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TheSamaritan
Hired Hero
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posted April 20, 2019 01:03 PM |
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I still didn't find it.Anyway I'll use notepad and copy the script in timed events.I have a qustion though.It's about this UN command
!#UN:J4/$; $-value of AI thinking ability
This schould manipulate the AI "thinking" capacity but which AI player does it affect?
Also
!#OB63/29:B;
why doesn't this work?
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 20, 2019 01:44 PM |
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Download and install Era 2 over Heroes complete or SoD. A shortcut will be created in your desktop, with all paths to every tool. By default, Era enhances AI thinking radius to 32000 so you don't need that script.
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TheSamaritan
Hired Hero
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posted April 20, 2019 03:24 PM |
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Thanks but what if I want to use !!UN:J4/$; to make a player/hero unable to move?
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted April 20, 2019 04:12 PM |
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TheSamaritan said: Thanks but what if I want to use !!UN:J4/$; to make a player/hero unable to move?
!!HE136:W0; (set luna movement points to zero)
replace 136 with hero number
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TheSamaritan
Hired Hero
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posted April 22, 2019 02:23 PM |
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I mean like for the whole game.
____________
GaĻa be with you.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 22, 2019 02:38 PM |
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You need erm help document, then combine timers with the script he gave you.
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TheSamaritan
Hired Hero
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posted April 24, 2019 04:32 PM |
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So
!#TM1:S1/999/1/2;
!?TM1;
!!HE136:W0;
Like this right?
____________
GaĻa be with you.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted April 24, 2019 07:49 PM |
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Test it on your heroes. If it works, will work for AI too. Just pay attention to timer ID, if you play wogified maps, tons of timers are already used by wog regular scripts, so pick one which is free.
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Hero_of_Light
Responsible
Supreme Hero
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posted May 01, 2019 12:21 PM |
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I get a problem with the New Battlefields script when I play in HD mod. Note that when I play regular ERA II this does not occur.
Whenever I visit a creature dwelling that has guards, the game crashes and points out in this part of the script (the error message starts with the blue text):
!?BA0&1000; [Human only]
!!BA:Q?y2; [state of Quick Combat: y5=1 if it's a Quick Combat battle]
!!BA&y2=0:B-1; [enable default battlefield if Quick Combat]
!!FU&y2=1:E; [exit if Quick Combat]
!!BA:S?y67;
!!FU&y67>0:E;
!!BA:P?v2/?v3/?v4;
!!TR2:T?y2/d/d/d/d/d/d/d; [get terrain]
!!TR2:G?y3; [check for special terrain: y3]
!!PO2:B0/?y4; get PO
!!IF&y4=99:V411/1;
!!OB2:T?y5; get type of object (for monsters)
!!if&y2<>8:; <--- coast
!!UN:X?y10/?i;
!!VRy11:Sv2; !!VRy11&v2>0:-1;
!!VRy12:Sv2; !!VRy12&v2<y10:+1;
!!VRy13:Sv3; !!VRy13&v3>0:-1;
!!VRy14:Sv3; !!VRy14&v3<y10:+1;
!!TRy11/v3/v4&v2>0:T?y21/d/d/d/d/d/d/d;
!!TRy12/v3/v4&v2<y10:T?y22/d/d/d/d/d/d/d;
!!TRy11/y13/v4&v2>0/v3>0:T?y23/d/d/d/d/d/d/d;
!!TRy12/y13/v4&v2<y10/v3>0:T?y24/d/d/d/d/d/d/d;
!!TRy11/y14/v4&v2>0/v3<y10:T?y25/d/d/d/d/d/d/d;
!!TRy12/y14/v4&v2<y10/v3<y10:T?y26/d/d/d/d/d/d/d;
!!TRv2/y13/v4&v3>0:T?y27/d/d/d/d/d/d/d;
!!TRv2/y14/v4&v3<y10:T?y28/d/d/d/d/d/d/d;
!!VRy2|y21=8/y22=8/y23=8/y24=8/y25=8/y26=8/y27=8/y28=8:S10;
!!en:;
; end coast
!!FU217811&y2<>10:Py2/y3/y4/y5;
This was added to the original script so that it allows coast battles to work normally. And it did, but in HD mod I couldn't attack an external dwelling without ERM errors. Can somebody help?
