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ERA II
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Valery Offline

Posts: 2196
Post: #16

I had all statistic on, but for some reason I can't display on mouse hover some extra info. Tried to combine FU77013 with MM0 but can't figure out how to. Thanks anyway.

For now I will leave on mouse click, but if one day you work more on Yona, maybe add options to display also retals and number of spells remaining. In huge battles is very helpful, especially when so many creatures get 5 retals in wog random abilities.
09.06.2014 03:18
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Berserker Offline
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Posts: 16657
Post: #17

Ok.


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09.06.2014 15:55
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Valery Offline

Posts: 2196
Post: #18

I tried tew3 with "call to arms" (bers.pack) and many simple scripts using v1-v4 do not work anymore when using call to arms. 36

Can't figure what's wrong.
14.06.2014 18:38
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Berserker Offline
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Post: #19

Using v1..v4???
Could you give any particular example?
Most probably v1 is screwed on key press, this can be easily healed by:

999 keyboard fix start.erm
ZVSE
!?FU77003;
!!SN:W^SavedV1^/v1;
   
ZVSE
!?FU77003;
!!SN:W^SavedV1^/?v1;


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15.06.2014 02:49
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Valery Offline

Posts: 2196
Post: #20

For example, once I activated call to arms, barrels script stopped working until I replaced v1-v4 inside with v5-v8:


The strange thing is that the message correctly said "you got x attack" etc but hero stats didn't move at all
(This post was last modified: 15.06.2014 09:32 by Valery.)
15.06.2014 09:31
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gamecreator Offline

Posts: 7107
Post: #21

What is the point of using OW:A instead of HE-1?


When all gods have burnt to ashes in eternity of sorrow,
Demons gonna tear your soul because there is no tomorrow.
15.06.2014 13:27
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Bes Offline

Posts: 5422
Post: #22

gamecreator, есть резон, когда скажем мы вновь загружаем игру и тут же нажимаем пробел, если герой стоял на объекте... почему-то HE-1 ещё не видит того активного героя, а вот OW:A-1 срабатывает как надо...
(опытные изыскания)
15.06.2014 13:53
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Berserker Offline
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Posts: 16657
Post: #23

Valery, that's because you press Enter in IF:Q dialog. Event OnKeyPress 77003 occures and call to arms rewrites v1, because v1 is rewritten on any ERA SN:E call. So look at the universal proposed solution above. We save v1 before key press event handlers and restore after.


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16.06.2014 00:56
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Valery Offline

Posts: 2196
Post: #24

Ah ok, I forgot the same script was added to wog revised to fix, thanks.

gamecreator, what Bes said, HE-1 is not 100% safe, but OW one is always.
16.06.2014 05:03
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Valery Offline

