Version 2.9.5[+] New version of WoG Native Dialogs plugin released by igrik. Now IF:D dialogs are rendered using
native Heroes 3 engine, compatible with HD mod scaling, unless avi/gif images are used.
The Sphinx dialog is also remade.
[+] Included new powerful ERM Editor, based on Sublime Text.
[+] Added "OnBuildTownBuilding" event, occuring when current PC human or AI builds town building.
Parameters: x1 = Town ID, x2 = Building ID.
[+] Added "OnOpenTownScreen" and "OnCloseTownScreen" events with the only x1 parameter: ID of town,
that was entered initially. Towns may be switched between inside town screen without generating Enter/Leave events.
[+] Added "OnSwitchTownScreen" event (x1 = Town ID), occuring when player switches towns in town screen.
[+] Added "OnPreTownScreen" and "OnPostTownScreen" events (x1 = Town ID), occuring right before/after showing
town screen for particular town. Both events occur, whether town screen is opened/closed or switched.
They can be used to pre-change buildings/names/dwellings and revert changes afterwards, for instance.
[+] Events "OnOpenHeroScreen", "OnCloseHeroScreen" and "OnUpdateHeroScreen" now receive x1 = Hero ID parameter.
In "OnCloseHeroScreen" x1 is the same as in "OnOpenHeroScreen", thus it's the first hero, screen was opened for.
Hero screen dialog allows to switch between heroes, without generating new Open/Close events.
[+] Added "OnPreHeroScreen" and "OnPostHeroScreen" events (x1 = Hero ID), occuring right before/after showing
hero screen for particular hero. Both events occur, whether hero screen is opened/closed or switched.
They can be used to pre-change creatures/names/skills and revert changes afterwards, for instance.
[+] Included Smacker (smk producing tools) in the package. Thanks to wessonsm. False positive detection by AVG/Avira possible.
[*] Labels in ERM triggers may now be duplicated, overwriting previous ones. Example:
!?XX;
[:loop]
...
[:loop] new loop will use the same label "loop", overwriting label position
...
[*] Events "OnEnterTown" and "OnLeaveTown" were renamed to "OnEnterTownHall" and "OnLeaveTownHall".
[*] SN:E result is stored in e1 only for FLOAT_RES convention (+4), otherwise in v1. The behavior is the
same, as it was before Era 2.9.x branch.
[-] Fixed crash when using temp variables f..t with GET syntax.
[-] Fixed invalid parameters of RD:I in town hord dwelling dialog.
[-] Fixed crash, caused by invalid town dialog detection.
[-] Fixed a small bug in structure address, thanks to gamemaster.
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Version 2.9.6[+] SN and RD receivers syntax was improved. Now any command can use string concatenation (like d&z2),
integer modification (like d*5), SN:W string variable in the form of [?]s^var name^, SN:W integer
variable in the form of [?]i^var name^.
Examples:
- Concatenate string with existing variable and display result.
!!SN:W^report^/^Today we met a few strangers. They were^;
!!SN:W^report^/d&^ orcs^;
!!IF:M^%S(report)^; Today we met a few strangers. They were orcs
- Get current MP3 theme into named variable
!!MP:C?s^theme^;
!!IF:M^Current theme is %S(theme)^;
- Multiply number of creatures in the first slot of recruit dialog by 10 and display it
!!RD:C0/?t/d*10; type not changed, number multiplied by 10
!!RD:C0/?t/?i^numMons^;
!!IF:M^There are %I(numMons) creatures to hire^;
[+] Added support for SN:W variables interpolation inside ^...^. %S(var_name) for string values, %I(var_name)
for integer values. The total length of interpolated string must not exceed 1 MB.
[+] Replaced Heroes 3 random generator routine with world-wide known Mersenne Twister, generating
qualitative uniformly distributed sequences with huge periods.
[+] Added new ERM command BM:U6/?$, returning stack actual speed, including slow spell effect.
Note, BM:S always returns speed without slow spell effect.
[*] VR:T is deprecated and is equal to VR:R now. To get current time in milliseconds the following code can be used:
!!UN:C6529876/4/?t; t = timeGetTime function address
!!SN:Et/1; v1 = result
Use VR:R0/#new_seed to reseed random number generator.
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