____________
Not idly do the leaves of Lorien fall.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted May 01, 2019 12:42 PM |
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This is not New Battlefields script, but Morn battelfields, they are separate scripts. Would need a saved game before the fight + list of mods used.
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Hero_of_Light
Responsible
Supreme Hero
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posted May 01, 2019 12:58 PM |
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I am using my own mod and HD mod. This is the save. Whenever I visit the Roc dwelling the game crashes. But once again, it works normally without the HD mod. Is there maybe a plugin for HD mod that I don't have?
I have also tested this on a WoG map (not original Heroes map) and while the problem wasn't there the terrain was set to random. By that I mean that I would attack a dwelling in grass and the terrain was snow. When I attacked another the terrain was lava etc. So even if when it works, it doesn't. Once again this only occurs in HD mod, so maybe Morn Battlefields script has a problem with that (and it is not related to my mod)?
**EDIT**
Salamandre, any luck? Do you encounter the same problem or not?
____________
Not idly do the leaves of Lorien fall.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted May 02, 2019 04:07 PM |
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Well, you don't help me much. You say "new battlefields" then the script is from Morn mod, and no explanation is given why. Then I need your mod, whose link should be there + explicit details.
Frankly I have no time to start a search to gather first links then understand what's going on, and only then look at script. Maybe someone else has that time.
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Hero_of_Light
Responsible
Supreme Hero
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posted May 03, 2019 12:40 AM |
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OK, my bad.
The problem is indeed in Morn Battlefields script. I took it from there and merged it with my mod found Here
I forgot I did that in the first place so I am sorry for the inconvenience. The mod in the link is all that's needed. You can find the script in there (Morn Battlefields script). I did edit it a bit, if you remember we worked on it before, allowing the beach battles to work properly.
You're obviously not obligated to do anything, but if you can help I would appreciate it. The thing is I think that this has nothing to do with my mod, maybe the script has this glitch in HD mod with or without my mod because as I said, it works fine without the HD mod, so I thought you might wanna look into it. But I understand if you don't want to or don't have the time. I can still always play without the HD mod, but I would like to give it a go.
