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Heroes Community > Heroes 5 - Modders Workshop > Thread: ~ QUESTIONS Topic and FAQ - Modders Workshop ~
Thread: ~ QUESTIONS Topic and FAQ - Modders Workshop ~ This Popular Thread is 126 pages long: 1 20 40 60 ... 67 68 69 70 71 ... 80 100 120 126 · «PREV / NEXT»
Nirual
Nirual


Famous Hero
Imbued Ballista
posted July 27, 2009 11:28 PM

There should be, considering it was used multiple times in the campaign. But maybe the editor isn't as powerful as the tools they used.
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In ur base killing ur doods... and raising them as undeads.

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Seiat
Seiat


Hired Hero
posted July 27, 2009 11:46 PM

i see... well I'll toy with it and if I figure it out i'll post it

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fiur
fiur


Promising
Supreme Hero
Map Creator
posted July 29, 2009 12:44 AM
Edited by fiur at 07:25, 29 Jul 2009.

I got another question for U script masters....
(first download this simple  map..)
my question are...:
I got two 2-ways monoliths next to each town... when Player 1 takes town2 I wanna remove the cactus in front of the monoliths...
same goes for player 2 bla bla... (takes town1 cactus gone)
if someone could make me that script I'll be so happy and for sure I add credits... (it's for my AoW tourney special map...)
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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted July 29, 2009 09:03 AM

In a moment.

Keep in mind that removable objects may not be recognized by simultaneous turns system.

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fiur
fiur


Promising
Supreme Hero
Map Creator
posted July 29, 2009 09:16 AM

Quote:
In a moment.

Keep in mind that removable objects may not be recognized by simultaneous turns system.

ty alot I will keep that in mind (gonna run a test before I add it)

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted July 29, 2009 09:20 AM
Edited by Warmonger at 09:28, 29 Jul 2009.

here you are

I have no idea why there are two script files in your map, but now it works. Assuming they will be no more players and other suprises on the map.

Quote:
So in other words there's no way to move the hero if a human controls it?

MoveObject()?

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fiur
fiur


Promising
Supreme Hero
Map Creator
posted July 29, 2009 04:47 PM
Edited by fiur at 17:11, 29 Jul 2009.

well I tested your script on my map AoW...
but when I add the script it doesn'nt work  
for sure it work on the test map but when I copy it into that map  it does'nt   AoW 175
I'm sure it has something to do with the structure of my other scripts....
(I tried to add your script in the beginning and in the end of my current
but still it does'nt work (in the link I've not added your script..)
and not added those objects onto the map...
What I ask is if U could look into my lua file and see if there is another way to add your script....

and ps... what if I wanna remove more than 2 objects.... like 8 or so..... I tried that on my test map but I did'nt manage (mostly cause I sucks with scripts)
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TSoD
TSoD


Promising
Famous Hero
NCF Blacksmith
posted July 29, 2009 07:12 PM

I didn't download the map, but I'm sure you have forgotten to NAME THE CACTUSES like Warmonger did... No ?
Try also to use the console when testing your map. It is very useful and tell you where and what is the problem if there is one.
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Seiat
Seiat


Hired Hero
posted July 29, 2009 08:47 PM

Quote:
So in other words there's no way to move the hero if a human controls it?

MoveObject()?


I tried that, SetObjectPosition, SetHeroPosition, I was gonna try RegionToPoint but I didn't understand it, and I even tried making a global function;

function Teleport(heroName, x, y, floorID)
 local regions = GetObjectsInRegion(regionName, OBJECT_HERO);
 local heroes = GetPlayerHeroes(playerID);
   for index,hero in regions do
   if IsObjectExists(OBJECT_HERO) == heroName then
   return true
   end;
   SetObjectPosition(heroes, x, y, -1, 1);
   end;
 return nil;
end;

Of course I suck at script so that didn't work... Now I'm trying to find a way to view that Campaign's scripting so I can get new ideas.

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fiur
fiur


Promising
Supreme Hero
Map Creator
posted July 29, 2009 10:44 PM
Edited by fiur at 22:45, 29 Jul 2009.

Quote:
I didn't download the map, but I'm sure you have forgotten to NAME THE CACTUSES like Warmonger did... No ?
Try also to use the console when testing your map. It is very useful and tell you where and what is the problem if there is one.

TSOD I always use console when testing but when I wanna test new things U use an test map first

now it works thanx to warmonger...
and if someone sucks at scripting I'm the guy lol
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Hellburn
Hellburn


Famous Hero
The efreet
posted August 07, 2009 03:56 PM

Can someone just tell me where can I set the transparency in the editor?
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xerdux
xerdux


Bad-mannered
Famous Hero
posted August 12, 2009 05:51 AM

So im thinking of balancing Necro a bit and give it a new look for many reason (Hello, purple alternate upgrades).
The normal upgrades will be Black and Red while the alternate upgrades will be White and Purple (instead of pink, if I learn to edit effects).

What about these changes for the units;

Skeleton Archer
Will get +1 Attack to counter the Warrior buff.

Skeleton Warrior
Im to lazy to check myself, but Age of Heroes says that they have 5 speed and 5 health while others say that they have 4 health and 4 speed. Either way, the Warriors will have 5 health and 6 speed now. The idea is that the Skeleton Warrior will be the early alternative to the Archer once you get Raise Dead.

Plague Zombie
Im intending to make this the defensive Zombie and add Taunt to it. +2 Defense, -1 Min damage, +4 HP. -1 attack.

Rot Zombie
So this will be changed to be an attack/support zombie. +1 Attack. +1 Min/Max damage. -2 Health. -1 Defense. Instead of the Aura they will have Bash.

