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Heroes Community > Heroes 5 - Modders Workshop > Thread: ~ QUESTIONS Topic and FAQ - Modders Workshop ~ (started by sfidanza in December 2007)
~ QUESTIONS Topic and FAQ - Modders Workshop ~ This Popular Thread is 127 pages long: 1 2 3 4 5 ... 30 60 90 120 ... 123 124 125 126 127 · «PREV
Dagon
Dagon


Adventuring Hero
posted January 30, 2025 11:40 AM
Edited by Dagon at 11:43, 30 Jan 2025.

I've installed H55 and checked H55_core.lua and, to be honest, I still  have no idea how to turn "command AddHeroCreatures" into a mod...


I know the syntax, I know the ID's for the command.

What I don't know, is how to create a .h5u file out of this knowledge.
Should I create a notepad file? Put into a folder and pack it? How should I name the files and folders? And so on...

Is it possible for yo to give me a step-by-step instruction?

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Dagon
Dagon


Adventuring Hero
posted February 09, 2025 01:00 PM

Kind reminder
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dredknight
dredknight


Honorable
Legendary Hero
disrupting the moding industry
posted February 09, 2025 04:28 PM

Sorry I missed that message. *.h5u files are zip files with changed extention. They are the same as Pak files. More about them here.
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Dagon
Dagon


Adventuring Hero
posted February 09, 2025 05:27 PM
Edited by Dagon at 17:27, 09 Feb 2025.

Thanks!

But what is the structure inside the mod? How the path of folders should look like?
Mod.h5u/folder1/folder2/notepad1 - and how those should be named?

And though I know the formula of the script, I know where to put numbers and so on, I still don't know how to write the the command in the notepad? Mainly how the document should be started and ended.

Basically it would be great to have instruction like this:

Write in notepad "this, this and that"
Put it into this "folder" and then into that "folder" and so on
...and zip it into the h5u extension.


Sorry, for my questions. I know how to create the simples mods, but Im not familiarized with the LUA at all.
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BlazeMaster
BlazeMaster

Tavern Dweller
posted April 18, 2025 09:35 AM

Change effect colors

How can I change the color of the crystal dragon's breath effect?

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Gilnar
Gilnar

Tavern Dweller
posted September 10, 2025 08:52 PM

I'm trying to pick up the pieces from this mod:

http://heroescommunity.com/viewthread.php3?TID=38632

For a standalone Town Portal spell more akin to Heroes 2/3's version. I downloaded the mod, extracted it, and edited the MyTownPortal.lua as follows:

At line 103, remove and GetHeroSkillMastery(herojiIgraca,SKILL_SUMMONING_MAGIC)>=2

At line 104, change the argument after TOWN_BUILDING_MAGIC_GUILD>= from 3 to 5

At lines 11-18, change the probability to 99 for all towns.

I saved it, zip'd it back up, changed it to a .h5u file and put it in the UserMods folder per the readme instructions. I ran the MapScript Patcher on the map I was trying to use, and did a test run. Upgrading the mage guild to 5 and putting the hero back in the castle did not cause my hero to learn the spell. Is there either another condition I am missing from the .Lua file for learning the spell, or another method to get this working?

P.S. I'm not interested in HOMM 5.5. Cheers!

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Tallowick
Tallowick

Tavern Dweller
posted October 06, 2025 02:12 PM

Hi all, long time fan trying to dip my toes into modding. I'd like to know if it's possible to create a new hero specialization, specifically one that specializes in the fire trap spell. For now something as simple as extra spellpower or damage per level would be good enough.

Having dug around the RPG stats folder I realised most of the specializations are probably hard coded, so if it is possible I suspected it would have to be done using scripts.

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dredknight
dredknight


Honorable
Legendary Hero
disrupting the moding industry
posted October 06, 2025 04:01 PM

what you want is hardcodded in the exe so not possible with normal tools.
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Tallowick
Tallowick

Tavern Dweller
posted October 07, 2025 10:32 AM

dredknight said:
what you want is hardcodded in the exe so not possible with normal tools.


I was beginning to suspect the specializations are handled like that, yeah.
Is it possible to to script a new one, though? I followed a tutorial for creating a new hero on heroes5fandom, and there was a line that said "Note: If hero specialization function will be defined by script, it is recommended to select 'HERO_SPEC_NONE'."

It seems that certain special campaign abilities in ToE are at least partially controlled by scripts.
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dredknight
dredknight


Honorable
Legendary Hero
disrupting the moding industry
posted October 07, 2025 10:48 AM

Choosing NONE for spec means you set a hero with no in game specialization but you compensate it with some custom combat behaviour via LUA combat scripts.

Also yes, campaign custom combat behaviour is managed by LUA combat scripts but they do not work in multiplayer out of the box.


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Tallowick
Tallowick

Tavern Dweller
posted October 07, 2025 10:59 AM

I see, thanks so much!
I'll continue looking through the functions documentation to see if I can achieve something in a roundabout way then.
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Tallowick
Tallowick

Tavern Dweller
posted October 08, 2025 10:42 AM

Hi, does anyone know whether the Academy moat mines are hard coded? I'd like to experiment with adding spells and effects to regular mines.
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dredknight
dredknight


Honorable
Legendary Hero
disrupting the moding industry
posted October 08, 2025 10:48 AM

they indeed are.
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Tallowick
Tallowick

Tavern Dweller
posted October 08, 2025 10:53 AM

dredknight said:
they indeed are.


I'm starting to sense a pattern XD

Follow up question: When the fire trap spell is cast and the game generates the mines, any idea what kind of entity they are treated as? I'm hoping there's a script function that can find them.

(thanks for all the fast replies, btw.)
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dredknight
dredknight


Honorable
Legendary Hero
disrupting the moding industry
posted October 08, 2025 11:27 AM

everything related to mines is hardcoded. Yes you can cast them with LUA script. There is such usage in mmh55, you can find the code in data/MMH55-Index.pak/scripts/<some of the combat scripts>
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Tallowick
Tallowick

Tavern Dweller
posted October 08, 2025 02:16 PM

dredknight said:
everything related to mines is hardcoded. Yes you can cast them with LUA script. There is such usage in mmh55, you can find the code in data/MMH55-Index.pak/scripts/<some of the combat scripts>


Much obliged!
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Tallowick
Tallowick

Tavern Dweller
posted October 12, 2025 05:07 AM

Hi, is there a combat trigger for when a unit gets attacked? Or alternatively a combat function that returns the name of the unit being attacked or targeted that turn?
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dredknight
dredknight


Honorable
Legendary Hero
disrupting the moding industry
posted October 12, 2025 07:05 AM

I dont know. All the funcs you can find in game folder/Editor documentation/HOMM5_A2_Script_Functions.pdf and here.
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Tallowick
Tallowick

Tavern Dweller
posted October 12, 2025 12:42 PM

I combed through the documentation and every list of undocumented functions I could find, but nothing like that unfortunately. I feel like the game must have some way of knowing who the current target is, due to things like the warlock specialization that makes tier6 units shoot at the hero's current target.
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Tallowick
Tallowick

Tavern Dweller
posted October 18, 2025 12:25 PM

Hey all, I have a question regarding Weakening Strike.

When I use scripts to command a unit to use the weakening strike effect (Spell id 16) on an enemy, the combat log says "unit used weakening strike effect on creature", but nothing actually happens. I also tested with units that "know" the spell to make sure. Is this because weakening strike can only trigger on an attack? Is there any way to directly apply the effect using scripting?
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