Connection ErrorBad RequestSession ExpiredSign in requiredForbiddenNot FoundToo Many RequestsServer ErrorBad GatewayService UnavailableGateway TimeoutHTTP Version Not Supported
Session Expired
Your session has expired. Please log in to continue.
Sign in required
You need an account to do that. Sign in or create one — it only takes a minute.
Request Failed
We encountered an issue while processing your request.
Please check your internet connection and try again.
Just forgot to set the sleep timer. The encoding is correct.
In principle, the sleep timer isn't even needed there - while you're reading the first message, the sleep timer will end, and the question will start. Modality is better. Although you only have 2 messages, so it will work anyway. If there were some kind of action, it would trigger immediately (for example, some sound). In general, I meant the syntax - there's an extra then and no comma in the last trigger. :smile01:
Added after 31 seconds RedHeavenHero
Does anyone know how the isEqual function works? When I call it, the game freezes.
Oops, it still doesn't work. Whether I use a sleep function or not, whether I use "then" or not (which, in theory, should trigger a sleep function automatically), it still doesn't work... I'm at my wit's end :(
`isEqual` can be found in the list that occasionally appears in the built-in script editor.
Regarding message windows:
Mine always appear in order without any delays or modal behavior.
isEqual I found it in the list that occasionally appears in the built-in script editor.
Most likely, it is simply not used. I didn't find anything about isEqual in the manual, and the script editor doesn't provide any information. Fan guides also don't mention it. The built-in script editor is quite flawed and contains errors. What is this function supposed to do?
AkaR
Auto-translated
IsEqual literally translates to "Equal," meaning this function should equalize something.
Through combat? I'm not sure. You can do it through a mod; I think I found the necessary files somewhere. And of course, modders and balancers like Nargott know how.
Well, for example, it's not difficult to implement a special ability like Zephyr. You place a combat script on the desired hero, and in it, you write that when a unit dies, a summon should occur. However, you'll probably also need to create a list of all units at the beginning of the battle so that no summoned units appear in place of the killed ones.
How can I use scripts to make reinforcements arrive during a battle?
Мои карты: Town Готовится:Чума (40%), Сосиска(42%), Война Грааля
djulian13
Auto-translated
Looks like it's done through SummonCreatures... There was definitely a function for it in the manual.
Best regards.
Added 3 minutes ago AddCreature(side, type, number, x = -1, y = -1); Side - the faction, x and y - tile coordinates. Number - the number of creatures, type - presumably, the unit name. I'm not very good at combat scripts yet, so I can't say anything definitive, other than quoting from the manual.
Best regards.
Added 4 hours 59 minutes ago Ment Thank you very much! Maybe I'm being annoying, but I have another question - is it possible to make the game remember the number of summoned creatures remaining at the end of the battle for a specific faction? Best regards.