And as I said, it is a strange thing because on a WoG map (not original Heroes map) the problem wasn't there HOWEVER the terrain was set to random. By that I mean that I would attack a dwelling in grass and the terrain was snow. When I attacked another the terrain was lava etc. The game crashes when I attack a dwelling on a campaign scenario.
**EDIT**
Here's the Morn Battlefields script in the way that I edited it. I think my problem would be solved if there was a condition added where the default battlefield would be enabled whenever a dwelling was attacked. Can somebody help me please?
ZVSE
;use flag 411
;use FU217810, FU217811
!#IF:V411/0;
!#TM2:S1/999/1/255;
!?TM2; (universal timer)
!!if&v2392=1:; limit to day 1 (v2392 from 78.wogify)
!!UN:U16/-1/?y-1; creature banks number
!!VRv1:S-1;
!!DO217810/1/y-1/1&y-1>0:P16; Run through
!!UN:U84/-1/?y-1; crypts
!!VRv1:S-1;
!!DO217810/1/y-1/1&y-1>0:P84; Run through
!!UN:U25/-1/?y-1; utopias
!!VRv1:S-1;
!!DO217810/1/y-1/1&y-1>0:P25; Run through
!!UN:U24/-1/?y-1; derelict ship
!!VRv1:S-1;
!!DO217810/1/y-1/1&y-1>0:P24; Run through
!!UN:U43/-1/?y-1; portal
!!VRv1:S-1;
!!DO217810/1/y-1/1&y-1>0:P43; Run through
!!UN:U45/-1/?y-1; portal 2
!!VRv1:S-1;
!!DO217810/1/y-1/1&y-1>0:P45; Run through
!!UN:U53/-1/?y-1; mine
!!VRv1:S-1;
!!DO217810/1/y-1/1&y-1>0:P53; Run through
!!UN:U63/-1/?y-1; pyramid
!!VRv1:S-1;
!!DO217810/1/y-1/1&y-1>0:P63; Run through
!!UN:U85/-1/?y-1; Shipwreck
!!VRv1:S-1;
!!DO217810/1/y-1/1&y-1>0:P85; Run through
!!UN:P68/0; [disable new battlefields script]
!!en:;
!?FU217810;
!!UN:Ux1/-1/-1/1; [Creature Bank coordinates in v1/v2/v3]
!!OB1:T?y1 U?y2;
!!PO1&y2=2:B0/98; griffin observatory (subtype 2)
!!PO1&y2=0:B0/100; Cyclops Stockpile
!!PO1&y2=1:B0/101; Dwarven Treasure
!!PO1&y2=3:B0/102; Imp Cache
!!PO1&y2=4:B0/103; Medusa Stores
!!PO1&y2=5:B0/104; Naga
!!PO1&y2=6:B0/105; Dragon Fly
!!PO1&y2=11:B0/106; Buckaneer
!!PO1&y2=12:B0/107; Apprentice
!!PO1&y2=13:B0/108; God1
!!PO1&y2=14:B0/109; God2
!!PO1&y2=15:B0/110; God3
!!PO1&y2=16:B0/111; God4
!!PO1&y2=17:B0/112; Banshees
!!PO1&y2=18:B0/113; Forgotten Temple
!!PO1&y2=20:B0/114; Underground
!!PO1&y1=24:B0/115; Derelict Ship
!!PO1&y1=43:B0/116; Portal
!!PO1&y1=45:B0/117; Portal 2
!!PO1&y1=53:B0/118; Mine
!!PO1&y1=63:B0/119; Pyramid
!!PO1&y1=85:B0/120; Shipwreck
!!PO1&y2=57:B0/121; Adventure Cave
!!PO1&y1=25:B0/122; Dragon utopia
!!PO1&y1=84:B0/123; [set PO for crypts/CB/Utopias]
!?BA0&1000; [Human only]
!!BA:Q?y2; [state of Quick Combat: y5=1 if it's a Quick Combat battle]
!!BA&y2=0:B-1; [enable default battlefield if Quick Combat]
!!FU&y2=1:E; [exit if Quick Combat]
!!BA:S?y67;
