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xericsin
Famous Hero
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posted August 02, 2019 08:11 AM |
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That's great.
And I found this code segment in igrik's 2.82 henchmen.erm
!?OB98&v7181=1;
!!OW:I-1/?y-2;
!!CA998&y-2=0?y-4;
!!HE-1&y-2=0:N?y-1 O?y-3;
!!IF&y-2=0/y-1>-1:Wy-1;
!!FU7108&y-2=0/w118>-1/w119=0/y-3=y-4y-1;
>>BELOW HERE<<
*?OB16&v7181=1; !!FU7109;
*?OB25&v7181=1; !!FU7109;
*?OB54&v7181=1; !!FU7109;
>>ABOVE HERE<<
!?FU87020&v7181=1; !!FU7109;
I suspect the !!FU7109 should be disabled as well. Or it would become part of !?OB98.
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igrik
Promising
Known Hero
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posted August 02, 2019 09:57 AM |
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xericsin said:
I suspect the !!FU7109 should be disabled as well.
Why is this?
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xericsin
Famous Hero
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posted August 02, 2019 01:20 PM |
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!?OB98&v7181=1;
!!OW:I-1/?y-2;
!!CA998&y-2=0?y-4;
!!HE-1&y-2=0:N?y-1 O?y-3;
!!IF&y-2=0/y-1>-1:Wy-1;
!!FU7108&y-2=0/w118>-1/w119=0/y-3=y-4y-1:P;
>>BELOW HERE<<
*?OB16&v7181=1; !!FU7109:P;
*?OB25&v7181=1; !!FU7109:P;
*?OB54&v7181=1; !!FU7109:P;
>>ABOVE HERE<<
!?FU87020&v7181=1; !!FU7109:P;
The above is the same as below.
!?OB98&v7181=1;
!!OW:I-1/?y-2;
!!CA998&y-2=0?y-4;
!!HE-1&y-2=0:N?y-1 O?y-3;
!!IF&y-2=0/y-1>-1:Wy-1;
!!FU7108&y-2=0/w118>-1/w119=0/y-3=y-4y-1:P;
!!FU7109:P;
!!FU7109:P;
!!FU7109:P;
!?FU87020&v7181=1; !!FU7109:P;
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igrik
Promising
Known Hero
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posted August 02, 2019 05:32 PM |
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gamemaster
Adventuring Hero
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posted August 02, 2019 10:06 PM |
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Bersy, can you post source of era, b2 and vfs of latest version 2.8.6. Latest version from github seems to be half updated. ApiJack is not what should be and StrLib is modified also.
PS: put github link to signiture
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Bersy
Honorable
Supreme Hero
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posted August 02, 2019 10:24 PM |
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Bersy
Honorable
Supreme Hero
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posted August 08, 2019 06:58 PM |
bonus applied by Maurice on 08 Aug 2019. |
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Starting from version 2.8.7 multithread is on by default (UseOnlyOneCpuCore=0).
Version 2.8.7
------------------------
[+] Added new function and event name 'OnRemoteEvent', generating !?FU(OnRemoteEvent) on remote sides with x1..x16 arguments.
x1 is event type, values 0..9999 are reserved by Era. ERM users may use !!FU(any func):D instead with the same functionality.
[+] Added new event 'OnEveryDay', same as !?TM[xx], but occuring every day for every player/AI without any settings and before
all other !?TM triggers.
Example: !?FU(OnEveryDay)&-1000; every day for any AI
[+] Added new ERM command SN:R^old resource name^/^new resource name^, redirecting lod/pac/mp3 resources to other names.
The command is a thin wrapper over RedirectFile exported function. Pass empty name as new resource name to remove
redirection. All applied redirections are local, stored in saved game and reverted on map exit.
'*.mp3' redirection works on all mp3 files at once.
Example:
!#SN:R^crgrif.def^/^croc.def^; let Royal Griffins look like Rocs (portraits are not changed)
Game unloads not used resources, thus many resources can be dynamically redirected during playing.
If resource is used in Hero Screen, perform redirection before Hero Screen is shown (and resource is cached).
Custom interface skins may also be implemented, allowing user to switch themes right in the game (saved game
loading may be necessary for visual update).
[+] MP trigger and receivers were fully remade. Old documentation is not applicable now. New implementation is fully
thread-safe. From now heroes3.ini setting "UseOnlyOneCpuCore" is 0 by default, allowing running HD mod in CPU-heavy modes.
Documentation:
!?MP; Trigger occurs whenever game or ERM/Lua calls ChangeMp3Theme function.
; Here function parameters may be changed via !!MP:S, function default reaction enabled/disabled via !!MP:R
!!MP:C?z[xx]; Get name of current theme without mp3 extension in lower case.
; Receiver may be called any time. Example result: 'dirt'.
!!MP:P[theme name]/[Don't track position = 0/1]/[Loop = 0/1]; Calls ChangedMp3Theme function and generates !?MP event.
; Theme name is mp3 file name without extension.
; If 'Don't track position' is true (1), track playing is begun from start after resuming from pause.
; Otherwise position is remembered and restored on resume.
; 'Loop' controls automatical theme replay after end. 'Don't track position' must be set to 0 in order for looping to work.
