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Posts from = Small fix mods =

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4 months ago
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And this is a great tip, Roman! Thanks. I also want to adopt it.
4 months ago
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These text clipping issues, or the omission of the last letter in a list, sometimes occur at the beginning as well, especially if the implementation is crude. The simple solution is to add spaces. If the problem is at the beginning of a word, it's usually a capitalization issue, so an invisible character for the game is inserted at the beginning. Personally, I used a square. But this can change when the screen resolution changes. That is, the letters fit or don't fit depending on the screen resolution. You seem to have fixed this with a space, but changing the resolution might cause it to happen again. The correct way to fix this is to change the string parameters in the xdb files. One file controls the initial position of the text, and the second defines the X and Y boundaries of the visible text field. There are also parameters for text wrapping. But this may not work on very simple text. Not all texts have these parameters. Kudos to the author of the post for the fixes. I remembered a similar bug in TOE that wasn't there before. I tried to fix it at the time, but it didn't work, and I gave up. Basically, the enhanced fire elemental spell doesn't have an arrow animation. That is, it doesn't fly across the map but explodes immediately upon casting. I think I found these animations, attached them, but it didn't work. Can you fix it?
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3 months ago
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Yes, the enhanced Fireball and enhanced Magic Arrow spells don't have animations; I don't know how to fix this yet.
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3 months ago
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It really bothers me to abandon this mod, lol. I've now updated Fixs_3.1 with the accumulated changes, and then we'll see.
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Fixed the jerky movement animation of regular Warlock heroes and Order heroes Frida and Ornella on the adventure map.
Fixed the description of the Skillful Counterstrike skill.
Fixed the description of the Whip Strike ability.
Corrected the position of the creature count text in the tooltip.
Fixed the description of the Battle Frenzy effect for Battle Griffons.
Fixed the jerky movement animation on the battlefield for Zealots, Demonesses, Arcata Warriors, and Red Dragons.
Added the missing vertical attack effect for Lamellar Armor.
Added the missing attack effect for Harpooners, Saboteur Goblins, Mountain Guardians, Obsidian Golems, Vizier Djinns, Wind Dancers, Bone Warriors, and Arcata Warriors.
Added the missing melee attack effect for Harpooners, Saboteur Goblins, and Forest Archers.
Added the missing falling leaves effect when hitting Ents and Wild Ents.
Thanks to BigOverlord, Kayfenok1, sork96, G0ldiel, and Rommy.

Regarding "Corrected the position of the creature count text in the tooltip." I didn't go to the trouble of doing it as extensively as in G0ldiel's mod (the tooltip itself was enlarged, windows were added under the portraits, many files were used...), but I changed the position and size of the text in just one file.

Below are comparisons for 1024x768 and 1920x1080. The first screenshot is mine, the second is from G0ldiel's mod, and the third screenshot is the "original" as it is in the game without the mod, in the two compared resolutions.
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3 months ago
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Fixed jerky movement animation on the battlefield for Swordsmen.
Fixed jerky movement animation on the battlefield for Bone Warriors.
Added descriptions of creature abilities: Arcing Shot, Lay on Hands, Resurrect Allies for Archangels, Repair for Elder Goblins, Lightning Strike, Random Spell for Djinns.
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In reply to Rommy
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3 months ago
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Rommy
Fixed the jerky movement animation of Swordsmen on the battlefield.
Fixed the jerky movement animation of Bone Warriors on the battlefield.
Added descriptions of creature abilities: Arcing Shot, Lay on Hands, Resurrect Allies for Archangels, Repair for Elder Goblins, Lightning Strike, Random Spell for Genies.

Ugh... I became curious about what the descriptions of these abilities are, because I also edited them in my mod, and I thought maybe I could take a look. I downloaded it, opened it, and didn't understand then I realized that "added descriptions of abilities" meant it literally haha. I didn't even know that the game doesn't have descriptions of these abilities when you hover over them. Yes, I really messed up

Do you mind if I put these fixes into my mod?



Added 1 hour 8 minutes ago
Rommy
Added descriptions of creature abilities: Random Spell for Genies.
1) Maybe you didn't notice because you didn't respond at all, not even with the word "no" but I'll ask again - can I put these fixes with the added descriptions into my mod? Do you mind?
2) I don't know what you were trying to do with the words "random spell for genies," but as I saw, descriptions were added for BOTH genies (both the regular ones that only cast darkness, and the upgraded ones that also cast light), but the link goes to ONE description the upgraded genies "forgot" how to cast light on allies, because they also have the regular random cast of genies, only with darkness
In reply to sork96
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3 months ago
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sork96

Ugh... I got curious about what the descriptions of these abilities were, because I also edited them in my mod, and thought maybe I could take a look. I downloaded it, opened it, and didn't understand then I realized that "added ability descriptions" meant it literally haha. I didn't even know that the game doesn't have descriptions for these abilities when you hover over them. Yeah, I really messed up

Is it okay if I put these fixes into my mod?