Posts: 2196
Post: #25

(16.06.2014 20:31)Berserker Wrote:  Era 2.55.2 dll

Quote:* 56ee88f 2014-06-16 Version 2.55.2 (HEAD, master) [Berserker]
* b0e027f 2014-06-16 Refactored debug code dealing with module dumping and address resolution [Berserker]
* 85a9e77 2014-06-16 Ignore *.map and *.drc files [Berserker]
* 4582fe8 2014-06-16 Added address module resolution for debug event list [Berserker]
* 3dfbf9b 2014-06-15 F11 can now be pressed in any screen. Erm memory dumping beca,e safer in the matter of extracting ERM command context [Berserker]
* 3f216b3 2014-06-14 Added dumping of winpe modules on F11 [Berserker]
* b6573c5 2014-06-14 Fixed small bug caused by lowering idents script. ExecErmCmd contents was lower cased [Berserker]
* 4174d7a 2014-06-14 F11 dumps all available debug information. In event list only events with handlers are shown in the handlers section. [Berserker]
* c08cd5a 2014-06-13 Added function DumpEventList [Berserker]
* 7c925be 2014-06-13 Added GenerateDebugInfo procedure and OnGenerateDebugInfo event [Berserker]
* d0c7231 2014-06-13 Moved erm memory dumping code to a separate function (origin/master) [Berserker]
* b3e13fc 2014-06-13 Added statistics for each event ever fired or registered [Berserker]
* 90c2f8e 2014-06-11 erm memory dump.txt => debug folder [Berserker]
* a678962 2014-06-11 Lower cased idents [Berserker]
* 2108022 2014-06-11 Era settings are read from "default era settings.ini" on failure. Invalid integer options produce log warnings. [Berserker]
* f84f495 2014-06-11 -) United debug folder: Era\Debug -) eralog.txt => log.txt -) VFS is installed after reading heroes3.ini settings -) Debug.Everything can turn on every debug option -) Specific debug options: Debug.LogVirtualFileSystem, Debug.DumpSavegameSections [Berserker]
* 43fbb15 2014-06-11 Idents transformed to lower case [Berserker]
* d90067e 2014-06-10 Fixed PO bug: PO was not load on game loading [Berserker]
* 195a1b7 2014-06-10 Fixed comment [Berserker]
* b71a179 2014-06-10 Removed unused variable [Berserker]
* 93f3d35 2014-06-10 Quick-fix for PO (needs improvement). Normilized section names if savegames [Berserker]
* 5e544f7 2014-06-02 Improved debug logging of sections [Berserker]
* ed17f66 2014-06-02 Added debug flag, available for changing at runtime and controlled by heroes3.ini. Added debug dumping of savegame sections [Berserker]
* 65a3d88 2014-05-31 Version 2.55.1.0 [Berserker]

Valery, if you have free time and separate folder to test Era 2.55+, it would be very kind of you to play something like WoG Revised using Era 2.55 + library above.

Not until next week, exams and concert this week. But once holidays on, I will gladly test.
17.06.2014 01:44
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Valery Offline

Posts: 2196
Post: #26

Not sure what I have to add to make FU77003 work:

This?

!?FU77003;
!!SN:W^SavedV1^/v1;

!?FU77003;
!!SN:W^SavedV1^/?v1;

Because Call to arms screwed all my scripts, all search for objects in v1/v2/v3 now returns 'can't find more objects'. Added the above, nothing solved. When I delete FU77003; all other are ok...I am confused.
18.06.2014 03:10
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Berserker Offline
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Posts: 16657
Post: #27

Create file 999 keyboard fix start.erm:
Create file -999 keyboard fix end.erm


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18.06.2014 18:48
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Valery Offline

Posts: 2196
Post: #28

119

Solved, thanks.
18.06.2014 23:29
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Berserker Offline
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Posts: 16657
Post: #29

I'm the lord and master of the sword…ups, wtf I'm singing about? Sm
Welcome Rolleyes


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19.06.2014 21:07
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Valery Offline

Posts: 2196
Post: #30

I don't know how to deal with this FU77003.

I added in "load only these scripts":

-999 keyboard fix end.erm
999 keyboard fix start.erm

The order on this txt file:

commodus.erm
era - quick savings.erm
era - secondary skills scrolling.erm
54 wog - enhanced dwelling hint text.erm
69 wog - market of time.erm
YBackpack.erm
rename.erm
Upgrade all.erm
Reminder.erm
Display retaliations.erm
-999 keyboard fix end.erm
999 keyboard fix start.erm

OK, then I added those two scripts (fix end/fix start) to my mod tew4. So it should load them, but...

Then added call to arms, which uses keys 1-7. Then I have custom searches (commodus.erm) for objects with the following pattern:


When I run loop, it shows ok all CB's, but on last visible one I get error message (UN:U cannot find more objects error). Does call to arms affect only v1 or v2 as well?

Without call to arms, all ok. Is the order in "load these scripts" important or I miss something obvious here?
(This post was last modified: 12.07.2014 01:09 by Valery.)
12.07.2014 00:28
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