My guess is, in the original H3, with each single Mighty Gorgon, the chance of triggering Death Stare is calculated for each one of them (with 1/10 chance each). If one of the 1/10 is triggered, then Death Stare would be cast in this attack.
In Era 3, the new random number algorithm allows generating the same random number at a time, which results in the random number of each Gorgon being the same as the first one. So the chance of triggering Death Stare becomes 1/10 instead of 1/10 for each.
____
And I have a request. Can we have a value for "not displaying a picture" in IF:N dialogue? Needed that since my amount of picture was dynamic. As for now, looks like I have to write 8 different IF:N lines for picture amounts from 1 to 8.
Quote:the new random number algorithm allows generating the same random number at a time
Only for multiplayer PvP battle.
We can. Set all 8 items to NO_PIC_TYPE/0 or something like that. I got your point?
Berserker, ты бы это... обозвал уже пошедший по рукам последний мини-релиз ERA3, а то эти фразы в истории обновлений "ERA обновлена до последней версии" ну совсем несерьёзно, только суматоху вызывает

ща будут как по-старинке, по crc сравнивать у кого она таки самая "последняя"
Bes, на данный момент можно сравнивать по моду на случайные обои

Bes, да 3.9.2 это ещё недовыпущенная. Обзову скоро.
Короткое обновление, пока без оформления:
https://dropmefiles.com/HkyPw
Code:
Version 3.9.2 (12/2021)
------------------------
[+] Implemented palette colorization support for def png frames.
The rules are the same, as for pcx png replacements. Png file should either use special 32 reserved colors or there should exist alternative png file named "groupInd_frameInd_p[player index].png". Example: "dialgbox.def/0_0_p3.png". Alternative files are not used if single png frame redirection is used.
[+] Added new "OnAfterBuildTownBuilding" event, occuring right after town building was built.
x-parameters: Town ID, Building ID.
[+] Added new "OnKeyReleased" event, occuring on keyboard key release.
Parameters: keyCode, preventDefault.
Example:
!?FU(OnKeyReleased);
!#VA(key:x) (preventDefault:x);
!!IF:M^Released key %(key)^;
[+] Added new events to Era Erm Framework: "OnKeyReleased_AdvMap", "OnKeyReleased_Battle", "OnKeyReleased_HeroScreen",
"OnKeyReleased_HeroMeetingScreen", "OnKeyReleased_Town", occuring right after "OnKeyReleased" events and taking two arguments:
x1 - key code
x2 - prevent default reaction (0 - no, 1 - yes).
Example:
!?FU(OnKeyReleased_Battle)&x1=(KEY_F1):;
!#VA(key:x) (preventDefault:x);
!!VR(preventDefault):S(TRUE);
!!IF:M^Released F1 in battle!^;
[+] Added the following functions to Era Erm Framework:
!?FU(H3Dlg_GetCurrentDlgId);
; Returns topmost dialog unique ID (DLG_XXX constant). It may be message box, custom dialog or any in-game dialog.
!#VA(result:x);
!?FU(AddArtToHero);
; Adds artifact to hero, trying to equip it first and fallbacking to putting in backpack. Returns success flag.
; Automatically builds combo arts and checks scenario win conditions.
!#VA(hero:x); ID of hero to equip artifact to.
!#VA(art:x); ID of artifact to equip.
!#VA(artMod:x); Artifact modifier or (NO_ART_MOD). For spell scrolls its spell ID. For other artifacts the value is usually ignored.
; Custom artifact modifiers may be implemented. Artifact modifier is always carried with artifact by game functions.
!#VA(result:x); Boolean. Success flag.
!?FU(GetArtAtSlot);
; Returns hero artifact and artifact modifier at given slot.
!#VA(hero:x); Hero ID or (CURRENT_HERO)
!#VA(slot:x); Slot ID (backpack is supported).
!#VA(artId:x); OUT. Artifact ID.
!#VA(artMod:x); OUT. Artifact modifier.
!?FU(ChangeArtModAtSlot);
; Changes artifact modifier in specified hero slot. Usually modifier is spell ID for spell scrolls or (NO_ART_MOD).
!#VA(hero:x); Hero ID or (CURRENT_HERO)
!#VA(slot:x); Slot ID (backpack is supported).
!#VA(artMod:x); Artifact modifier.
[+] The following functions were changed in Era Erm Framework:
!?FU(EquipArtToSlot);
; Tries to put artifact to specified hero doll slot, triggering OnEquipArt event. Returns success flag.
!#VA(hero:x); ID of hero to equip artifact to.
!#VA(art:x); ID of artifact to equipt.
!#VA(artMod:x); Artifact modifier or (NO_ART_MOD). For spell scrolls it's spell ID. For other artifacts the value is usually ignored.
; Custom artifact modifiers may be implemented. Artifact modifier is always carried with artifact by game functions.
!#VA(slot:x); ID of hero doll slot to put artifact in or (NO_ART_SLOT) for autodetection.
!#VA(result:x); Boolean. Success flag.
!?FU(GetHeroPrimarySkillsWithoutArts);
; ...
The function correctly handles artifact modifiers now, including spell IDs of magic scrolls.
[+] Added KEY_ENTER constant to Era Erm Framework, as alias to KEY_RETURN.
[+] Added new exported functions to era.dll:
- PcxPngExists (const PcxName: pchar): integer; stdcall;
Tries to load PNG replacement for pcx file name and returns success flag (0 or 1).
[+] Added support for LMB popup dialogs positioning at click coordinates.
[+] Included updated zutorial.tut file by Archer.
[-] Fixed crash in OnAICalcStackAttackEffect event, occuring on attempt to get tower stack ID by invalid position (251, 254, 255). Credits: daemon_n.
[-] Fixed bug: composite images with pcx16 background didn't use to respect pcx redirections.
Спааааасибо! Пойду всех просвещать о новых возможностях для артефактов! Уж я-то такого себе навообразил

The functions for artifacts are great! Oh if these had only been available earlier, well its not to late
Thanks for the release
daemon_n, PerryR, спасибо )
Без msg-файлов не работает стандартный воговский редактор h3wmaped.exe - все карты отображаются без большинства объектов.
Но хорошо работает редактор от RoseKavalier.
Это так задумано?
(03.01.2022 19:14)wessonsm Wrote: [ -> ]Без msg-файлов не работает стандартный воговский редактор h3wmaped.exe - все карты отображаются без большинства объектов.
Но хорошо работает редактор от RoseKavalier.
Это так задумано?
Да, патч от
RoseKavalier-а работает без msg, что сделано очень правильно. Стандартный воговский редактор карт потребует msg - древние и ненужные воговские костыли. В ERA+ патч для редактора карт - h3wmapedpatch.dll, использует msk, но в самом h3wmaped.exe msg всё ещё остаётся, т.к. модами нельзя менять exe, это может сделать только Берсеркер в базовой комплектации ERA.
wessonsm, а я думаю, ну что за фигня у меня? В сборке Димы объекты видны, в моей — нет. Так, мне говорили, что файлы уже не используются. Спрошу RoseKavalier, что нужно пропатчить.