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Heroes Community > Heroes 5 - Modders Workshop > Thread: [MOD TotE] Hearthstone
Thread: [MOD TotE] Hearthstone This thread is 2 pages long: 1 2 · NEXT»
VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted September 08, 2008 07:42 PM
Edited by VokialBG at 19:00, 11 Sep 2008.

[MOD TotE] Hearthstone

There was similar request long ago, here. As I said there, this feature is impossible, but something like the Hearthstone in WoW can be done by editing the Town Portal.

I created this for someone who is bored/lazy to walk days to his towns. What's the ability:

All heroes start with a Hearthstone, it's just renamed Town Portal, without level cap (it work for all levels, instead of only after 20), the cost is 10 mana.

Description: A Hearthstone is a device used to teleport oneself to the nearest home location on the map. The Hearthstone itself is an ordinary stone, from the native place of the hero and the home rune drawn on it. It's effect triggers only when the stone is enchanted with enough mana. All heroes receive a Hearthstone when they become powerful enough to create this strong energy link between the stone and their home place.

If someone still can't get what's this, here is the short story of a guy who use his Hearthstone:




----------------------------------------------------------------------

Download (v1.0):

http://heroescommunity.com/filespace/file/HS_H5v.v1.0.zip

v0.9
- bug fixes
- updated description
- Stronghold can build Walker's Hut in town level 1

v1.0

- Hearthstone can be used by Stronghold heroes
- minor changes
----------------------------------------------------------------------

As I said this is only fun MOD, for bored/lazy players, like me
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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted September 08, 2008 07:54 PM

So what does this do? Only make the Town Portal available from Level 1?
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Disturbed-Gnu
Disturbed-Gnu


Supreme Hero
Pro Bacon Vodka Brewer
posted September 08, 2008 07:56 PM

For bored/lazy players like me too! That's the most usefull mod in a looong time! Great mod

And the icon in the spellbook looks good ;p

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SimonaK
SimonaK


Promising
Supreme Hero
posted September 08, 2008 08:01 PM

a terrible game-play destroyer!!!



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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted September 08, 2008 08:47 PM
Edited by VokialBG at 20:53, 08 Sep 2008.

Quote:
So what does this do? Only make the Town Portal available from Level 1?


Not "available", you just start with it, the cost, the icon and the effects are changed also. It's just fun mod after all

Quote:
a terrible game-play destroyer!!!


Nah it isn't that bad it still cost 10 mana you can't spam it like insane in early game and on level 20 you can spam it like insane even without the cost reduction, so maybe not "terrible game-play destroyer", but just "game-play destroyer" Really I created it because I'm bored of long games, on XXXXXXXXL maps, where you need weeks to return to your castle. And don't forget, it will teleport you to the town, but not back, so you'll have to walk to your previous location (if you need to).

BTW: Thanks Disturbed-Gnu, I knew I'm not the only lazy player around
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SimonaK
SimonaK


Promising
Supreme Hero
posted September 08, 2008 08:56 PM

Quote:
Nah it isn't that bad  it still cost 10 mana you can't spam it like insane in early game  and on level 20 you can spam it like insane even without the cost reduction, so maybe not "terrible game-play destroyer", but just "game-play destroyer"  Really I created it because I'm bored of long games, not XXXXXXXXL maps, where you need weeks to return to your castle. And don't forget, it will teleport you to the town, but not back, so ypu'll have to walk to your previous location (if you need to).


mmh, yes, it's true. why not. I will try so.


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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted September 08, 2008 08:59 PM

This mod is fun, but I'm even more lazy and I have a cheat that can teleport me anywhere on the map for free
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SimonaK
SimonaK


Promising
Supreme Hero
posted September 09, 2008 03:39 AM
Edited by SimonaK at 03:47, 09 Sep 2008.

It seems this MOD doesn't work with stronghold heroes

I tested too by changing "TalismanLevel" tag value 0 to 1 or 4 and it doesn't work anymore...


