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ERA III
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daemon_n Offline
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Post: #1936

i ve tested. Confirmed.


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22.12.2021 18:33
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Archer30 Offline
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Post: #1937

My guess is, in the original H3, with each single Mighty Gorgon, the chance of triggering Death Stare is calculated for each one of them (with 1/10 chance each). If one of the 1/10 is triggered, then Death Stare would be cast in this attack.

In Era 3, the new random number algorithm allows generating the same random number at a time, which results in the random number of each Gorgon being the same as the first one. So the chance of triggering Death Stare becomes 1/10 instead of 1/10 for each.

____


And I have a request. Can we have a value for "not displaying a picture" in IF:N dialogue? Needed that since my amount of picture was dynamic. As for now, looks like I have to write 8 different IF:N lines for picture amounts from 1 to 8.


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(This post was last modified: 25.12.2021 08:22 by Archer30.)
25.12.2021 07:33
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Berserker Offline
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Post: #1938

Quote:the new random number algorithm allows generating the same random number at a time
Only for multiplayer PvP battle.

We can. Set all 8 items to NO_PIC_TYPE/0 or something like that. I got your point?


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25.12.2021 11:51
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Bes Offline

Posts: 5422
Post: #1939

Berserker, ты бы это... обозвал уже пошедший по рукам последний мини-релиз ERA3, а то эти фразы в истории обновлений "ERA обновлена до последней версии" ну совсем несерьёзно, только суматоху вызывает Unsure ща будут как по-старинке, по crc сравнивать у кого она таки самая "последняя"


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27.12.2021 02:17
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daemon_n Offline
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Post: #1940

Bes, на данный момент можно сравнивать по моду на случайные обои116


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27.12.2021 04:51
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Berserker Offline
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Post: #1941

Bes, да 3.9.2 это ещё недовыпущенная. Обзову скоро.


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27.12.2021 13:07
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Berserker Offline
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Post: #1942

Короткое обновление, пока без оформления:

https://dropmefiles.com/HkyPw

Code:
Version 3.9.2 (12/2021)
------------------------
[+] Implemented palette colorization support for def png frames.
    The rules are the same, as for pcx png replacements. Png file should either use special 32 reserved colors or there should exist alternative png file named "groupInd_frameInd_p[player index].png". Example: "dialgbox.def/0_0_p3.png". Alternative files are not used if single png frame redirection is used.

[+] Added new "OnAfterBuildTownBuilding" event, occuring right after town building was built.
    x-parameters: Town ID, Building ID.

[+] Added new "OnKeyReleased" event, occuring on keyboard key release.
    Parameters: keyCode, preventDefault.

    Example:

    !?FU(OnKeyReleased);
    !#VA(key:x) (preventDefault:x);
    !!IF:M^Released key %(key)^;

[+] Added new events to Era Erm Framework: "OnKeyReleased_AdvMap", "OnKeyReleased_Battle", "OnKeyReleased_HeroScreen",
    "OnKeyReleased_HeroMeetingScreen", "OnKeyReleased_Town", occuring right after "OnKeyReleased" events and taking two arguments:
    x1 - key code
    x2 - prevent default reaction (0 - no, 1 - yes).

    Example:

    !?FU(OnKeyReleased_Battle)&x1=(KEY_F1):;
    !#VA(key:x) (preventDefault:x);

    !!VR(preventDefault):S(TRUE);
    !!IF:M^Released F1 in battle!^;

[+] Added the following functions to Era Erm Framework:

  !?FU(H3Dlg_GetCurrentDlgId);
  ; Returns topmost dialog unique ID (DLG_XXX constant). It may be message box, custom dialog or any in-game dialog.
  !#VA(result:x);

  !?FU(AddArtToHero);
  ; Adds artifact to hero, trying to equip it first and fallbacking to putting in backpack. Returns success flag.
  ; Automatically builds combo arts and checks scenario win conditions.
  !#VA(hero:x);   ID of hero to equip artifact to.
  !#VA(art:x);    ID of artifact to equip.
  !#VA(artMod:x); Artifact modifier or (NO_ART_MOD). For spell scrolls its spell ID. For other artifacts the value is usually ignored.
                ; Custom artifact modifiers may be implemented. Artifact modifier is always carried with artifact by game functions.
  !#VA(result:x); Boolean. Success flag.

