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Thread: Some "new" programs of mine. | |
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GrayFace
Promising
Known Hero
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posted September 11, 2010 08:22 PM |
bonus applied by angelito on 17 Feb 2011. |
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Some "new" programs of mine.
Dialogs Editor for !!DL reciever
!!DL reciever lets you create custom dialogs for WoG TE / Era. No help, sorry. The development has been discontinued. New version will probably come out, but only for new dialogs system of WoG 3.59.
Portraits Manager
Lets you change heroes portraits easily.
Mon Power
Calculates strength of monsters. The output values resemble AI Value and Fight Value.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted September 11, 2010 08:45 PM |
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I am very interested by the DL receiver. Can you give some hints on how to use the program? It will provide the script or only the coordinates?
And how to modify path for portrait tool? It is loading from one LOD and I can't seem to modify the path, no .ini file so far.
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Era II mods and utilities
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GrayFace
Promising
Known Hero
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posted September 13, 2010 05:50 PM |
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Put the portraits tool into the Data folder of the needed copy of the game. Alternatively, set "Work Path" in Portraits.ini.
The Dialogs Editor creates a dialog template. Then this template can be used by !!DL receiver.
Here is Slava's explanation of !!DL:
First version of custom dialog support.
Now we have a new receiver/instruction DL.
Syntax:
!!DL#:...
# - unique dialog Id (>0)
Commands: N,S,E,H,C
N# - parse dialog template
# - template file name
May be:
^filename^ - direct text
z10 - global Z var
z-5 - local Z var
z100000 - static Z var
The text is parsed before using.
This command load template file (if not loaded already), searches
the dialog (using dialog Id) in the file and parses it.
It does not show the dialog.
The main aim of it is to give you a chance to adjust loaded dialog
settings before showing it.
Results:
Flag 1 = 1 if Ok
Flag 1 = 0 if Error happens (no dialog template found)
S$ - show dialog
$ - return item (the active item when closed)
Shows the dialog (with a specific Id) and wait until it is closed.
This means that the followed command will be executed not immediately
but when the dialog is closed by any means.
You may use no parameter at all, it means that return code is
ignored.
E#1/#2
#1 - dialog Item Id (see below)
#2 - enable (1) or disable (0) it
H#1/#2
#1 - dialog Item Id (see below)
#2 - hint text (appear when you move a mouse over the item)
May be:
z10 - global Z var
z100000 - static Z var
The text is parsed before showing (not setting).
C# - set a specific callback action.
# - type of action (will be extended)
1 - close dialog with current item return code
For this command you need not to set a dialog Id in DL trigger
part. It affect the active dialog and any item. Example:
!!DL:C1; - close dialog
A new trigger is added to control callback actions !?DL. It is
called when a mouse and keyboard (not supported yet) action is taken
at any dialog item.
Syntax:
!?DL...;
When the trigger is called the next vars are set:
v998 = Dialog Id
v999 = Item Id
v1000 = action
Action for now:
12 - left mouse button push
13 - left mouse button release
14 - right mouse button push
Also to simplify right mouse button info dialog, I extended a bit
IF:M command. Now it may have three parameters:
IF:M$/#1/#2
$ - variable to receive a reply item
#1 - type of the dialog:
= 1 - standard Ok
= 2 - question Yes/No
= 4 - right mouse click info
= 7 - choice from two options (not supported yet)
= 10- choice from two options with escape (not supported yet)
Notes:
# means that only set syntax may be used (direct value or variable)
$ means that set/check/get syntax may be used
You may show one dialog "from another" and the sequence may be
unlimited but you may have only ONE dialog of the same type on the
screen at the same moment. This means that you cannot call a dialog X
from dialog X.
(Dialog templates format is left out. If you want, I can paste its description too)
Notes:
You may have more than one dialog in one template file.
You may not use dialogs with identical Id in different template
files, every dialog should have its own unique Id. This in particular
means that we should reserve an Id range for WoG dialogs.
Item with number 30721 is a default cancel item. So if a user press
ESC button when a dialog is shown, it is closed.
Now an example.
Make a test map and put there the next ERM code:
***********
ZVSE
!?CM0;
!!CM:R0;
!!VRz-1:S^12345.txt^;
!!DL666:Nz-1S?v1;
!!IF:M^Dlg Closed, return item is %V1^;
!?DL&v998=666/v999=49/v1000=14;
!!IF:M0/4/^Right Mouse Pop Up
Text for Item number 49^;
!?DL&v998=666/v999=30722/v1000=14;
!!IF:M0/4/^Right Mouse Pop Up
Text for Item number 30722^;
!?DL&v998=666/v999=35/v1000=13;
!!DL:C1;
***********
Now at any right mouse click at adventure screen you will see a
customized dialog. You need to put to DATA folder the attached
12345.txt file with a dialog template.
You see that a pop up hint dialog appear when you use right mouse
click on a gold icon or "buy boat" button.
Also a dialog is closed when you release left mouse button over a
picture with a water surface.
Attached 12345.txt: https://sites.google.com/site/sergroj/wog/12345.zip?attredirects=0&d=1
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted October 25, 2010 03:22 AM |
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Any chances we get one day the DL maker with hints about colors and fonts? Right now it requires a lot of testing to find the right thing.
Would be great if the color table would show the palette used.
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Era II mods and utilities
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GrayFace
Promising
Known Hero
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posted March 04, 2011 08:38 AM |
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Edited by GrayFace at 08:39, 04 Mar 2011.
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Quote: Any chances we get one day the DL maker with hints about colors and fonts? Right now it requires a lot of testing to find the right thing.
Would be great if the color table would show the palette used.
I was planning it for colors back then. The palette is called Game.pal. Background color is exactly the index in Game.pal and text color is shifted by +9, so value of 0 refers to the 9th color.
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