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Berserker Online
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Posts: 16657
Post: #8431

It's because you have (waremith_lang) somewhere in your code, which is function name declaration. For each function a corresponding global named variable is created with function ID.

!!VR(test:y):S(new_function);
!!IF:M^%i(new_function)^;


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14.09.2021 01:31
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Archer30 Offline
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Post: #8432

Berserker, I see, thanks! Stupid typo...


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14.09.2021 11:18
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Archer30 Offline
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Post: #8433

A function by Hawaiing for checking whether a neutral stack is placed by a hero.


My questoin is, is there a better implementation? As I see, it requires to loop from 0 to 9999 for each stack, doesn't seem to be a very efficient way Unsure


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(This post was last modified: 14.09.2021 23:30 by Archer30.)
14.09.2021 23:24
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Berserker Online
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Post: #8434

Hard to say. Better ask himself.


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14.09.2021 23:56
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Archer30 Offline
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Post: #8435

Berserker, he claimed that "There is no better way to do, unless someone rewrites the code of leaving troops on the map" xD Then I post his code here to ask what you guys think about


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(This post was last modified: 15.09.2021 13:44 by Archer30.)
15.09.2021 00:06
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Archer30 Offline
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Post: #8436

Hi, is it possible to redirect png with SN:R?

My code doesn't seem to work 112 Is the syntax correct?


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(This post was last modified: 17.09.2021 10:03 by Archer30.)
17.09.2021 09:40
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Berserker Online
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Post: #8437

Not possible. You can redirect only the whole def name or pcx name. The corresponding PNG will be searched automatically.

Do you think such possibility will be widely used?


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17.09.2021 11:31
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Archer30 Offline
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Post: #8438

Well, it will be handy if png can be redirected.

Check my case. I wanted to use Sandris's HD spell + Reinforcement Spell (a spell mod replacing disguise, with a new icon). Since Sandris's spell is in PNG, I created reinforcement spell graphics also in png and set conditions - when reinforcement mod is loaded, load these new pngs instead.

Without png redirection support, I have to create two sets of defs frames with exactly the same pngs inside (except Reinforcement) for the condition with and without reinforcement mod. It can be done, but isn't in an efficient way.


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(This post was last modified: 17.09.2021 21:18 by Archer30.)
17.09.2021 17:55
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Berserker Online
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Post: #8439

I see. Will check, what can be done.


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17.09.2021 18:56
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SergOz Offline

Posts: 1315
Post: #8440

Не получается получить имя героя в глобальную s^nameHero^ в ресивере
Только в z# или в (nameHero:z)
105
"не получается получить" - это тавтология?


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(This post was last modified: 18.09.2021 13:23 by SergOz.)
18.09.2021 13:16
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daemon_n Offline
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Post: #8441

SergOz, ну.. получи в локальную, затем установи глобальную на локальную


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18.09.2021 13:28
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SergOz Offline

Posts: 1315
Post: #8442

daemon_n, эт понятно - я так и сделал.
Написал для того, чтобы об этом узнали и при необходимости/желании отреагировали.


Карта-мод "Война на Холсте"
18.09.2021 13:34
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Bes Offline

Posts: 5422
Post: #8443

SergOz, а если так, ругнётся игра?
18.09.2021 14:32
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daemon_n Offline
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Post: #8444

Bes, там ограничение erm движка - просит только z-1..z-10 или z1..z1000


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18.09.2021 14:38
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Archer30 Offline
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Posts: 1175
Post: #8445

Hi, is there entering and exiting hero meeting screen triggers?

I understand !?FU(OnBeforeHeroInteraction) and !?FU(OnAfterHeroInteraction) works similarly, but those are not real meeting screen triggers. They won't trigger with hero meeting screen in town (Pressing "E" with HD-mod enabled)


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(This post was last modified: 18.09.2021 23:44 by Archer30.)
18.09.2021 23:34
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