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Heroes Community > Heroes 5 - Modders Workshop > Thread: The Modding Wiki
Thread: The Modding Wiki This thread is 8 pages long: 1 2 3 4 5 6 7 8 · «PREV
dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted January 01, 2016 02:28 PM

5. And finally can we safely for creatures to "kill" the initiative of the hero, so the hero would constantly miss his turns on the battlefield, but the creatures in his army would not?

Remember the first battle in C1M1? Isabel loses her turn and it's said she defends. You could try doing the same in your CombatScript (I mean, each time the hero's turn comes, he defends). Either, you can change all creatures' initiative to huge numbers but then spells will last longer. So you could fix spells as well. And then it might work. Otherwise, in Default Stats change "HeroInitiative" constant to 1. Or anyway it's called but it's somewhere in the beginning. But you will still have to change the spells' duration. And probably creatures' initiative as well as the battles may last long.

The first solution is the best IMO but there will be heroes' icons on the initiative bar.

BUT you can combine them all so that the hero's turn will be delayed as much as possible so if it finally comes, it will be skipped thanks to the script.



This sounds really fresh! Though the real struggle will be to make it compatiable with other hero classes (and not make all the same). So basically you will have a new class (Shapeshifter? Beastmaster? Planeswalker?) which is more than awesome! The question is how to not interefer with other hero classes :/.

Combat scripts are not working in multiplayer which immediately kills some of the vibe for this hero class.

initiative set to 1 will do the same to all in-game heroes and not just the one with this specific specialization.

Good luck with that!

Happy New Year!


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Hayven
Hayven


Famous Hero
posted January 01, 2016 09:25 PM

Quote:
This sounds really fresh! Though the real struggle will be to make it compatiable with other hero classes (and not make all the same). So basically you will have a new class (Shapeshifter? Beastmaster? Planeswalker?) which is more than awesome! The question is how to not interefer with other hero classes :/.



Everything that I've written above is meant for RPG map. This wouldn't fit the regular gameplay IMO. Especially that CombatScripts can be triggered only under special conditions, for instance each creature you want to fight this way must have its internal ScriptName. And there has to be a script that triggers all of this somewhere.

For the rest - I agree and that's why I recommend mostly the Combat Script thing. But, still, it will work only on a certain map.


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zmudziak22
zmudziak22


Supreme Hero
Heroes 3 Fan
posted January 23, 2016 04:52 PM

Is there any mod that get rid of Creatures months and disease/plaque weeks? I got unlucky, having both Week of Fever and next Week of disease.

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Hayven
Hayven


Famous Hero
posted January 24, 2016 12:56 PM

Maybe try to play a bit with the table of weeks IDs somewhere in GameMechanics?
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LakeQueen
LakeQueen


Hired Hero
posted June 26, 2018 03:48 PM

Hi, I can't edit the wiki, but I'd like to add the info about SpellPoints1 and SpellPoints2 in monster stats.

As far as I can tell, SpellPoints1 is used to power limited use abilities like Djinn's spells and Archangel's resurrection (1 spell point = 1 use).

SpellPoints2 I think is only used for gating. I don't know if it has other potential uses.

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dart_vaider
dart_vaider

Tavern Dweller
posted July 22, 2022 06:06 PM
Edited by dart_vaider at 15:58, 01 Aug 2022.

Sorry, can't make new topic - where can I find a good resource on modding skill functionalities for Homm 5, patch 3.1?

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted August 02, 2022 10:27 PM

you can try searching here.
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Ethera
Ethera

Tavern Dweller
G
posted December 23, 2022 03:16 AM

Great, I'm definitely going to use this! Thanks a lot, it will really come in handy.

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