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ERA III
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Valery Offline

Posts: 2196
Post: #1726

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.
04.08.2021 15:54
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Valery Offline

Posts: 2196
Post: #1727

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...
(This post was last modified: 12.08.2021 23:19 by Valery.)
12.08.2021 23:18
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Berserker Offline
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Posts: 16657
Post: #1728

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.


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12.08.2021 23:21
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Valery Offline

Posts: 2196
Post: #1729

No, I mean for Era 3, it worked 100% in, Era 2. Sorry

Here is the mod which I can't start, have to load the dat file

https://drive.google.com/file/d/1C_XMfKr...sp=sharing
12.08.2021 23:44
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Valery Offline

Posts: 2196
Post: #1730

Found, it needs wog scripts, sorry
12.08.2021 23:51
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Berserker Offline
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Posts: 16657
Post: #1731

OK, not a problem )


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12.08.2021 23:59
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Archer30 Offline
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Posts: 1175
Post: #1732

Hi Berserker, it looks like the new trigger OnTownFortMouseClick doesn support &i^mouse_item^=xx in the title of the trigger



Latest ERA mods and scripts in development - My GitHub
(This post was last modified: 14.08.2021 14:25 by Archer30.)
14.08.2021 14:24
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daemon_n Offline
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Posts: 4343
Post: #1733

Archer30,
1. probably wasn't added into EEF' stdlib.erm
2. !!CM:I?(item:y); should be


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14.08.2021 19:10
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Valery Offline

Posts: 2196
Post: #1734

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

(This post was last modified: 15.08.2021 08:25 by Valery.)
15.08.2021 08:24
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daemon_n Offline
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Posts: 4343
Post: #1735

Valery, i suppose that is only because of different fonts. Try to change fonts;


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15.08.2021 10:55
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Berserker Offline
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Posts: 16657
Post: #1736

Valery, right, it's native h3 dialog now with native fonts.

Mods\WoG\Lang\wnd.json

Look for font names there.


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15.08.2021 18:13
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Valery Offline

Posts: 2196
Post: #1737

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?
15.08.2021 20:39
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Archer30 Offline
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Posts: 1175
Post: #1738

Berserker, hi! I believe it would be good to add classes of artifacts to constants. How do you like the idea? 4

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


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(This post was last modified: 16.08.2021 03:11 by Archer30.)
15.08.2021 20:46
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Berserker Offline
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Posts: 16657
Post: #1739

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.


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16.08.2021 04:13
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daemon_n Offline
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Posts: 4343
Post: #1740

Berserker,
no class - 0;
treasure - 1;
minor - 2;
major - 3;
relic - 4;


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16.08.2021 10:41
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