Spectre
They will have Siphon Mana instead, and perhaps they could be used in synergy with Lich Masters. I think this balances them around with the Poltergeists.

Vampires
I dont think these needs any changes.

Liches
I dont think these needs any changes other then No Melee Penalty.

Wraiths
The Banshee needs to get rid of the pink -.-
Wraiths will be able to Teleport and have Festering Aura (renamed into Unholy Embrace or something). .

Dragons
These both needs to get buffed and the cost of their dwelling lowered. At the moment, I think Wraiths are superior to these. Ghost Dragons should also cast advanced Sorrow.


I also wonder, is it possible to make a mod where reupgrading your creatures would be possible everywhere?
So I could swap between Banshees and Wraits anywhere and not only in towns etc. Im trying to make alternatives choices.
Here is an example: "What would be most effective for this battle, Wraiths or Banshees? The combination of Teleport, Banshee Wail and Festering Aura is probably better then the Wraiths superior damage in this battle."

So instead of going to a Hill or a town, you could swap upgrades anywhere.


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Azagal
Azagal


Honorable
Undefeatable Hero
Smooth Snake
posted August 12, 2009 06:42 AM

Quote:
im thinking of balancing Necro

Quote:
Vampires
I dont think these needs any changes

You just lost.
____________
"All I can see is what's in front of me. And all I can do is keep moving forward" - The Heir Wielder of Names, Seeker of Thrones, King of Swords, Breaker of Infinities, Wheel Smashing Lord

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korog
korog

Tavern Dweller
posted August 13, 2009 12:30 PM
Edited by korog at 12:46, 13 Aug 2009.

I will start working on excel generator file, what will made mods that will contain randomized city buildings (probably with changed resource costs but I want to change other things as well).

My question is, can buildings be added to existing cities? How to change the existing ones resource requirements and pre-requisites, I know. The answer is probably no, but i am still hopeful.

Another one... is there a place where you can change the number of creatures recruitable assigned to a dwelling.

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted August 21, 2009 12:04 AM
Edited by sith_of_ziost at 00:09, 21 Aug 2009.

Where do the files that control Town Specialization reside in the data pack?

I was wondering because I think they need seriously vamped up. +1 growth for a skeleton is pathetic, but a +5 growth might make a long-run difference.


Found it, never mind.

Quote:
is there a place where you can change the number of creatures recruitable assigned to a dwelling.


I think the only way to change that is to change the growth of the creature...I look in the BuildingShared file, and it does not specify in there...

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Zenithale
Zenithale


Promising
Famous Hero
Zen Mind
posted August 28, 2009 06:50 PM

I'm working on a new MOD and looking for change spell skills as "Master of Mind" (change "slow" and "confusion" by 2 other spells for exemple); and if possible change "mass spells" by "area spells" (as "Master of bless")... but I don't know where are the files I wish to change (if that's possible)...do you know?
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rockgirl
rockgirl


Adventuring Hero
posted August 29, 2009 04:27 PM

its possible to somebody make a mod for add a little more movepoints to a hero?
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I will Live till I Die...I die, to become immortal....

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SimonaK
SimonaK


Promising
Supreme Hero
posted August 29, 2009 04:40 PM
Edited by SimonaK at 16:44, 29 Aug 2009.

Quote:
its possible to somebody make a mod for add a little more movepoints to a hero?

I think nobody has still found how to add move point.

I already tried but without sucess.

if that is possible then I think the only file for is /GameMechanics/RPGStats/DefaultStats.xdb

see the top of the file:

<?xml version="1.0" encoding="UTF-8"?>
<RPGStats ObjectRecordID="1">
<HeroInitiative>10</HeroInitiative>
<SpellInitiative>10</SpellInitiative>
<ATBEndTime>20000</ATBEndTime>
<ATBBaseTime>100000</ATBBaseTime>
<RumorCost>100</RumorCost>
<adventure>
<BaseHeroMovement>2500</BaseHeroMovement>
<BaseHeroLookRange>12</BaseHeroLookRange>
<MinCreatureSpeed>3</MinCreatureSpeed>
<MaxCreatureSpeed>8</MaxCreatureSpeed>
<DepthBetweenFloors>10</DepthBetweenFloors>
<VisitFountainOfYouthMovementBonus>400</VisitFountainOfYouthMovementBonus>
<VisitRallyFlagMovementBonus>400</VisitRallyFlagMovementBonus>
<VisitOasisMovementBonus>800</VisitOasisMovementBonus>


I'm not sure....

but I think we can mod the point from WarPath ability:


... <Barbarian>
<PowerfullBlow_ChanceToCritical>10</PowerfullBlow_ChanceToCritical>
<PathOfWar_MovePointsBonus>250</PathOfWar_MovePointsBonus>
...


Modifications of this file « DefaultStats.xdb » will conflict with the others mods using it.
It's why I merge all modifications of all mods in the same « DefaultStats.xdb » file.

Btw, kewwords to search are « move » and « cost »


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rockgirl
rockgirl


Adventuring Hero
posted August 29, 2009 05:38 PM
Edited by rockgirl at 18:19, 29 Aug 2009.

thx..i will try this

EDit: You have right SimonaK,i find  now on net a mod,this is a PAK file that add +25 movementpoint...i try and its works but my problem  now is :this mod conflicts with one of my mods and i dont know how i can resolve this
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I will Live till I Die...I die, to become immortal....

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SimonaK
SimonaK


Promising
Supreme Hero
posted August 29, 2009 06:21 PM
Edited by SimonaK at 18:24, 29 Aug 2009.

can you give me your mod you found?

for the conflict the only solution is merging all modifications from all mods in just one file.


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