equestrian's Gloves
71 Necklace of Ocean Guidance
72 Angel Wings
73 Charm of Mana
74 Talisman of Mana
75 Mystic Orb of Mana
76 Collar of Conjuring
77 Ring of Conjuring
78 Cape of Conjuring
79 Orb of the Firmament
80 Orb of Silt
81 Orb of Tempestuous Fire
82 Orb of Driving Rain
83 Recanter's Cloak
84 Spirit of Oppression
85 Hourglass of the Evil Hour
86 Tome of Fire Magic
87 Tome of Air Magic
88 Tome of Water Magic
89 Tome of Earth Magic
90 Boots of Levitation
91 Golden Bow
92 Sphere of Permanence
93 Orb of Vulnerability
94 Ring of Vitality
95 Ring of Life
96 Vial of Lifeblood
97 Necklace of Swiftness
98 Boots of Speed
99 Cape of Velocity
100 Pendant of Dispassion
101 Pendant of Second Sight
102 Pendant of Holiness
103 Pendant of Life
104 Pendant of Death
105 Pendant of Free Will
106 Pendant of Negativity
107 Pendant of Total Recall
108 Pendant of Courage
109 Everflowing Crystal Cloak
110 Ring of Infinite Gems
111 Everpouring Vial of Mercury
112 Inexhaustible Cart of Ore
113 Eversmoking Ring of Sulfur
114 Inexhaustible Cart of Lumber
115 Endless Sack of Gold
116 Endless Bag of Gold
117 Endless Purse of Gold
118 Legs of Legion
119 Loins of Legion
120 Torso of Legion
121 Arms of Legion
122 Head of Legion
123 Sea Captain's Hat
124 Spellbinder's Hat
125 Shackles of War
126 Orb of Inhibition
127 Vial of Dragon Blood
128 Armageddon's Blade
129 Angelic Alliance
130 Cloak of the Undead King
131 Elixir of Life
132 Armor of the Damned
133 Statue of Legion
134 Power of the Dragon Father
135 Titan's Thunder
136 Admiral's Hat
137 Bow of the Sharpshooter
138 Wizard's Well
139 Ring of the Magi
140 Cornucopia
141 Magic Wand *
142 Gold Tower Arrow *
143 Monster's Power *
144 Highlighted Slot **
145 Artifact Lock **
146 Axe of Smashing ***
147 Mithril Mail ***
148 Sword of Sharpness ***
149 Helm of Immortality ***
150 Pendant of Sorcery ***
151 Boots of Haste ***
152 Bow of Seeking ***
153 Dragon Eye Ring ***
154 Hardened Shield ***
155 Slava's Ring of Power ***
156 Warlord's banner *
157 Crimson Shield of Retribution *
158 Barbarian Lord's Axe of Ferocity *
159 Dragonheart *
160 Gate Key *
161 Blank Helmet ****
162 Blank Sword ****
163 Blank Shield ****
164 Blank Horned Ring ****
165 Blank Gemmed Ring ****
166 Blank Neck Broach ****
167 Blank Armor ****
168 Blank Surcoat ****
169 Blank Boots ****
170 Blank Horn ****
* WoG artifacts
** Not artifacts (internal use only)
*** Commander Artifacts
**** Blank Artifacts
And we just learn Blank Artifact.
!!ARv998/v999/v1000; = !!AR means ARTIFACTS and WoG's command code. Always the same code.
!?AE1&v998=162; means equip/unequip artifact trigger, AE1 = put on an artifact, and 162 format/type is Blank Sword, and then v998 keeps an artifact number
!!HE-1:Fd3/d3/d0/d0; means all hero, and you give 3 Attack, 3 Defense, 0 Spell and 0 Knowledge
!?AE0&v998=162; means equip/unequip artifact trigger, AE0 = take off an artifact
!!HE-1:Fd-3/d-3/d-0/d-0; means hero and leave off his/her artifact, it causes -3 Attack, -3 Defense, 0 Spell and 0 Knowledge, if you haven't given minus, hero has still 3 Attack and Defense his/her Primary Skills without artifact
!#VRz502:S^Blank Sword^; means given artifact name, etc
!#VRz503:S^Blank Sword increases hero's attack and defense by +3.^;
!#UN:A162/9/502; means get/check/set an artifact's info, and 9 is artifact name, and then 502 is !#VRz502
!#UN:A162/10/503; means the same above, and 10 means artifact description, and then 503 is !#VRz503
So you write:
ZVSE
!?OB5/162;
!!ARv998/v999/v1000;
!?AE1&v998=162;
!!HE-1:Fd3/d3/d0/d0;
!?AE0&v998=162;
!!HE-1:Fd-3/d-3/d-0/d-0;
!#VRz502:S^Blank Sword^;
!#VRz503:S^Blank Sword increases hero's attack and defense by +3.^;
!#UN:A162/9/502;
!#UN:A162/10/503;
And you can create Blank Artifacts, you give artifact name to !#VRz[unique], and what you want about primary skills. The script is always the same, you only change a name, etc
____________
Fight MWMs - stand teach
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Ghost
Undefeatable Hero
Therefore I am
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posted October 14, 2020 04:27 PM |
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(Part 5)
Universal Commands (UN)
and
ERM code is P#/$; means set WOG options, and # - number of option, $ - option state
Example of
ZVSE
!?PI; now you must use !?PI; if WOG options are using.
