I need help.

Official forum of the Wake of Gods mod to Heroes of Might and Magic III.
Larry Stein
Leprechaun
Leprechaun
Posts: 3
Joined: 30 Jan 2007

I need help.

Unread postby Larry Stein » 30 Jan 2007, 02:02

Who can help me solve this problem?

The problem is: In Campaign 3, Map 1 (Emokon), when I defeated the Ghoul Lord inside the City Tombs and decided to leave with the Subterranean Gate (Marked as Exit), the game shows these following things and I'm stuck inside.

This is the log:
-----------------------
ERM syntax Error.
File: erm
Line: 3207
Reason:
"!!OB:"-wrong command.

Save all ERM vars to WOGERMLOG.TXT (may take time)?
-----------------------
-----Context-----
!!HE0:P68/16/0;.....
-----------------
COMMON VARS
f=0
g=0
h=0
i=0
j=0
k=0
l=0
m=0
n=0
o=0
p=0
q=0
r=0
s=0
t=0
Common flags (1...1000)
flag5=1
flag9=1
flag30=1
flag60=1
flag65=1
flag66=1
flag67=1
flag68=1
flag69=1
flag71=1
flag81=1
flag82=1
flag501=1
flag886=1
flag889=1
flag999=1
flag1000=1
Common v vars (v1...v10000)
v1=185
v2=25
v3=3
v4=3
v20=15
v21=42
v22=45
v23=47
v24=50
v25=52
v26=54
v30=2
v32=185
v997=3
v998=66
v999=22
v1000=1
Hero's vars (w1...w200)

TRIGGER BASED VARS
Trigger y vars (y-1...y-100)
Trigger e vars (e-1...e-100)

FUNCTION BASED VARS
Parameters x vars (x1...x16)
Local y vars (y1...y100)
Local e vars (e1...e100)

STRING VARS
Common z vars (z1...z1000)
z1="Gonenis' smithy"
z2="Aeln's House"
z3="Village priest"
z4="Smoldering Corpse Inn"
z5="Ellam's House"
z6="Traveler's Guildhouse"
z7="Dwarven Home"
z8="Goldsmith"
z9="Odd Portal"
z10="City Tombs"
z11="Exit"
z12="Abandoned Waypost"
z13="Burned-out Sawmill"
z14="Hideout"
z15="Nice helm, eh? To bad you can't get it:-)"
z16="Hidden Door"
z17="Wolf Gate"
z18="Eagle Gate"
z19="Wyvern Gate"
z20="Abandoned Cottage"
z21="Coliseum"
z22="Ekir"
z23="Gerul"
z24="Geruls"
z25="Ghoul"
z26="Ghouls"
z27="Vampire"
z28="Vampires"
Local z vars (z-1...z-10)

ericperim
Leprechaun
Leprechaun
Posts: 14
Joined: 12 Jan 2007

Unread postby ericperim » 30 Jan 2007, 02:30

It seems this is a known bug of that map, the only way around it is not entering the crypts, the map can still be completed this way

Larry Stein
Leprechaun
Leprechaun
Posts: 3
Joined: 30 Jan 2007

Though

Unread postby Larry Stein » 30 Jan 2007, 10:02

Anyway, I still need some extra walkthroughs. It's too hard for me to solve the whole campaign. Especially, I cannot level up in this map because it is limited to 1.

Also, there are only three level walkthroughs, is there anything else?

Btw, I hope if there are a fully-functional ERM script generator is completed.

ericperim
Leprechaun
Leprechaun
Posts: 14
Joined: 12 Jan 2007

Unread postby ericperim » 30 Jan 2007, 12:34

Weel I just finished this map a few days ago, I may be able to help you. BTW, you can beat the map at level 1, you will have to rely on your troops and on your spells.

User avatar
doom3d
Peasant
Peasant
Posts: 73
Joined: 31 Jan 2006

Unread postby doom3d » 01 May 2007, 08:01

I need help ...

I want to create a script to have 'H2 like' Towns in H3. I would need Royal mummies, and war trolls in WoG. Sprite artists are welcome.

Le_Faucheur
Scout
Scout
Posts: 173
Joined: 28 Apr 2006

Unread postby Le_Faucheur » 02 May 2007, 11:54

is there any way I can read the ERM scripts written by the wog team? (I mean finding then openning them)

User avatar
Acid Dragon
Leprechaun
Leprechaun
Posts: 13
Joined: 06 Jan 2006

Unread postby Acid Dragon » 02 May 2007, 12:39

of course.
They are all in your Data/s/ directory of the main H3 folder.

EDIT:
*apart* from those used in the campaigns. To get to those you would have to extract the campaigns (eg. by using Resedit), extract the maps and look in their 'timed events' section.

Le_Faucheur
Scout
Scout
Posts: 173
Joined: 28 Apr 2006

Unread postby Le_Faucheur » 02 May 2007, 18:41

ok thank you

User avatar
doom3d
Peasant
Peasant
Posts: 73
Joined: 31 Jan 2006

Unread postby doom3d » 04 May 2007, 12:02

Le_Faucheur wrote:ok thank you
And please, open them with ERM editor. (can be installed with erm_tools.wog package)

Le_Faucheur
Scout
Scout
Posts: 173
Joined: 28 Apr 2006

Unread postby Le_Faucheur » 19 May 2007, 12:19

does anyone know what are the parameters for this function?

!!FU7061&v7000<20/v7002>-1/v7001=80:P54////2/2/2/v7008/0/v7002;
[20% resistance check - slow if manticore attacked]

(script n°50)

User avatar
doom3d
Peasant
Peasant
Posts: 73
Joined: 31 Jan 2006

Unread postby doom3d » 20 May 2007, 11:32

Every FU should be called somewhere.. !?FU7061 by !!FU7061.
So I searched for "7061".
Result: (line 562)
* x1=spell x2=position x3=rank x4=power x5=no retaliation flag x6=level x7=special immunity x8=target type x9=caster x10=target stack

Le_Faucheur
Scout
Scout
Posts: 173
Joined: 28 Apr 2006

Unread postby Le_Faucheur » 20 May 2007, 13:00

ok, but can you give more explanations? I see what spell and power means, and I'm not sure about the other.

I tried to change the percentage of chances to get the spell working, and what happened is creatures would either not cast their spell, or cast them several time while attacking. (for example, a azure dragon could destroy 1000 pikeman in one attack by casting like 20 ice bolts on them 8|

User avatar
doom3d
Peasant
Peasant
Posts: 73
Joined: 31 Jan 2006

Unread postby doom3d » 20 May 2007, 19:36

Others are for the creatures (position on battlefield, stack nr. in army ..)
Try to track down, where was called the module that contains this FU call.
Sooner or later You will see the variable declarations for x1-x10.

Le_Faucheur
Scout
Scout
Posts: 173
Joined: 28 Apr 2006

Unread postby Le_Faucheur » 30 May 2007, 00:14

I'm wondering if I can remove the death cloud ability from the lich (to make their upgrade more valuable)?
I gave them no area attack, but it changes nothing. I kinda see how to make a creature casts a spell (even if I don't master it) but I haven't seen anywhere how to prevent them casting spells.


Return to “Wake of Gods”

Who is online

Users browsing this forum: No registered users and 7 guests