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ERA III
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Berserker Offline
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Posts: 16471
Post: #1846

It's assembly with Era 3 and autoupdate feature. The most used variant for now. Btw, for map-mod you could provide but file, which could run "h3era HD.exe" modlist=your_mod_list.txt


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26.09.2021 11:14
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Valery Offline

Posts: 2196
Post: #1847

The initial idea, as Era being offered without any noise mods around was great.

Now I have to handle with all people who (try to) run my maps with "pandaidontknowwhatupgradeandgameenhancement" then complain everything is wrong. I just can't, I spent 2 months to test compatibility then this.
26.09.2021 11:26
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Elmore Offline

Posts: 586
Post: #1848

This is a Panda assembly with some old version of ERA, definitely not Launcher.

Valery, In addition to clear ERA, maps compatibility, as for me, is only needed with assembly from Launcher

Just install Launcher and open full changelog in the news to see if it's "worth it." Ab

p.s. today daemon_n will most likely update ERA version in assembly


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26.09.2021 11:44
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Panda Away
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Posts: 1005
Post: #1849

Я уже много раз говорил, что для специфичных модов/карт нужно использовать чистую сборку, либо делать её самим. Даже ведь сделал отдельную чистую сборку, а так же закрыл и удалил ссылки на свою сборку, тк больше нет возможности делать что-либо. Но раз видимо чистая сборка так же никому не нужна, то и её больше обновлять не вижу смысла.
Ну а Лаунчер версия содержит почти тоже самое, что и содержала моя сборка, отличий и изменений там кот наплакал. Хотя может за пару месяцев чего и изменилось, но это уже вопросы не ко мне, я уже ушел из команды.


Тот, кто просыпается рано - жаворонок, поздно - сова. А тот, кто плохо спит и ходит с черными кругами под глазами - панда!
26.09.2021 14:20
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daemon_n Offline
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Posts: 4338
Post: #1850

Valery, what exactly map do you mean? I would try to test


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26.09.2021 14:43
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Archer30 Offline
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Posts: 1104
Post: #1851

Berserker, hi,

I don't understand a thing. Why does PM:P value of non-visitable tile of Pyramids started with 1 for every players' colour? (ignore the sprite. I checked without mods)
Shouldn't it be the same as the entrance?
Image: eqiI3CG.png


My script relies on this value to check whether a player has visited a pyramid object once, is brokenUnsure


Latest ERA mods and scripts in development - My GitHub
(This post was last modified: 27.09.2021 01:20 by Archer30.)
26.09.2021 18:55
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Bes Offline

Posts: 5422
Post: #1852

а не надо ли добавить поиск входа для твоего кода?
26.09.2021 19:04
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Archer30 Offline
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Posts: 1104
Post: #1853

Thanks!
I thought CM:P is enough to handle. It's good to learn SN:O which is nowhere to find from the English help 96-copy
x1 - x3 also work for !?CM


Latest ERA mods and scripts in development - My GitHub
(This post was last modified: 26.09.2021 19:24 by Archer30.)
26.09.2021 19:10
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Berserker Offline
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Posts: 16471
Post: #1854

ON:C can be unique for each map tile, thus you have to get objects entrance using SN:O, right.

Code:
Version 2.6
------------------------
[+] Added !!SN:O command. Get object entrance. SN:O?$/?$/?$
Initialize any three variables with object square coordinates. Pass them to command to update coordinates with right object entrance square. Thanks to gamecreator.

!?CM0;
!!CM:R0 P?y1/?y2/?y3;
!!VRv2:Cy1/y2/y3;
!!SN:O?y1/?y2/?y3;
!!IF:M^%V2 %V3 %V4 => %Y1 %Y2 %Y3^;


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26.09.2021 23:10
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Archer30 Offline
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Posts: 1104
Post: #1855

ERA 2.6 was too early before I'm into modding 96-copy

A reuquest: Could you please implement an ERM way of renaming Commander's class (from znpc00.txt) and even the biography (znpc01.txt) if it's not taking too long to do?

My plan is to add in alternative commander sprites. However, the concern of editing znpc00 stopped me completely Unsure


Latest ERA mods and scripts in development - My GitHub
(This post was last modified: 27.09.2021 00:02 by Archer30.)
27.09.2021 00:02
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MaGoth Offline

Posts: 218
Post: #1856

(26.09.2021 09:56)Valery Wrote:  This is not Era 3, right? I see a bunch of preinstalled mods
Image: 1632643630.jpg
возможно, хз..
я глянул там их описание только у 1 мода/плагина был скрин нововведений в соотвествующей панели, в итоге больше эту ересь никогда не открывал..
ибо читать левые тексты мне влом, всегда проще все видеть наглядно, а этого там нет.. Ab


Сражаешься за Инноса - укрепляешь Сциллу-Порядок, но это тормозит развитие мира, и он гибнет.
Сражаешься за Белиара - повергаешь все вокруг в Харибду-Хаос, и мир опять гибнет.
Мне близок Аданос - его путь лежит между Сциллой и Харибдой, и именно он сохраняет мир.
27.09.2021 01:07
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daemon_n Offline
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Posts: 4338
Post: #1857

    !!SN:Ex1/1/5942672/(gem_OnBeforeHeroSwap); 5AAD90 - сработает перед окном встречи и на карте, и в окне города


    !!SN:Ex1/1/5968384/(gem_OnUpdateHeroInteractionScreen); 5B1200 - работает в окне встречи постоянно

    !!SN:Ex1/1/4893738/(gem_OnAfterHeroSwap); 4AAC2A - сработает после окна встречи и на карте, и в окне города


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27.09.2021 06:12
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Archer30 Offline
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Posts: 1104
Post: #1858

I propose some more fixing ideas to be added to the skeleton transformer fix.bin.

Bone Dragons -> Bone Dragons
Ghost Dragons -> Bone Dragons
Diamond Dragons -> Bone Dragons

Blood Dragons, Darkness Dragons to Bone Dragons are already included in the current ERA.

and maybe, prevent golems, elementals and gods to be transformed. A list from GoW:


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(This post was last modified: 01.10.2021 20:38 by Archer30.)
01.10.2021 11:18
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Berserker Offline
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Posts: 16471
Post: #1859

Seems like user mod. There may be dozens of opinions on how transformator should work.
Btw, why already ghost dragon should be converted to bone dragon?


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01.10.2021 12:56
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Bes Offline

Posts: 5422
Post: #1860

agree, undead dragon, like ghost dragon, should not be transformate to bone, imo
01.10.2021 14:04
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