!#UN: P5 says
!#UN: P5/0 WoGify random WoG maps
!#UN: P5/1 WoGify ALL WoG maps
!#UN: P5/2 WoGify ALL RoE, AB, SoD and WoG maps
!#UN: P5/3 WoGify ALL maps but ASK before WoGifying
Yeah you write , but HC gives emoji picture, ok we take a space now.
Don't use a ERA options, when not everyone is the same, if you plan to create a map.
Ok what else? P[option number]/$ if you give 1 means enabled, and 0 is disabled also sometimes 0 means enabled, and 1 is disabled, example of !#UN: P3/1 means commanders are disabled, P3 is commanders are enabled option 003, so use a 3, no 003.
(Part 6)
The fun script, what?
Example of
O$1/$2/$3; means delete an object:
$1 = x
$2 = y
$3 = Level
It means area coordinates, where is the place, you write !!UNx/y/level, but where can it be used? Example of artifact, you write like this:
!?OB5/162;
!!ARv998/v999/v1000;
!?AE1&v998=162;
!!HE-1:Fd3/d3/d0/d0;
!?AE0&v998=162;
!!HE-1:Fd-3/d-3/d-0/d-0;
!!UNx/y/level;
!#VRz502:S^Blank Sword^;
!#VRz503:S^Blank Sword increases hero's attack and defense by +3.^;
!#UN:A162/9/502;
!#UN:A162/10/503;
You can give many object places, if you want. Another way is !?LE means Local Event (LE), because Timed Events haven't "delete an object", so you use a !?LE and area coordinates, it follows !!UN and area coordinates.
Such you can get a disable or enable spells to artifact or other. We recommend reading the UN and the LE in the ERM help
Another example of
ZVSE
!!WTx/y/level:A2; means Warrior's Tomb and area coordinates, and then A is artifact, 2 is the Grail. You can delete Warrior's Tomb, for example.
More fun script, you find about UN.
Congrat on your advanced ERM script journey!
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Fight MWMs - stand teach
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AmandaBrooks
Tavern Dweller
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posted October 28, 2020 02:00 PM |
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planetavril
Famous Hero
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posted October 28, 2020 06:58 PM |
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how to change the name of an object,for example hillfort?
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Ghost
Undefeatable Hero
Therefore I am
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posted October 29, 2020 07:41 AM |
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Hi planetavril.
Funny, but rename doesn't work.
Example of
ZVSE
!?OBx/y/l; [give your area coordinates]
!#VRz1:S^Given name^; [remember you use a unique]
!#OBx/y/l:Hz1; [area coordinates and unique must be the same VRz and unique]
I tested and renamed Dark Tavern, it appeared "Enjoy yourself..or ELSE!".
It only works WoG objects. And this thread isn't ERM help and discussion. I still learn scripts, later on I add on here. Therefore, the object was missing.
But ok, I hope you enjoy.
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Fight MWMs - stand teach
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myocytebd
Hired Hero
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posted October 29, 2020 01:28 PM |
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You should use ERA3 ZVSE2 syntax, instead of old, horribly write-once ZVSE.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted October 29, 2020 01:44 PM |
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Maybe horribly, but half of actual mods will not work on Era 3 - or not tested on, so thats a big split on.
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Bersy
Honorable
Supreme Hero
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posted October 29, 2020 11:18 PM |
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Writing new code in ERM 1 assembler is like burying code alive from the birthday.