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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted September 09, 2008 08:45 AM
Edited by VokialBG at 08:58, 09 Sep 2008.

I'll try something later today or tomorrow, wait for update of this post or the first one for details.

EDIT: bad... it isn't working with plan B not even with C... looks like we can give them talismans but not spells for them, and they need to buy them... tell me if you have ideas...
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SimonaK
SimonaK


Promising
Supreme Hero
posted September 09, 2008 10:12 AM
Edited by SimonaK at 10:22, 09 Sep 2008.

OK, a plan D could be...

to edit « DefaultStats.xdb » to alternate TalismanLevel and their cost.

I turned level 4 (town portal) to level 1 and then 1 becomes 2, 2 becomes 3 and 3 becomes 4

I also turned cost to free and level to 0 for town portal

I turned Heroes's level to 5 for summon boat.


Quote:
<TalismanOfAdventure>
<Levels>
<Item>
<Spell>SPELL_TOWN_PORTAL</Spell>
<CostOfUpgrade>
<Wood>0</Wood>
<Ore>0</Ore>
<Mercury>0</Mercury>
<Crystal>0</Crystal>
<Sulfur>0</Sulfur>
<Gem>0</Gem>
<Gold>0</Gold>
</CostOfUpgrade>
<HeroLevel>0</HeroLevel>
</Item>
<Item>
<Spell>SPELL_SUMMON_BOAT</Spell>
<CostOfUpgrade>
<Wood>3</Wood>
<Ore>3</Ore>
<Mercury>0</Mercury>
<Crystal>0</Crystal>
<Sulfur>0</Sulfur>
<Gem>0</Gem>
<Gold>1000</Gold>
</CostOfUpgrade>
<HeroLevel>5</HeroLevel>
</Item>
<Item>
<Spell>SPELL_SUMMON_CREATURES</Spell>
<CostOfUpgrade>
<Wood>2</Wood>
<Ore>2</Ore>
<Mercury>2</Mercury>
<Crystal>2</Crystal>
<Sulfur>2</Sulfur>
<Gem>2</Gem>
<Gold>1000</Gold>
</CostOfUpgrade>
<HeroLevel>10</HeroLevel>
</Item>
<Item>
<Spell>SPELL_DIMENSION_DOOR</Spell>
<CostOfUpgrade>
<Wood>3</Wood>
<Ore>3</Ore>
<Mercury>3</Mercury>
<Crystal>3</Crystal>
<Sulfur>3</Sulfur>
<Gem>3</Gem>
<Gold>1500</Gold>
</CostOfUpgrade>
<HeroLevel>15</HeroLevel>
</Item>
</Levels>
</TalismanOfAdventure>


That's works well...

Note: The cost of a talisman is the sum of talismans cost
Ex: Talisman 2's Cost = Cost1 + Cost2
Ex: Talisman 4's Cost = Cost1 + Cost2 + Cost3 + Cost4
etc


However, we must always to build the building to get the free spell HeartStone.

Like it, Stronghold heroes can get HeartStone if they build the building...

The castle's level must be at least 6 for.

Perhaps changing this limit to allow to build it from level 1.







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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted September 09, 2008 12:33 PM
Edited by VokialBG at 13:04, 09 Sep 2008.

The talisman spells are not "ordinary", they have own script, not just the well known old one. Nice work Nival, masters of chaos I still have problem with this hm... v0.9 fix some problems...
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phoenixreborn
phoenixreborn


Promising
Legendary Hero
Unicorn
posted September 09, 2008 01:52 PM

Good idea Vokial.

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SimonaK
SimonaK


Promising
Supreme Hero
posted September 09, 2008 06:31 PM
Edited by SimonaK at 18:32, 09 Sep 2008.

Quote:
The talisman spells are not "ordinary", they have own script, not just the well known old one. Nice work Nival, masters of chaos I still have problem with this hm... v0.9 fix some problems...



other things:

A lot of mod uses « DefaultStats.xdb » so, all these mods fall imcompatible between them.