!!FU&y67>0:E;
!!BA:P?v2/?v3/?v4;
!!TR2:T?y2/d/d/d/d/d/d/d; [get terrain]
!!TR2:G?y3; [check for special terrain: y3]
!!PO2:B0/?y4; get PO
!!IF&y4=99:V411/1;
!!OB2:T?y5; get type of object (for monsters)
!!if&y2<>8:; <--- coast
!!UN:X?y10/?i;
!!VRy11:Sv2; !!VRy11&v2>0:-1;
!!VRy12:Sv2; !!VRy12&v2<y10:+1;
!!VRy13:Sv3; !!VRy13&v3>0:-1;
!!VRy14:Sv3; !!VRy14&v3<y10:+1;
!!TRy11/v3/v4&v2>0:T?y21/d/d/d/d/d/d/d;
!!TRy12/v3/v4&v2<y10:T?y22/d/d/d/d/d/d/d;
!!TRy11/y13/v4&v2>0/v3>0:T?y23/d/d/d/d/d/d/d;
!!TRy12/y13/v4&v2<y10/v3>0:T?y24/d/d/d/d/d/d/d;
!!TRy11/y14/v4&v2>0/v3<y10:T?y25/d/d/d/d/d/d/d;
!!TRy12/y14/v4&v2<y10/v3<y10:T?y26/d/d/d/d/d/d/d;
!!TRv2/y13/v4&v3>0:T?y27/d/d/d/d/d/d/d;
!!TRv2/y14/v4&v3<y10:T?y28/d/d/d/d/d/d/d;
!!VRy2|y21=8/y22=8/y23=8/y24=8/y25=8/y26=8/y27=8/y28=8:S10;
!!en:;
; end coast
!!FU217811&y2<>10:Py2/y3/y4/y5;
!?BF&411;
;clean battlefield in utopias (Improved dungeons)
!!BF:C;
!!IF:V411/0;
!?FU217811;
;x1=terrain type
;x2=special terrain
;x3=CB
;x4=monster (ID=54)
***CLEAN TERRAIN AND MONSTER***
;Dirt and monster
!!if&x1=0:;
!!VRy1:S0R5;
!!VRz2&y1=0:S^dirt1.pcx^;
!!VRz2&y1=1:S^dirt2.pcx^;
!!VRz2&y1=2:S^dirt3.pcx^;
!!VRz2&y1=3:S^dirt4.pcx^;
!!VRz2&y1=4:S^dirt5.pcx^;
!!VRz2&y1=5:S^dirt.pcx^;
!!BA:B^%Z2^;
!!en:;
;Sand and monster
!!if&x1=1:; if clean sand and no object
!!VRy1:S0R3;
!!VRz2&y1=0:S^sand.pcx^;
!!VRz2&y1=1:S^sand1.pcx^;
!!VRz2&y1=2:S^sand2.pcx^;
!!VRz2&y1=3:S^sand3.pcx^;
!!BA:B^%Z2^;
!!en:;
;Grass and monster
!!if&x1=2:;
!!VRy1:S0R4;
!!VRz2&y1=0:S^grass1.pcx^;
!!VRz2&y1=1:S^grass2.pcx^;
!!VRz2&y1=2:S^grass4.pcx^;
!!VRz2&y1=3:S^grass3.pcx^;
!!VRz2&y1=4:S^grass.pcx^;
!!BA:B^%Z2^;
!!en:;
;Snow and monster
!!if&x1=3:;
!!VRy1:S0R4;
!!VRz2&y1=0:S^snow1.pcx^;
!!VRz2&y1=1:S^snow2.pcx^;
!!VRz2&y1=2:S^snow3.pcx^;
!!VRz2&y1=3:S^snow4.pcx^;
!!VRz2&y1=4:S^snow.pcx^;
!!BA:B^%Z2^;
!!en:;
;Swamp and monster
!!if&x1=4:;
!!VRy1:S0R3;
!!VRz2&y1=0:S^swamp1.pcx^;
!!VRz2&y1=1:S^swamp2.pcx^;
!!VRz2&y1=2:S^swamp3.pcx^;
!!VRz2&y1=3:S^swamp.pcx^;
!!BA:B^%Z2^;
!!en:;
;rough and monster
!!if&x1=5:;
!!VRy1:S0R3;
!!VRz2&y1=0:S^rough.pcx^;
!!VRz2&y1=1:S^rough1.pcx^;
!!VRz2&y1=2:S^rough2.pcx^;
!!VRz2&y1=3:S^rough3.pcx^;
!!BA:B^%Z2^;
!!en:;
;underground and monster
!!if&x1=6:;
!!VRy1:S0R3;
!!VRz2&y1=0:S^subt.pcx^;
!!VRz2&y1=1:S^subt1.pcx^;
!!VRz2&y1=2:S^subt2.pcx^;
!!VRz2&y1=3:S^subt3.pcx^;
!!BA:B^%Z2^;
!!en:;
;lava and monster
!!if&x1=7:;
!!VRy1:S0R3;
!!VRz2&y1=0:S^lava.pcx^;
!!VRz2&y1=1:S^lava1.pcx^;
!!VRz2&y1=2:S^lava2.pcx^;
!!VRz2&y1=3:S^lava3.pcx^;
!!BA:B^%Z2^;
!!en:;
;water
!!if&x1=8/x4=54:;
!!VRy1:S0R3;
!!VRz2&y1=0:S^deck.pcx^;
!!VRz2&y1=1:S^deck1.pcx^;
!!VRz2&y1=2:S^deck2.pcx^;
!!VRz2&y1=3:S^deck3.pcx^;
!!BA:B^%Z2^;
!!en:;
***SPECIAL TERRAINS***
!!if|x2=231/x2=225:; winds and rocklands, regular, haven't got any...
