Berserker
Posts: 16637
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02.12.2017 19:25 |
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Berserker
Posts: 16637
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03.12.2017 00:44 |
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Berserker
Posts: 16637
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Version 2.6.2
------------------------
Code:
[+] Added localization support for ERM scripts. All Lang\*.json files are loaded and merged into single dictionary of key => value pairs with language data.
Json files must be saved in UTF-8 encoding with preferably Unix line endings (#10 = 0x0A). The format is the following:
{
"unique global key": "translation",
"another key": "another translation"
}
During file loading text is converted from UTF-8 (Unicode, i.e Russian, Polish, Chinese and any other language is supported) into ANSI-encoding, used by player's operational system, ex. Windows-1251.
Thus you may ship the translation, other people may open and edit it without loss and characters, not representable on particular PC, will be replaced with "?".
Real example:
{
"eqs.this_day_savegame_name": "@day@_@player@",
"eqs.end_turn_autosave_name": "@day@_@player@_End",
"eqs.quicksave_name": "@day@_@player@_Quick",
"eqs.saved_msg": "Saved!",
"eqs.quicksaved_msg": "Quicksaved!"
}
It's recommended to prefix each key with string, unique for mod or author, like "pm." for "Phoenix Mod".
Translations may have parameters in the form of "@parameter name@". Those parameters are replaced with actual values during translation.
New ERM command !!SN:T is used to translate strings by key.
!!SN:T(key)/?(z-variable to place result to)/(parameter name 1)/(parameter value 1)/(parameter name 2)/(parameter value 2)...;
Example:
!!OW:R-1/6/?y1; y1 - player's gold amount
!!SN:T^test.gold_amount_report^/?z2/^gold^/y1;
!!IF:M^%Z2^; prints "You have 12850 gold left. Not bad!"
my test.json:
{
"test.gold_amount_report": "You have @gold@ gold left. Not bad!"
}
[+] Added possibility to set secondary skills texts without z-variables dependence. SN:H^secskill^/skill 0..27/0 (name) or skill level/new hint.
[+] Added GET-syntax for all SN:H commands, allowing to get previously set hint for objects or current skill/specialty texts for heroes.
[+] v1-v10 and z1 will be restored after (OnKeyPress) event to the value, they had before event.
[+] Added fixes by Algor for 30 wog - enhanced secondary skills.erm, 75 wog - secondary skills boost.erm and 78 wog - wogify.erm. No more hardcoded numbers, !!SS is used instead.
[+] "Quick Saving" script is converted into default standalone mod, using named functions, unique SN:W variables and Era 2.6.2 localization means. Mod is now compatible with almost any other mod.
[+] Added msvcr90.dll (Microsoft Visual C++ Redistributable 2009) to support plugins, written with this dependency.
[+] Added meaningful messages to many asserts in code, making assertion crashes easier to understand.
[*] Each *.bin patch obtains unique name prefix, no more conflicts with 'no hota maps.bin', shipped with HD mod.
[*] Yona creature abilities are now off by default and need to be manually switched on via mod ini file.
[-] Fixed bug: SN:H^object^/x/y/z/hint didn't update hint.
[-] Removed Jim Vogan's scripts from WoG mod.
Скачать Герои 3 Эра и всё, что с ней связано / ERA 2.46f для старых модов
Поддержать проект
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03.12.2017 01:17 |
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Algor
Posts: 3881
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03.12.2017 11:26 |
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Algor
Posts: 3881
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Berserker, эра карашится при запуске, если в json-файле есть параметры без кавычек (json-стандарт это разрешает):
{ "par.name": 1,
}
Хотелось бы иметь возможность подгружать числовые значения через !!SN:T^par.name^/?y1; чтобы не конвертить дополнительно.
И может при неудачной подгрузке значения (нет ключа) вместо/кроме установки значения в <имя ключа> выставлять какой-нить флаг?
Upd: Всё не критично, если что
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03.12.2017 19:31 |
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Berserker
Posts: 16637
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03.12.2017 21:42 |
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gamecreator
Posts: 7107
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03.12.2017 22:45 |
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Berserker
Posts: 16637
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03.12.2017 23:10 |
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