  !?FU(GetArtAtSlot);
  ; Returns hero artifact and artifact modifier at given slot.
  !#VA(hero:x);   Hero ID or (CURRENT_HERO)
  !#VA(slot:x);   Slot ID (backpack is supported).
  !#VA(artId:x);  OUT. Artifact ID.
  !#VA(artMod:x); OUT. Artifact modifier.

  !?FU(ChangeArtModAtSlot);
  ; Changes artifact modifier in specified hero slot. Usually modifier is spell ID for spell scrolls or (NO_ART_MOD).
  !#VA(hero:x);   Hero ID or (CURRENT_HERO)
  !#VA(slot:x);   Slot ID (backpack is supported).
  !#VA(artMod:x); Artifact modifier.

[+] The following functions were changed in Era Erm Framework:

  !?FU(EquipArtToSlot);
  ; Tries to put artifact to specified hero doll slot, triggering OnEquipArt event. Returns success flag.
  !#VA(hero:x);   ID of hero to equip artifact to.
  !#VA(art:x);    ID of artifact to equipt.
  !#VA(artMod:x); Artifact modifier or (NO_ART_MOD). For spell scrolls it's spell ID. For other artifacts the value is usually ignored.
                ; Custom artifact modifiers may be implemented. Artifact modifier is always carried with artifact by game functions.
  !#VA(slot:x);   ID of hero doll slot to put artifact in or (NO_ART_SLOT) for autodetection.
  !#VA(result:x); Boolean. Success flag.

  !?FU(GetHeroPrimarySkillsWithoutArts);
  ; ...
  The function correctly handles artifact modifiers now, including spell IDs of magic scrolls.

[+] Added KEY_ENTER constant to Era Erm Framework, as alias to KEY_RETURN.

[+] Added new exported functions to era.dll:
  - PcxPngExists (const PcxName: pchar): integer; stdcall;
    Tries to load PNG replacement for pcx file name and returns success flag (0 or 1).

[+] Added support for LMB popup dialogs positioning at click coordinates.
[+] Included updated zutorial.tut file by Archer.
[-] Fixed crash in OnAICalcStackAttackEffect event, occuring on attempt to get tower stack ID by invalid position (251, 254, 255). Credits: daemon_n.
[-] Fixed bug: composite images with pcx16 background didn't use to respect pcx redirections.


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27.12.2021 23:15
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daemon_n Offline
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Post: #1943

Спааааасибо! Пойду всех просвещать о новых возможностях для артефактов! Уж я-то такого себе навообразил 148


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28.12.2021 05:35
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PerryR Offline

Posts: 460
Post: #1944

The functions for artifacts are great! Oh if these had only been available earlier, well its not to late Sm
Thanks for the release
28.12.2021 09:14
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Berserker Offline
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Posts: 16657
Post: #1945

daemon_n, PerryR, спасибо )


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28.12.2021 12:22
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wessonsm Offline

Posts: 792
Post: #1946

Без msg-файлов не работает стандартный воговский редактор h3wmaped.exe - все карты отображаются без большинства объектов.
Но хорошо работает редактор от RoseKavalier.
Это так задумано?
03.01.2022 19:14
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XEPOMAHT Offline
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Posts: 2356
Post: #1947

(03.01.2022 19:14)wessonsm Wrote:  Без msg-файлов не работает стандартный воговский редактор h3wmaped.exe - все карты отображаются без большинства объектов.
Но хорошо работает редактор от RoseKavalier.
Это так задумано?

Да, патч от RoseKavalier-а работает без msg, что сделано очень правильно. Стандартный воговский редактор карт потребует msg - древние и ненужные воговские костыли. В ERA+ патч для редактора карт - h3wmapedpatch.dll, использует msk, но в самом h3wmaped.exe msg всё ещё остаётся, т.к. модами нельзя менять exe, это может сделать только Берсеркер в базовой комплектации ERA.
03.01.2022 21:03
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Berserker Offline
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Post: #1948

wessonsm, а я думаю, ну что за фигня у меня? В сборке Димы объекты видны, в моей — нет. Так, мне говорили, что файлы уже не используются. Спрошу RoseKavalier, что нужно пропатчить.


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03.01.2022 23:01
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Berserker Offline
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Post: #1949

Спасибо RK, пробуем исправление: https://dropmefiles.com/l149Y


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04.01.2022 00:34
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XEPOMAHT Offline
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Post: #1950

(04.01.2022 00:34)Berserker Wrote:  Спасибо RK, пробуем исправление: https://dropmefiles.com/l149Y

Работает! Огромное спасибо. 119
04.01.2022 01:04
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