Added 1 hour 8 minutes ago
1) Maybe you didn't notice because I didn't respond at all, not even with the word "no" but I'll ask again - can I put these fixes with the added descriptions into my mod? Is that okay?
2) I don't know what you were trying to do with the words "random spell for Djinns," but as I saw, descriptions were added for BOTH Djinns (both the regular ones that only cast Darkness, and the upgraded ones that also cast Light), but the link goes to ONE description the upgraded Djinns "forgot" how to cast Light on allies, because they also have the regular Djinn random cast, only with Darkness
Yes, you can take and use all the fixes I made. The regular ones only have Light listed. And the upgraded ones have Light and Darkness, so I didn't change the basic description.
In reply to Rommy
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3 months ago
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Rommy
You can take and use all the fixes I made.
For the regular ones, only light is indicated, and for the upgraded ones, both light and darkness are indicated, which is why I didn't change the basic description.
For the regular ones, "darkness" is indicated, not "light," but that's not really important. The point is that these are 2 different abilities. In the text - game - creatures - creature abilities - RANDOM CASTER folder, you'll find the regular genies. And in the text - game - creatures - creature abilities - RANDOM CASTER BLESS folder, you'll find the upgraded genies. Something like that
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3 months ago
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According to the manual, a regular Djinn should use, in addition to Darkness, Remove Curse on its own units, but it doesn't.
In reply to Mооnst@r
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3 months ago
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Mооnst@r
According to the manual, a regular Djinn should use Dispel Magic on its own units, in addition to Dark Magic, but it doesn't.
I'm currently working on a new version of my mod, and I constantly check everything not only in the game and through DefStats, but also look in the manual out of curiosity. I can say that, according to the manual, we should be playing a completely different game :D sometimes it feels like the people who wrote the manual never even played the game. And it's clear that it was written in parts by different people.
In reply to Mооnst@r
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3 months ago
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Mооnst@r
Removing enchantments from your own units
Not from your own, but rather it seems to remove enchantments from enemy units, but this needs to be checked. I once tried to remove a positive enchantment from an enemy, and the Djinn cast a Disruption Ray. Maybe Dispel Magic is cast randomly, who knows.
In reply to Mооnst@r
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3 months ago
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Mооnst@r
It's not about taking from your own, but rather about taking from enemies, although this needs to be verified. I once tried to take a positive effect from a hostile unit, and a Djinn cast Destructive Ray. Maybe the Removal spell is cast randomly, who knows.
When I was writing the description for the Djinn, I spent about 20-30 minutes repeatedly using the ability on an enemy with a group of 5 Djinns, then running away, then fighting again, and so on. I was essentially playing against myself, using another character to make it easier. And I always buffed the target with some kind of Stone Skin. But in those 20-30 minutes, they never cast Removal even once. That's why I didn't write anything about it in my description. Either they don't cast it at all, or I'm just too unlucky :D
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3 months ago
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Fixs_3.1 has been updated.
Author
Fixed the jerky movement animation for Swordsmen and Bone Warriors.
Added descriptions for the following creature abilities: Arcing Shot, Lay on Hands, Resurrect Allies, Repair, Lightning Strike, Random Spell, and Random Blessing.
Thank you, Rommy.

P.S. I corrected the link for the Sultan Djinns, changing the reference from Random Spell to Random Blessing.
In reply to Rommy
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3 months ago
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Rommy
Fixed the jerky movement animation of Swordsmen on the battlefield.
Fixed the jerky movement animation of Bone Warriors on the battlefield.
Added descriptions of creature abilities: Arcing Shot, Lay on Hands, Resurrect Allies for Archangels, Repair for Elder Goblins, Lightning Strike, Random Spell for Djinns.
By the way, I noticed that you're always digging around everywhere, fixing things, etc. Well, I can give you another idea if you want.)

I added a fix for the damage prediction of the "Explosion" ability of Fire Demons in my mod, so that it shows how much damage the ability will deal when used. This is located in the same place as your edits (game mechanics - spell). So, not all usable abilities of creatures that deal damage/heal have a prediction. And you won't know how much damage they deal until you use them. If you want, you can dig around in the .hdb files and see which usable abilities don't have a prediction, and add it.))

But that's just if you want. I'm just too lazy to do it right now, I'm editing other texts. Just offering it as an idea, you can decide for yourself.))

In reply to sork96
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3 months ago
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sork96

by the way, I noticed that you're always digging around, fixing things, etc. Well, I can give you another idea if you want.)

I added a fix for the damage prediction of the "Explosion" ability of the Fire Demons to my mod, so that it shows how much damage the ability will deal when used. This is located in the same place as your edits (game mechanics - spell). So, not all usable abilities of creatures that deal damage/heal have a prediction, and you won't know how much until you use it. If you want, you can dig around in the .hdb files and see which usable abilities don't have a prediction, and add it in.))

Well, if you want. I'm just too lazy to do it right now, I'm editing other texts. Just offering it as an idea, you can decide for yourself.))

The idea is good, but it doesn't work everywhere. For example, I tried adding a prediction for the summoning of Lords in Demons, and it showed the values incorrectly.

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