; ---------------------
; Please, note, that final parameters are fully ignored if theme with the same name is being played currently.
; You may need to pause current theme before starting another one to force playing from start or without loops.
Example: !!MP:P^cstletown^/0/1; start playing looped Castle theme
!!MP:P0/[0 - pause, 1 - resume]; Pauses or resumes current theme
Example:
!!MP:P0/0; Silence, please, important event will occur now
!!MP:S[theme name]/[Don't track position = 0/1]/[Loop = 0/1]; Get/change parameters for !?MP trigger.
Examples:
!?MP;
!!MP:S?z2/d/0; Make all themes non-looped
!?MP;
!!MP:S^mainmenu^/0/1; Play SoD main menu theme during the whole gameplay process
!!MP:R[get/set: Enable default reaction = 0/1]; Command allows to disable theme changing at all
; Can be used to disallow music changing for some time
Example:
!?MP;
!!MP:R0; Don't switch current theme at all
[+] Added 4 new battle events as solution to !?BR and v997 mess with full backward compatibility:
Event: 'OnBeforeBattlefieldVisible'.
Occurs when battlefield and stacks are ready, but not visible. Right before !?BR&v997=-1.
WoG applies spells to stacks in this phase and inits shoot/melee/attack-n-return settings.
Event: 'OnAfterTacticsPhase'.
Occurs right after tactics phase or after 'OnBeforeBattlefieldVisible' event if no tactics phase takes place.
WoG summons Santa's guardians in this phase (because now stacks are in their final positions).
Event: 'OnBattlefieldVisible'.
Occurs when battlefield becomes visible. Game changes theme to combat right after this phase.
Event: 'OnCombatRound'. A drop-in replacement for !?BR aka 'OnBattleRound'. Occurs only for visible real rounds.
v997 is round number. For tactics phase it starts from -1000000000. For normal phase, counting starts from 0.
Each round v997 is increased by one, thus it can serve as always increasing unique round ID.
Note: v997 value in other triggers may be different!
Example:
!?FU(OnCombatRound)&v997=0; on first non-tactics visible real round
; apply spells, play music, change creature attributes, etc.
[-] Fixed bug: pressing Enter/Esc in ERM error dialog showed error dialog twice.
____________
Heroes 3 Era and everything for it. Releases folder for releases.
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Bersy
Honorable
Supreme Hero
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posted August 08, 2019 07:08 PM |
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RerryR
Promising
Supreme Hero
Researching Magic
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posted August 08, 2019 09:12 PM |
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Nothing going on here for days and all of a sudden BÄMM new ERA version nice
Downloading....
The new Battleround triggers are much appreciated!
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Bersy
Honorable
Supreme Hero
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posted August 08, 2019 09:46 PM |
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RerryR
Promising
Supreme Hero
Researching Magic
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posted August 08, 2019 10:38 PM |
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Well, Thank YOU!
Can you confirm on the SN:R command for me:
The example with switching creature defs in battle works.
What did not work for me was switching for example artifact defs
or in Hero Screen for example skill pictures, or the speciality pic of a hero. Not that I would need it, just playing around a bit you know
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Bersy
Honorable
Supreme Hero
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posted August 08, 2019 11:13 PM |
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Drake
Adventuring Hero
Satisfying no one since 1994
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posted August 09, 2019 03:22 PM |
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Bersy said: Starting from version 2.8.7 multithread is on by default (UseOnlyOneCpuCore=0).
Version 2.8.7
Woo!! Thank you for keeping us up-to-date! Needs a clean install as usual right?
____________
~Drake Lyon~
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Bersy
Honorable
Supreme Hero
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posted August 09, 2019 08:06 PM |
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xericsin
Famous Hero
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posted August 10, 2019 02:07 PM |
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I found MR:N still has some problem in era 2.87.
Stack A stands in the grid of dead Stack B (even if Stack B has no corpse).
Spell is cast on Stack A.
FU29460 return Stack A.
MR:N returns Stack B (the dead one). <-This is the problem.
!?MR2;
!!FU29460?y10;
!!MR:N?y1;
!!IF:L^MR2 N=%Y1/%Y10^;
*FU29460?v2;(=MR:N?v2)
!?FU29460;
{
!!UN:C42231940/4/?y1;
!!UN:C6919200/4/?y2;
!!VRx1:Sy1 -y2 -21708 :1352; = MR:N?x1;
}
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Bersy
Honorable
Supreme Hero
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posted August 10, 2019 05:46 PM |
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xericsin
Famous Hero
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posted August 11, 2019 05:48 PM |
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Problem is solved.
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Draker
Known Hero
Building the Dragon City
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posted August 11, 2019 08:14 PM |
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Question regarding map editor Find option. How to add Dragon Graveyard to list of objects or any other WoG object?
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lea
Adventuring Hero
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posted August 17, 2019 07:58 PM |
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first message in this topic contains changelogs only for a bunch of the most recent versions of Era
where full (or at least more full) version history can be found?
are there any mirrors for downloads of older versions of Era and its mods, as referenced in Bersy's signature?
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Bersy
Honorable
Supreme Hero
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posted August 17, 2019 09:50 PM |
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