!!BA:B-1;
!!en:;
!!if&x2=21:; cursed ground
!!VRy1:S0R1;
!!VRz2&y1=0:S^cursed.pcx^;
!!VRz2&y1=1:S^cursed1.pcx^;
!!BA:B^%Z2^;
!!en:;
!!if&x2=46:; magic plains
!!VRy1:S0R1;
!!VRz2&y1=0:S^magic.pcx^;
!!VRz2&y1=1:S^magic1.pcx^;
!!BA:B^%Z2^;
!!en:;
!!if&x2=227:; holy ground
!!VRy1:S0R1;
!!VRz2&y1=0:S^holy.pcx^;
!!VRz2&y1=1:S^holy1.pcx^;
!!BA:B^%Z2^;
!!en:;
!!if&x2=224:; evil fog
!!VRy1:S0R1;
!!VRz2&y1=0:S^evil.pcx^;
!!VRz2&y1=1:S^evil1.pcx^;
!!BA:B^%Z2^;
!!en:;
!!if&x2=222:; clover field
!!VRy1:S0R1;
!!VRz2&y1=0:S^clover.pcx^;
!!VRz2&y1=1:S^clover1.pcx^;
!!BA:B^%Z2^;
!!en:;
!!if&x2=228:; lucid pools
!!VRy1:S0R1;
!!VRz2&y1=0:S^lucid.pcx^;
!!VRz2&y1=1:S^lucid1.pcx^;
!!BA:B^%Z2^;
!!en:;
!!if&x2=226:; fiery fields
!!VRy1:S0R1;
!!VRz2&y1=0:S^fiery.pcx^;
!!VRz2&y1=1:S^fiery1.pcx^;
!!BA:B^%Z2^;
!!en:;
!!if&x2=229:; magic clouds
!!VRy1:S0R7;
!!VRz2&y1=0:S^air.pcx^;
!!VRz2&y1=1:S^air1.pcx^;
!!VRz2&y1=2:S^air.pcx^;
!!VRz2&y1=3:S^air1.pcx^;
!!VRz2&y1=4:S^air.pcx^;
!!VRz2&y1=5:S^air1.pcx^;
!!VRz2&y1=6:S^air.pcx^;
!!VRz2&y1=7:S^air1.pcx^;
!!BA:B^%Z2^;
!!en:;
***CREATURE BANKS***
!!if&x3=98:; creature bank
!!VRy1:S0R10;
!!VRz2&y1<11:S^t16s2pic1.pcx^;
!!BA:B^%Z2^;
!!en:;
!!if&x3=123:; crypt
!!VRy1:S0R10;
!!VRz2&y1<11:S^t84pic1.pcx^;
!!BA:B^%Z2^;
!!en:;
!!if&x3=122:; dragon utopia
!!VRy1:S0R10;
!!VRz2&y1<11:S^t25pic1.pcx^;
!!BA:B^%Z2^;
!!en:;
!!if&x3=100:; creature bank
!!VRy1:S0R10;
!!VRz2&y1<11:S^t16s0pic1.pcx^;
!!BA:B^%Z2^;
!!en:;
!!if&x3=101:; creature bank
!!VRy1:S0R10;
!!VRz2&y1<11:S^t16s1pic1.pcx^;
!!BA:B^%Z2^;
!!en:;
!!if&x3=102:; creature bank
!!VRy1:S0R10;
!!VRz2&y1<11:S^t16s3pic1.pcx^;
!!BA:B^%Z2^;
!!en:;
!!if&x3=103:; creature bank
!!VRy1:S0R10;
!!VRz2&y1<11:S^t16s4pic1.pcx^;
!!BA:B^%Z2^;
!!en:;
!!if&x3=104:; creature bank
!!VRy1:S0R10;
!!VRz2&y1<11:S^t16s5pic1.pcx^;
!!BA:B^%Z2^;
!!en:;
!!if&x3=105:; creature bank
!!VRy1:S0R10;
!!VRz2&y1<11:S^t16s6pic1.pcx^;
!!BA:B^%Z2^;
!!en:;
!!if&x3=106:; creature bank
!!VRy1:S0R10;
!!VRz2&y1<11:S^t16s11pic1.pcx^;
!!BA:B^%Z2^;
!!en:;
!!if&x3=107:; creature bank
!!VRy1:S0R10;
!!VRz2&y1<11:S^t16s12pic1.pcx^;
!!BA:B^%Z2^;
!!en:;
!!if&x3=108:; creature bank
!!VRy1:S0R10;
!!VRz2&y1<11:S^t16s13pic1.pcx^;
!!BA:B^%Z2^;
!!en:;
!!if&x3=109:; creature bank
!!VRy1:S0R10;
!!VRz2&y1<11:S^t16s14pic1.pcx^;
!!BA:B^%Z2^;
!!en:;
!!if&x3=110:; creature bank
!!VRy1:S0R10;
!!VRz2&y1<11:S^t16s15pic1.pcx^;
!!BA:B^%Z2^;
!!en:;
!!if&x3=111:; creature bank
!!VRy1:S0R10;
!!VRz2&y1<11:S^t16s16pic1.pcx^;
!!BA:B^%Z2^;
!!en:;
!!if&x3=112:; creature bank
!!VRy1:S0R10;
!!VRz2&y1<11:S^t16s17pic1.pcx^;
!!BA:B^%Z2^;
!!en:;
!!if&x3=113:; creature bank
!!VRy1:S0R10;
!!VRz2&y1<11:S^t16s18pic1.pcx^;
!!BA:B^%Z2^;
!!en:;
!!if&x3=114:; creature bank
!!VRy1:S0R10;
!!VRz2&y1<11:S^t16s20pic1.pcx^;
!!BA:B^%Z2^;
!!en:;
!!if&x3=115:; creature bank
!!BA:B^t85pic1.pcx^;
!!en:;
!!if&x3=116:; creature bank
!!VRy1:S0R10;
!!VRz2&y1<11:S^t43pic1.pcx^;
!!BA:B^%Z2^;
!!en:;
!!if&x3=117:; creature bank
!!VRy1:S0R10;
!!VRz2&y1<11:S^t45pic1.pcx^;
!!BA:B^%Z2^;
!!en:;
!!if&x3=118:; creature bank
!!VRy1:S0R10;
!!VRz2&y1<11:S^t53s7pic1.pcx^;
!!BA:B^%Z2^;
!!en:;
!!if&x3=119:; creature bank
!!VRy1:S0R10;
!!VRz2&y1<11:S^t63s0pic1.pcx^;
!!BA:B^%Z2^;
!!en:;
!!if&x3=120:; creature bank
!!VRy1:S0R10;
!!VRz2&y1<11:S^t85pic1.pcx^;
!!BA:B^%Z2^;
!!en:;
!!if&x3=121:; creature bank
!!VRy1:S0R10;
!!VRz2&y1<11:S^t63s57pic1.pcx^;
!!BA:B^%Z2^;
!!en:;
____________
Not idly do the leaves of Lorien fall.
