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Archer30, thanks.
Is there a way to show erm error in multiplayer games?

What is the best way to pass an array to the opponent's side in battle?
It doesn't seem affectedStacksList can be safely passed to the side (FU:P worked, but FU:D didn't)
Archer30, I'm already finishing IP:M/S commands support for named vars and dynamic arrays synchronization. But you'll have to use global variable for that purpose with TEMP storage (non-trigger local at least) for this purpose.

ERM error can be triggered using !!SN:F^ShowErmError^, or calling remote function, calling ShowErmError.
Is this what it should look like?
Erm error report is still not behaving correctly. It flashes quickly on the screen and gone.
Changing the value type of M_TEMP array didn't help. I think the error still comes from missing array items.

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I ended up putting the whole array forming process in FU:D and it worked.
Yep.
!!SN:F^ShowErmError^/^Everything is wrong, everything, close the game, please^;
Berserker, wait, but I mean if there is a way to unhide erm error in MP games.
Because it seems any IF:M type of dialogue is quickly resolved and disappears in MP battles for some reason
It's done intentionally I suppose. To be able to react on network events immediately.
Yeah, but that makes debugging much much more complicated
On adventure map and in battle IF:M usually works well as I recall. Needs rechecking, though.
Quote:On adventure map and in battle IF:M usually works well as I recall. Needs rechecking, though.
IF:M still shows in MP battle, but erm errors (like variables not specify types) don't
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Flag 999 doesn't work as expected, lol (only not expected, didn't say it's not reasonable).

Here's my script for Magog/Liches not shooting in an area when holding Ctrl.

The script works ok, but I found flag 999 doesn't work as expected in my testing.
I think it should be True if the interacting player is the same as the player currently acting (aka i^battle_owner_%(side)^, side = current side). However, it seems &999 only checks if OW:C?y1/?y2 y1 = y2.
This means using &999 on the battlefield is most likely not getting the desirable result. The defending player's interaction will never set flag 999 = TRUE.

The alternative check
seems working fine
It seems FU:S always returns as Set if the function is called by FU:D

!!FU:D does not support GET syntax (return parameters).

Quote: !!OW:C?(player:y)/?(interactPlayer:y);
    !!FU&i^battle_owner_%i(battle_current_side)^<>(interactPlayer):E;
We can move this check to EEF for all battle clicks. And make new global variable for easier events filtering.
Could be good, not sure about the timing to set though. Mouse hint + mouse click?
Right. Those two events will be enough.
What's about i^battle_isThisPcActive^?
Sounds great
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