fatsawhorse
Posts: 1022
|
Я хотел сделать так, что если в слоте 9 не артефакт 128, то со слота 9 тот артефакт в рюкзак упадёт, а вместо него встанет 128, но что-то проверка не идёт или я что-то не понимаю!
Quote:y3<>128 проверка на НЕ меч армаггеддона.
- да, я и хотел проверить на не меч армагеддона, что если там не меч, то то что бы там не было удалилось и в рюкзак, а меч остался бы на месте!
В слоте должен быть меч армагеддона 128
|
|
07.09.2021 19:18 |
|
Berserker
Posts: 16657
|
|
07.09.2021 19:20 |
|
fatsawhorse
Posts: 1022
|
Quote:/y3<>128/y3<>-1/y3<>145
- не сработало. Только что испытал!!!! Как я и думал, что это не сработает!!! Разницы нет в моей записи &y1>0/y2>0/y3<>128 и в этой /y3<>128/y3<>-1/y3<>145!
/y3<>145 - я подозреваю что это условие почему то не выполняется?
Он просто-напросто не удалил тот артефакт что будет слоте 9 вместо меча армагеддона, хотя должен удалить!!!
P.S. два дня уже сижу с этим кодом и не могу понять почему же он так и не срабатывает
Может эта проверка не так работает?
(This post was last modified: 07.09.2021 20:11 by fatsawhorse.)
|
|
07.09.2021 19:25 |
|
Archer30
Posts: 1175
|
Hi! What's the most efficient way of marking an obejct as visited for a hero?
I'm implementing Colosseum of the Magi (+2Pwr/Knl depending on choice) as a replacement for Arena. I suppose I have to do with global var like this?
Latest ERA mods and scripts in development - My GitHub
(This post was last modified: 07.09.2021 22:55 by Archer30.)
|
|
07.09.2021 22:06 |
|
Archer30
Posts: 1175
|
Thanks, I believe so.
Script is done.
colosseum of the magi.erm
colosseum of the magi.json
Quote:{ "colmagi": { "notVisitedDlg": "A big show is taking place at the Colosseum today. You enter the arena and hold the audience in awe with your magical prowess. Insatiable hunger for knowledge is what makes a true mage, so you gladly accept the first prize, which is one of the newest academical handbooks.", "visitedDlg": "Moderator of the Colosseum instantly recognizes you but respectfully denies entrance to the competitor zone. You probably should rather be featuring as a talent judge here!", "name": "Colosseum of the Magi", "notVisited": "(Not Visited)", "visited": "(Visited)" }
}
Download both files
Latest ERA mods and scripts in development - My GitHub
(This post was last modified: 08.09.2021 00:23 by Archer30.)
|
|
07.09.2021 23:08 |
|
Berserker
Posts: 16657
|
|
07.09.2021 23:31 |
|
Berserker
Posts: 16657
|
|
08.09.2021 02:07 |
|
igrik
Posts: 2819
|
(08.09.2021 00:03)Archer30 Wrote: checked with local mp via lan, it does work. Is there a better timing for object replacement?
Archer30, why don't you use the replacement code from "WoG Scripts 2"?
In addition, this code works perfectly in multiplayer.
game bug fixes extended.dll || My Plugins || My GitHub
|
|
08.09.2021 10:14 |
|
Archer30
Posts: 1175
|
igrik, the key difference is the use of OnAfterErmInstruction and patching 4893167, right? Works well, awesome!
But I'm not sure why is no redraw for UN:I, for me if not redrawn, the new object would not appear, even if !!UN:R1;
Berserker, daemon_n, great. Didn't know OnAfterErmInstruction is better. I made that but the game crashed. Now is fixed by igrik's patch.
Latest ERA mods and scripts in development - My GitHub
(This post was last modified: 08.09.2021 12:54 by Archer30.)
|
|
08.09.2021 12:29 |
|
igrik
Posts: 2819
|
(08.09.2021 12:29)Archer30 Wrote: But I'm not sure why is no redraw for UN:I, for me if not redrawn, the new object would not appear, even if !!UN:R1;
And why do we need to redraw at the map initialization stage, when the map has not yet been displayed?
game bug fixes extended.dll || My Plugins || My GitHub
|
|
08.09.2021 13:15 |
|
Berserker
Posts: 16657
|
|
08.09.2021 15:17 |
|