Valery
Posts: 2196
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No problem. Should I implement the additional scripts in regular format then later you add code? Or better wait for code?
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04.05.2015 17:31 |
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Berserker
Posts: 16657
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Kompozer allows to view page source code and edit it. Add scripts in the following way:
Code:
<script type="erm" id="erm[unique number for current page]">!!UN:C6919480/4/?y20;
!!VRy20:+136736;
!!VRy21:S[hero number]*1170+y20;
!!VRy22:Sy21+12; y22 points to object type
; +16; y[NN] would point to object subtype
!!VRy23:Sy21+20; y23 points to object control word (real OB:C)
!!UN:Cy23/4/?y24; get object type under hero...</script>
You won't see the result until send me all html pages to add highlighting script to. You can send them once any time, I'll try to add fast.
Скачать Герои 3 Эра и всё, что с ней связано / ERA 2.46f для старых модов
Поддержать проект
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04.05.2015 20:29 |
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Valery
Posts: 2196
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This is how Solitaire coded his scripts? I do same or I use yours?
Code:
<script type="erm">ZVSE
!#TM1:S1/999/1/1; set TM1 for red
!?TM1;
!!UN:U16/-1/?v100;
!!VRv1:S-1;
!!IF:M^Found %V100 Creature Banks. Now run through all of them.^;
!!DO123/1/v100/1:P;
!!IF:M^Put Shroud.^;
!!UN:H72/72/0/1/100;Close for Red
!!UN:H72/72/1/1/100;Close for Red
!!VRv1:S-2;
!!IF:M^Now run in backward order.^;
!!DO124/1/v100/1:P;<
!?FU123;
!!UN:U16/-1/-1/1;
!!UN:Sv1/v2/v3/0/3; Open for Red
!!UN:Lv1/v2/v3/100; Move a look for 100 ms
!?FU124;
!!UN:U16/-1/-2/1;
!!UN:Sv1/v2/v3/0/3; Open for Red
!!UN:Lv1/v2/v3/100; Move a look for 100 ms</script>
<script>
(This post was last modified: 04.05.2015 21:40 by Valery.)
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04.05.2015 21:34 |
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Berserker
Posts: 16657
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05.05.2015 00:23 |
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Valery
Posts: 2196
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Day (1..n): !!VRv1:Sc;
Day (0..n): !!VRv1:Sc -1;
Day of the month (0..27): !!VRv1:Sc -1 %28;
Week of the month (0..3): !!VRv1:Sc -1 %28 :7;
Week of the month (1..4): !!VRv1:Sc -1 %28 :7 +1;
Can I ask please for "day of the week"? It is the only one missing from the list and I remember there was a quirk on day 7 with the code from help.
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05.05.2015 09:23 |
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gamecreator
Posts: 7107
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05.05.2015 10:22 |
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Valery
Posts: 2196
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Okay, I found the reason to that !!EA bug. Is the erm help which must be updated and fixed.
It says:
Code:
Support for stack experience on the battle field.
You can set experience points, experience lines and experience parameters for any creature on the battle field.
Use any !!EA command for this. To refer to a stack on a battle field you need to mention a stack index in negative range:
!!EA-1:... stack 0
!!EA-2:... stack 1
..
!!EA-42:... stack 41
As before you can use a positive value to apply the command to a type of creature. You may set experience parameters for any stack on the battlefield, right in BA0 (BA50) trigger sections or later during a battle.
Or the problem is that troops in BA are in processing of converting to battle stacks, and probably this is the reason we get strange values in their stats. The script works perfectly in BF trigger, no bug.
So I will update the help and I saved a lot of debugging time to Bersy))
Now I know about 10 maps which need to redo the code, including those from Jim. Which shows again erm help is not God's word.)
(This post was last modified: 14.05.2015 02:06 by Valery.)
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14.05.2015 02:03 |
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Valery
Posts: 2196
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All is ready, except gamecreator "curse" script, which is all in russian and I was updating the english section. Can have a translation of the comments, please?
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20.05.2015 20:56 |
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feanor
Posts: 624
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Quote:;set scouting radius
works only without scouting as skill
shouldn't be used i think
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20.05.2015 21:52 |
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Valery
Posts: 2196
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Right, Bersy remove it from UN:C examples.
Feanor, do you have more UN:C black magic list? Erm is being updated.
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20.05.2015 22:14 |
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Valery
Posts: 2196
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Thanks. Why it needed this script, HE:Y didn't work properly? What I write as definition to it?
(This post was last modified: 21.05.2015 04:49 by Valery.)
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21.05.2015 02:16 |
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gamecreator
Posts: 7107
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21.05.2015 12:31 |
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Valery
Posts: 2196
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ok, done and sent to Bersy.
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21.05.2015 12:48 |
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