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ERA III
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Berserker Offline
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Post: #2551

Archer30, thanks.


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13.04.2024 03:56
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Archer30 Offline
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Post: #2552

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)


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(This post was last modified: 19.04.2024 05:31 by Archer30.)
19.04.2024 04:56
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Berserker Offline
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Post: #2553

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.


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19.04.2024 08:19
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Archer30 Offline
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Post: #2554

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.

_______


I ended up putting the whole array forming process in FU:D and it worked.


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(This post was last modified: 19.04.2024 09:43 by Archer30.)
19.04.2024 09:32
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Berserker Offline
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Post: #2555

Yep.
!!SN:F^ShowErmError^/^Everything is wrong, everything, close the game, please^;


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19.04.2024 14:10
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Archer30 Offline
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Post: #2556

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


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(This post was last modified: 20.04.2024 01:15 by Archer30.)
19.04.2024 21:12
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Post: #2557

It's done intentionally I suppose. To be able to react on network events immediately.


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20.04.2024 07:48
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Archer30 Offline
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Post: #2558

Yeah, but that makes debugging much much more complicated


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20.04.2024 08:37
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Berserker Offline
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Post: #2559

On adventure map and in battle IF:M usually works well as I recall. Needs rechecking, though.


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20.04.2024 17:17
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Archer30 Offline
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Post: #2560

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
_______

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


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(This post was last modified: 24.04.2024 05:05 by Archer30.)
23.04.2024 21:16
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Archer30 Offline
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Post: #2561

It seems FU:S always returns as Set if the function is called by FU:D



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23.04.2024 22:28
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Berserker Offline
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Post: #2562

!!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.


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24.04.2024 13:54
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Archer30 Offline
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Post: #2563

Could be good, not sure about the timing to set though. Mouse hint + mouse click?


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25.04.2024 12:11
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Berserker Offline
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Post: #2564

Right. Those two events will be enough.
What's about i^battle_isThisPcActive^?


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25.04.2024 15:30
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Archer30 Offline
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Post: #2565

Sounds great


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26.04.2024 02:50
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