In WoG scripts, I see Emerald Tower (34) has new Era 3 syntax but not ZVSE2 header, so unknown commands error popup when game starts.
How we do for maps requiring a dat file, now I get errors on start when tries to load mithril enhancements script, which is already in mod data/s folder...
Val, more explanations is necessary or at least test mod. Dat-files only hold 1000 option values in memory, they do not load any script.
Found, it needs wog scripts, sorry
Hi
Berserker, it looks like the new trigger OnTownFortMouseClick doesn support &i^mouse_item^=xx in the title of the trigger
Archer30,
1. probably wasn't added into EEF' stdlib.erm
2. !!CM:I?(item:y); should be
Berserker, in Era 3 some txt format which worked in Era 2 doesn't display now, what can I do about?
I play in 800x600
Valery, i suppose that is only because of different fonts. Try to change fonts;
Valery, right, it's native h3 dialog now with native fonts.
Mods\WoG\Lang\wnd.json
Look for font names there.
Thanks, it says :
Code:
"fonts": {
"big_font": "bigfont2.fnt",
"med_font": "medfont2.fnt",
"small_font": "smalfont.fnt"
},
"dlg_wog_options": {
"intro_font": "bigfont2.fnt",
"bttn_name": "{WoG Options}"
},
What should I replace with, to have previous display?
Berserker, hi! I believe it would be good to add classes of artifacts to constants. How do you like the idea?
Also, how about making constants rewritable (later executed script orverrides the ealier), just like normal global vars? I feel it would be convenient sometimes, for example, when you migrate artefact from an Id to another
Archer30, agree. Minor, major, relic?
Valery, there is no silver bullet. Previous dialog was rendered with Windows font by C++ library. Just experiment with native heroes 3 font names.
Berserker,
no class - 0;
treasure - 1;
minor - 2;
major - 3;
relic - 4;