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Posts from NecroButton – An alternative table for raising undead.

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In reply to vova2112
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3 years ago
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vova2112
The idle click won't disappear because the button has two states (pressed | not pressed), and I don't know how to tell the button to change its state if the window it displays is closed. Therefore, I didn't find anything better than leaving the button in one state (pressed), which opens a (semi-transparent) window, which can then be interacted with using another button and/or hotkeys. That is, if you click the button, a window with the necessary information appears, and it already has another button that can close this window 😎.

I took the contents of NecroHider.(WindowMSButton).xdb and NecroHider.(WindowMSButtonShared).xdb from your combat mod and substituted my own. The button opens the window, but doesn't close it; it can be closed with Esc, a hotkey, or the exit button that I placed at the bottom of the table. The question is: how do I make the background inactive and dimmed (like when you open the spellbook on the global screen) around the table, so that the necro button is also under it, since it doesn't turn off the table anyway, but at least it would always take only one click to turn it on?
In reply to Mооnst@r
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3 years ago
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Mооnst@r
The question is: how to create an inactive, dimmed background (like when opening the spellbook on the global map) around the table, so that the Necromancer button underneath it is also included, since it doesn't turn off the table anyway, but at least it would always require only one click to turn it on?
I myself have been looking for a long time for a way to create an **inactive, dimmed background** that is used when calling up a menu or opening a spellbook, but... I suspect that this function, like many other cool features, is embedded in the EXE file, so we need to use other available methods - that is, to find workarounds and use the functionality that the developers have given us 🤪.
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3 years ago
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You could add a semi-transparent black texture to the child element of the window 🤔
But set its priority lower than the main table so that it appears in front.
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3 years ago
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I took a transparent texture of the Necropolis button, 58x34, made it the main one, placed it exactly on the Necropolis button, and replaced the textures of the exit button with the yellow Necropolis button textures. When you click on the button, it turns yellow, like an active button, and there are no hidden issues, and I turn it off by clicking on the same button – it looks great. But as soon as I changed the screen resolution, the texture on the exit button shifted by a few pixels, and people have individual settings. So, it's a problem again. If I set it up for myself and forget about it, the people who download it want to get everything "out of the box" without reading some unnecessary readme file that no one needs, which would contain instructions on how to enable the hotkey and other voodoo rituals. I tried to add a large transparent texture, like a darkened background, but it didn't work. The image crashes the game if it's larger than 1024. And I don't know how to stretch it to cover the entire screen. Maybe someone has some advice on this? If I try to create it from pieces...
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3 years ago
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Generally, there shouldn't be any shifts if the coordinates are configured identically, including centering. Objects can be in the same point, but one coordinate might be set to EPA_LOW_END, while the other is set to EPA_HIGH_END, for example. Regarding the size, specify the desired size in the Shared properties, and in the graphs below (I don't remember the names, I'm writing from my mobile), set MARGIN. This will allow it to stretch according to the screen size. I'll experiment with it myself.
In reply to }{0TT@6bI4
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3 years ago
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}{0TT@6bI4
Generally, there shouldn't be any shifts if the coordinates are configured identically, including centering. Objects can be at the same point, but one has coordinates at EPA_LOW_END, and the other at EPA_HIGH_END, for example.
Perhaps I messed something up, but I couldn't resolve it.
Regarding the size, specify the desired size in the Shared properties, and in the graphs below (I don't remember the names, I'm writing from a mobile device), set MARGIN. This will allow it to stretch according to the screen size. I'll experiment with it myself.
I found it and fixed it, thank you.
The archive contains a readme file with instructions on how to configure the hotkey. I'll duplicate it here.
To enable/disable the undead raising table using the 'F' key, go to: Computer/Local Disk C/Users/username/My Documents/My Games/Heroes of Might and Magic V — Tribes of the East/Profiles/Profile Name/input_a2.cfg. In the input_a2.cfg file, find // adventure and add the line bind input_necrobutton 'F'.
Now, the mod opens/closes the undead raising table using a hotkey (you need to specify the command in the profile), using the necromancer button itself, and closes the table with Esc.
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3 years ago
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Updated the mod. A darkened background was added to cover the entire screen when the game window is stretched to fill the screen but doesn't.

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