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Posts from NecroButton – An alternative table for raising undead. Auto-translated

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#1
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In my spare time, I decided to rework the undead summoning table, making it more up-to-date and user-friendly.

Thanks to Protoss for the idea, the ready-made structure, and the button, which I didn't touch.

You can adjust its positioning in the UI/Info/Button/Info.(WindowMSButtonShared).xdb file.

The mod was tested at a resolution of 1920x1080. If the window is displayed incorrectly at other resolutions, I will try to fix the problem.

Reference information:

The yellow plus sign next to the creature's miniature indicates that it also applies to its upgraded versions. This is done to save space.

The yellow arrows, in turn, indicate both upgrade options for the creature.

 

The original mod is published here

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#2
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It would be good to leave a link to the original mod!
С уважением, }{0TT@6bI4
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#3
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Ziegmaster

In my spare time, I decided to rework the undead summoning table, making it more up-to-date and native.

Thanks to Protoss for the idea, the ready-made structure, and the button, which I didn't touch.

You can adjust its positioning in the UI/Info/Button/Info.(WindowMSButtonShared).xdb file.

The mod was tested at a resolution of 1920x1080. If the window is displayed incorrectly at other resolutions, I will try to fix the problem.

 

Reference information:

A gold plus sign next to the creature's miniature indicates that it also applies to its upgrades. This is done to save space.

 

Known issues:

The transparency of the background also affects the miniatures of creatures due to the alpha channel.

 

The original mod is published here

Very cool... I'll need to check it out in the game!
С уважением, Psatkha (Псатха)

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Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
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#4
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Ziegmaster
Reference information:
The golden plus sign next to a creature's miniature means that the same applies to its upgrades as well. This is done to save space.
What if we put a footnote at the very bottom of the table — like, the gold plus means all upgrades, and say a blue plus means the last two upgrades, then there'd be no need to combine icons?
Known issues:
The background transparency also carries over to the creature miniatures due to the alpha channel.
To avoid this, you should add white miniatures to the alpha channel.
Attachment 67755Attachment 67756
The mod was tested at a resolution of 1920x1080. If the window displays incorrectly on other resolutions, I'll try to fix the issue.
The window jumps around on other resolutions; to fix it, you need to set the position more rigidly in Info.(WindowSimple).xdb, for example Attachment 67757

There are 4 options total:
EPA_HIGH_END - align to the right/bottom edge
EPA_LOW_END - align to the left/top edge
EPA_MARGIN - stretch across the entire screen
ERA_CENTER - center it
they can be used together with the (x\y) values in the Position section; they won't be taken into account while the value in the Second section = false.
I can also say the following: The file Info.(WindowSimpleShared).xdb specifies the size of the image displayed on screen as 640\450, while the actual image itself is 1024\1024. When saving in DXT3 or DXT5 format, image quality suffers. You can change the canvas size to 640\450 and save losslessly in 8888 format — as a result, the file size will increase only slightly, but the quality will be lossless. For the image to display correctly in game, you need to edit the Background.xdb file and specify the image format in it.

example Background.xdb file
<?xml version="1.0" encoding="UTF-8"?>
<Texture ObjectRecordID="1001589">
    <SrcName href="/UI/HeroScreen/back_army.tga"/>
    <DestName href="Background.dds"/>
    <Type>TEXTURE_2D</Type>
    <ConversionType>CONVERT_ORDINARY</ConversionType>
    <AddrType>CLAMP</AddrType>
    <Format>TF_8888</Format>
    <Width>640</Width>
    <Height>450</Height>
    <MappingSize>0</MappingSize>
    <NMips>1</NMips>
    <Gain>0</Gain>
    <AverageColor>-1769572762</AverageColor>
    <InstantLoad>true</InstantLoad>
    <IsDXT>false</IsDXT>
    <FlipY>false</FlipY>
    <StandardExport>true</StandardExport>
    <UseS3TC>false</UseS3TC>
</Texture>
Attachments 3
3 files attached • Total size: 407.1 KB
Грешить, злодействовать, а равно и делать добро или совершать подвиги надо без натуги. А если с натугой — то лучше не надо.
К. Прутков-инженер. Мысль № 77.
Многие вещи нам непонятны не потому, что наши понятия слабы; но потому, что сии вещи не входят в круг наших понятий.
© Козьма Прутков
In reply to vova2112
#5
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I agree with the points mentioned above and will consider improvements for the next version. Also, thank you for the consultation.
In reply to Ziegmaster
#6
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The mod has been refined based on feedback and suggestions.

Some inconsistencies in the level-up table, which changed when transitioning to version 3.1, have been fixed.

Icons have been added and modified, along with their descriptions.

The archive structure for the mod has been changed.

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#7
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Ziegmaster, for convenience, it should be bound to a hotkey and disabled with the Esc key. Also, there's another issue: when the transformation window is open, if you go to the hero menu, city menu, etc., it disappears, but when you return to the global map, it's still there. You have to close it manually.
In reply to Mооnst@r
#8
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Mооnst@r
Ziegmaster, for convenience, it should be bound to a hotkey and disabled with the Esc key.
Also, there's this: when the transformation window is open, if you go into the hero menu, city menu, etc., it disappears, but as soon as you go back to the global map, it's still there. You have to close it manually.

All these problems were also present in the original mod. Unfortunately, I have no idea how to fix this. Regarding hotkeys, I think closing it with Esc is feasible, but my attempt was unsuccessful because neither the button nor the window reacts to the esc_pressed event. If I get help with this, the mod will get a nice addition.

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#9
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Ziegmaster, if someone can help implement a hotkey, a tooltip should also be added, similar to the one on the main button. Something like this, but with a font, color, and wording of your choice.
Regarding the button itself, the transition from passive to active occurs not only with a color change but also by pressing it down and then returning it to its original position. However, when transitioning from active to passive, only the color changes. It might be intentional, but on the main button, for example, "Another World" (Dungeon), it always presses down and returns to its original position with each click.
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#10
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Ziegmaster, I borrowed your ideas and placed them on a standard image, arranging the creatures in the order as shown in the manual.
image
Attachments 1
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In reply to Mооnst@r
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#11
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Mооnst@r
Ziegmaster, I borrowed your ideas and placed them on a standard image + the creature order is as in the manual.
image
Cool! Very cool!
С уважением, Psatkha (Псатха)

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Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
In reply to Mооnst@r
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#12
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Mооnst@r
Ziegmaster, I borrowed your ideas and placed them on a standard image + the order of creatures is as in the manual.
image

Well done, is there a version without the plus signs and the equals sign? I would also like to play around with this when I have time, but I don't want to spend time removing the signs.
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#14
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I re-uploaded the mod. I didn't come up with anything new. I fixed the "+" and "=" signs; now they aren't so microscopic that you have to squint to see them, and the colors of the signs and the numbers now match the game's color scheme. I also attached a new image for reference.