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ERA III
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Berserker Offline
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Post: #2506

I'm definitely not planning to modify ERM commands. To my mind, these things (like object setup after creation) should be implemented on a library (Lua, ERM) level.

If you play with 7 players on Lan or virtual Lan, you definitely not need to receive in-battle sync commands. You also do not want to receive private messages and staff like that. D-1 is really easy, but if you transfer 1 MB data, why waste 8 MB traffic if it will be used only by one PC?


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06.01.2024 05:01
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Archer30 Offline
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Post: #2507

So basically the rule is that

On Adv map:
IP:D-1

On combat screen:
IP:D(defender)

right?
Well yes I agree that there are still some situations you want to set IP:D to a specific value like sending msg. That's just way too rare, hah

_____________


Question:
Is it possible to have some sort of settings in a mod that overrides the language setting in heroes3.ini?

I am asking this because I have been used to switching language between Chn and Eng by enabling/disabling the Chinese localization mod. Later on we are going to create mods with multiple languages inside and thus it's no longer possible only change list.txt, we also have to change heroes3.ini - this is not the most convenient way. Ideally, I hope that when I enable Era Chn mod, the language is set to Chn regardless of whatever is in heroes3.ini.


Latest ERA mods and scripts in development - My GitHub
(This post was last modified: 06.01.2024 10:29 by Archer30.)
06.01.2024 05:24
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Berserker Offline
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Post: #2508

Yep, D-1 on adv map and D(defender) in battle.

daemon_n is working on language selector control in in-game options, which will modify heroes3.ini automatically.


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06.01.2024 14:45
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Archer30 Offline
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Post: #2509

Thanks!

Is it correct that for the same json key in different mods, the one that would be used is determined by mod priority in list.txt? Filenames of json don't matter?

Is there a way for the json key from a mod with a lower priority to override the same json key from a mod with a higher priority?


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(This post was last modified: 07.01.2024 01:04 by Archer30.)
07.01.2024 00:55
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Berserker Offline
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Post: #2510

Filenames matter only for cases, where multiple json files in a single mod have the same key (alphabetical priority). Mod priority from list.txt determines the primary order of loading.

Quote:Is there a way for the json key from a mod with a lower priority to override the same json key from a mod with a higher priority?
The only way to do it is when higher priority mod has default language in Lang directory itself and lower priority mode has Lang\[current language]\*.json files.

The order of file loading is:

1) Lang\[current language]\*.json from all mods by priority
2) Lang\*.json from all mods by priority

Thus if lower priority mod has Lang\cn\texts.json, its keys will beat higher priority Lang\default_texts.json


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07.01.2024 01:13
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Archer30 Offline
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Post: #2511

Thanks a lot!


Latest ERA mods and scripts in development - My GitHub
07.01.2024 03:08
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Berserker Offline
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Post: #2512

Valery, I was able to pack mod into exe using Mod Manager from 3.9.5 Compat assembly without any issues. Sydr (soft author) also wrote, that there was no any subtle changes. Maybe it's some issue with pac file name (spaces?).

Archer30, welcome.


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07.01.2024 19:04
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Archer30 Offline
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Post: #2513

For some reason, a syntax doesn't work as expected:

Script for adding suffix to monster names

The problem: {~%(colourStr)} isn't recognized. The colour were not applied to the names of monsters. If I replace {~%(colourStr)} with actual colour, like {~Crimson}, it could work.

Did I get something wrong? Possible to have this improved?


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08.01.2024 18:15
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Berserker Offline
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Post: #2514

Didn't test, the original code looks valid, maybe I miss something.


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08.01.2024 18:43
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Archer30 Offline
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Post: #2515

Berserker, it also doesn't work Rolleyes


Latest ERA mods and scripts in development - My GitHub
08.01.2024 18:46
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Berserker Offline
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Post: #2516

This code worked:
You should debug all values using IF:M probably.


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08.01.2024 23:21
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Archer30 Offline
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Post: #2517

Berserker, thanks a lot...there was an extra question mark before "I" in my script. Now everything works!


Latest ERA mods and scripts in development - My GitHub
09.01.2024 00:30
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Berserker Offline
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Post: #2518

Great Ab


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09.01.2024 00:46
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Archer30 Offline
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Post: #2519

We have two reports in the Discord community and I hope you can review them sometime.

- VR:R keep generating the same number in certain conditions
Report: https://discord.com/channels/66574215930...0659732621
In short: In my script ...\Mods\Era Scripts Eng\Data\s\option 788 - hardcore heroes.erm - FU(ES_788_Rebirth), there are a few VR:R generating random numbers to determine a hero's new specialty after he/she's killed. Yet with the new random mechanism update after ERA 3.9.6, these VR:R seem to generate the same numbers (see the video in the thread, heroes are getting the same specialties). If we revert to ERA 3.9.6, everything seems fine again.
Is there any condition that could make VR:R generate the same numbers in the new ERA?

- Pacifist (Astral Spirit's ability) can merge the same type of troops into one stack.
Report: https://discord.com/channels/66574215930...2463747202
I suppose this is because the number in each stack overflows (exceeding INT16).


Latest ERA mods and scripts in development - My GitHub
09.01.2024 01:03
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Berserker Offline
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Post: #2520

Does VR:R issue occure in online PvP battle?


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09.01.2024 01:27
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