Ex: Your MOD is imcompatible with « HeroesofAxeoth »

I had to rewrite All « HeroesofAxeoth »'s Heroes xdb to add "TOWN_PORTAL" to their <spellID>

I think to make a super « DefaultStats.xdb » which contains all modification from all super mods I use.

I want to use in same time:

HeartStone
Advanced-AI
HeroesofAxeoth
All NCFs
etc etc




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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted September 09, 2008 06:44 PM

Well I don't use them with this Maybe my game get bugged, or I edited something accidentally
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Fauch
Fauch


Responsible
Undefeatable Hero
posted September 09, 2008 07:22 PM

Quote:
Quote:
The talisman spells are not "ordinary", they have own script, not just the well known old one. Nice work Nival, masters of chaos I still have problem with this hm... v0.9 fix some problems...



other things:

A lot of mod uses « DefaultStats.xdb » so, all these mods fall imcompatible between them.

Ex: Your MOD is imcompatible with « HeroesofAxeoth »

I had to rewrite All « HeroesofAxeoth »'s Heroes xdb to add "TOWN_PORTAL" to their <spellID>

I think to make a super « DefaultStats.xdb » which contains all modification from all super mods I use.

I want to use in same time:

HeartStone
Advanced-AI
HeroesofAxeoth
All NCFs
etc etc



I noticed the same thing, I wondered if the defaultstats file could be divided into several files. but I saw that when a file is included into another you have something like that
"href="#n:inline(PatternAttack)" id="item_3e5e2c5b-3241-44bd-9310-cd2acaea5443"
and I don't see that in defaultstats...

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SimonaK
SimonaK


Promising
Supreme Hero
posted September 09, 2008 07:32 PM

Quote:
I noticed the same thing, I wondered if the defaultstats file could be divided into several files. but I saw that when a file is included into another you have something like that
"href="#n:inline(PatternAttack)" id="item_3e5e2c5b-3241-44bd-9310-cd2acaea5443"
and I don't see that in defaultstats...


"href="#n:inline(PatternAttack)" id="item_3e5e2c5b-3241-44bd-9310-cd2acaea5443"

means ..that the PatternAttack Code is in the present file (inline)

but you can transfert this code in its own file.

ex: <PatternAttack href="/GameMechanics/Creature/PatternAttack/Creature_337_Pattern.xdb#xpointer(/PatternAttack)"/>

In your alternate upgrades mod, 5 creatures use a inline patternattack

And I reedited their patternattack tag to referenced a real own patternattack file and remove its big code
in Creature_xxx.xdb, Just for reasons of clean up view.


But, indeed, defaultstat seems to be unique. However, To make a "super" defaultstats, this is could be very easy with
a comparing files program.


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Fauch
Fauch


Responsible
Undefeatable Hero
posted September 09, 2008 07:59 PM

it is dividable in several files?

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SimonaK
SimonaK


Promising
Supreme Hero
posted September 09, 2008 08:05 PM
Edited by SimonaK at 20:13, 09 Sep 2008.

« href="#n:inline »

means: if you want you can take the attached code and to put it in a own file.

Ex: all objects in maps can have their own file.

The reverse is also possible:

to put monstershared file code directly into Creature_xxx.xdb

or directly to create a only unique file xdb for your NCF (excepts dds and txt)


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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted September 09, 2008 10:13 PM

Quote:
This mod is fun, but I'm even more lazy and I have a cheat that can teleport me anywhere on the map for free


Hmmm - does this mean that with the current level of knowledge, we would actually be able to modify Town Portal to go to any town you choose - or  is that still not doable?

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted September 09, 2008 10:15 PM

I'm afraid that's relatively impossible - we can't modify core spell effects.  Small things can be edited like elements, mana cost and such, but not the actual effect of the spell itself.
____________
"Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII

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