|
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted May 03, 2019 07:57 PM |
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i can't download from shared, it infects my computer. I used alternatives links (google drive) and I got Gov 1.0 (1.0 in description text, 1.02 in rar header), where the save crashes both HD and no HD, so i can't test at all...
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Hero_of_Light
Responsible
Supreme Hero
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posted May 03, 2019 10:47 PM |
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You should download 1.2 version it is the latest. And furthermore, even if the save doesn't work, you could start Armageddon's Blade campaign and attack a Monastery near Catherine. It is three days into the game tops. I seriously think that this has to do with HD mod and not mine. But anyway that's OK thanks for trying.
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Not idly do the leaves of Lorien fall.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted May 03, 2019 10:58 PM |
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I did so, all ok, monks dwelling didn't crash while using HD mod. I wogified the map too.
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Hero_of_Light
Responsible
Supreme Hero
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posted May 03, 2019 11:53 PM |
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I don't know then. It crashes to me.
Anyway, thank you for your time.
EDIT
I tried it on a newer version of ERA and it worked ok. The only thing bothering with the new version of ERA is that the creature specialties fonts are smaller and that all my save games from previous version are obsolete. Can I have the new ERA and these two issues fixed somehow?
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Not idly do the leaves of Lorien fall.
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Salamandre
Admirable
Omnipresent Hero
Wog refugee
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posted May 07, 2019 12:25 AM |
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For saves, no. For fonts, try wog plugins in mod manager and disable wog native dialogs one.
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Hero_of_Light
Responsible
Supreme Hero
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posted May 07, 2019 12:49 AM |
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Do you mean PluginManager? I tried disabling these plugins and nothing changed. I have addressed this in the past. I want the creature descriptions to have the larger fonts again (right pic):
What am I doing wrong? Maybe the plugins are not correct? Can you point me to the right direction please?
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Not idly do the leaves of Lorien fall.
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igrik
Promising
Known Hero
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posted May 07, 2019 08:02 AM |
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Hero_of_Light said: I want the creature descriptions to have the larger fonts again (right pic)
!?PI; !!UN:C6241855/4/6681336 C6243434/4/6681336 C6244485/4/6681336;
!?GM0; !!UN:C6241855/4/6681336 C6243434/4/6681336 C6244485/4/6681336;
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