Remember, Val, you were complaining about severe reducing of old mods/maps popularity for these years? Without new, more efficient write once - read and improve again - tools popularity will reach zero some day. It may be possible to invest amount of time to write decompiler from low level ERM 1 code into higher level ERM 2 code, but usually decompilers are 80-90% automatic and still require 10% of human edits.
Decompiler could transform code like !!OW:C?y5 into !!OW:C?(currentPlayer:y) and replace y5 occurrences in the same trigger with readable (currentPlayer) variables, but there are also indirect variable accesses like yv600, local arrays, things like OB998, etc. Probably it's easier to play 4-5 really big custom mod-maps on stable 2.46 assembly. Anyway, we are talking about teaching to write one-time assembler code again?
I spent 2-3X more hours (lifetime) during rewriting ERM core to retain 95-99% compatibility with old commands and scripts. Really, most of Era Scripts Rus and fixed WoG Scripts are running smooth on Era 3. It would not be possible to rewrite the engine and maintain 100% compatibility with bad technical solutions of the previous core. I prefer to give people another chance to write something, that other people can read and extend.
And Lua is better, than ERM 2. But I can reuse 95% of old ERM code, add ZVSE2 and write a few new trigger in ERM 2 without deleting old ERM 1 code. So ERM 2 is for ERM writers and for legacy scripts. I'm almost finished complex "Mixed Neutrals" mod in it. It would not be easily possible in ERM 1.
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Heroes 3 Era and everything for it. Releases folder for releases.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted October 29, 2020 11:30 PM |
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So what? Don't listen to my frustration and follow your road, I understand.
Is only that for all my mods, it makes no sense to maintain them online, as people always have last Era - so will complain about crashes and such, then it makes no sense neither to update them, because with each upcoming version, there will be further incompatibilities, it's a never ending work.
So that's it. Life.
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Bersy
Honorable
Supreme Hero
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posted October 29, 2020 11:38 PM |
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I don't think, that all your mods stopped working. And most of required fixes are something like "remove leading backslash in ini file path" or initialize y1 to zero, without relying on garbage value from previous triggers.
Moreover, I do not plan to improve ERM dramatically. No ERM 3, I mean. The last time I played Atlantis on 2.9.14, for instance, for a few game weeks. I replaced a few !!MP commands with SN:R music files redirections. And that's all. So it may be possible for some intermediate ERM writer to fix such small issues in old mods and scripts, written by you, me and other community contributors. It's not normal to remove old code from online. We can always copy parts, fix parts or even write tools for language to language transformation.
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Heroes 3 Era and everything for it. Releases folder for releases.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted October 30, 2020 12:22 AM |
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They probably don't work, we have enough data about people complaining, right?
Last time someone reported, a simple and basic trigger as !?BA&-1000 was screwed. I do not have the energy and interest to spend weeks, test all situations, check each code and see if works. This work was already done by me. So let it go.
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Era II mods and utilities
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Bersy
Honorable
Supreme Hero
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posted October 30, 2020 12:24 AM |
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted October 30, 2020 12:59 AM |
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That's the problem, you didn't change it, yet it didn't work after updated - I tested the save of player and that trigger just vanished. So something went wrong in your update.
See?
That means random bugs to look for and required a lot of time and dedication.
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Era II mods and utilities
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Bersy
Honorable
Supreme Hero
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posted October 30, 2020 01:14 AM |
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It's not normal situation and once I fixed it, it was fixed in every mod/script, thus there was no report like that afterwards. So fixing bugs in single map may fix them in almost all same style code maps. But it's ok, testing is really tiring and time consuming work.
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Heroes 3 Era and everything for it. Releases folder for releases.
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Bersy
Honorable
Supreme Hero
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posted October 30, 2020 01:33 AM |
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted October 30, 2020 02:50 AM |
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As I said, you are now on an Era expansion movement, you are motivated, working and releasing several versions every month. And that's great for the community of active modders, but also less great for those who are no longer active and see their works slowly but surely fading for ever.
Thus it makes no sense that one starts testing specific mods then report bugs, just to find that new release created new bugs. There is no way to solve this until you crystallize a definitive version.
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Era II mods and utilities
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Bersy
Honorable
Supreme Hero
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posted October 30, 2020 01:46 PM |
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OK. By the way, maybe people on wog forum will make an assembly, based on stable ERA 2.8.3. Many igrik's plugin could be adapted to it, most of your mods (just do not prepend ini files path with leading backslash) and even Phoenix Mod 3.63 is still playable on that version.
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Heroes 3 Era and everything for it. Releases folder for releases.
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