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Berserker, I see thanks.

Currently SN:D doesn't include UN:R2 refreshing reouces bar, would you consider improve it?
Afair, it's not always desirable to update resources bar. Am I wrong?
I see. Personally, I didn't encounter anything that I didn't wish to update the res bar (if applicable), but I completely understand that could happen for someone staying on Windows 2003 148
Iirc, sometimes you can update adv map, having some dialog opened over it, but updating resource bar causing resource bar to display on the top z-plane, which seems like glitch visually.
I see, let's keep it the current way then.
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I have a finding today, and I am not sure whether this is intended, so I ask here.

Is this correct that the arguments of MF1 trigger can be out of range? It happens with Fireshield, when Efreet Sultan is killed, its fire shield triggers MF1 with a big number as the attacker's ID and my BM:T was screwed up.


This doesn't make much sense, especially considering the alias "OnMonsterPhysicalDamage". What do you think? 102
Fire Shield damages physically, that's correct.
Cannot find the place, where I would add !#VA(atkStack:x) (defStack:x) parameters to MF1 trigger. Could you point to documentation, where you read about it?
Berserker, my miss lol. Sorry for that. I learned from some ancient Chinese scripts about MF1 and thought x1/x2 were officially declared as attacking stack/defending stack. So basically if I add
it would still be safe to use in this way, yes?
As far as I know, MF1 does not receive any x-parameters. MF:N returns defending stack, but there is no concept of attacking stack in the trigger.
Trigger intercepts function DealPhysicalDamage. This function is called by Moat, Towers, Fire Shield and regular stack strikes. We do not know the source of aggression in it.
I see. Currently, my buggy script is used by TUM players. 148 We have got a larger number of samples to test whether x1 as the attacker for MF1 is reliable
I propose this to be added at the end of 9999 era - stdlib.erm / auto-completion of sublime


Just returning a constant, but it is rather useful and important. This funcion here is required to convince mod makers to always get the last art ID by using it. In TUM, I have my own FU(GetMaxArtifactId) to return the correct art ID without duplicates, which is desirable to be used by others as well.
Agree. Just add it and send updated file to daemon_n.
Berserker, thanks for approving.

We encounter an issue with Amethyst 2 x SN:H^monname^.

According to Majaczek, SN:H does not support creatures after 196. I tried to change the description of #311 and it corrupted the portrait of Orrin.

Majaczek claims that in order to fix the problem, changes have to be made from ERA, like "expanding the table".

Is this true though? 102 Will it be easier to be done via era, or fix from Amethyst?
You can find the source of the plugin here:
https://gitlab.com/Knightmarevive/_h3era...2/amethyst
Berserker, hi! I just realise that we have no multiple choices support for Radio dialogue. As I see from Era Framework, it may not be difficult to fix. It is only not sure how you would like to proceed. What do you think about it?

About SN:H. Tell majaczek to call Era API in OnAfterWoG plugins event:

RedirectMemoryBlock(7D0C90 /* old wog monsters table */, old table size, new address);

Also RedirectMemoryBlock must be called for the following wog tables:

MonNamesSettingsTable: PMonNamesSettingsTable = Ptr($A48440);
MonNamesSingularTable: Utils.PEndlessPcharArr = Ptr($7C8240);
MonNamesPluralTable: Utils.PEndlessPcharArr = Ptr($7B6650);
MonNamesSpecialtyTable: Utils.PEndlessPcharArr = Ptr($7C4018);
MonNamesSingularTableBack: Utils.PEndlessPcharArr = Ptr($A498A8);
MonNamesPluralTableBack: Utils.PEndlessPcharArr = Ptr($A48128);
MonNamesSpecialtyTableBack: Utils.PEndlessPcharArr = Ptr($A88E78);

---------------------------------

I didn't implement support for multichoice dialogs, they are not radio, but checkbox dialogs and most API functions should be changed. No easy solution.
Berserker, thanks for the info!
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