Heroes of Might and Magic Community
visiting hero! Register | Today's Posts | Games | Search! | FAQ/Rules | AvatarList | MemberList | Profile


Age of Heroes Headlines:  
5 Oct 2016: Heroes VII development comes to an end.. - read more
6 Aug 2016: Troubled Heroes VII Expansion Release - read more
26 Apr 2016: Heroes VII XPack - Trial by Fire - Coming out in June! - read more
17 Apr 2016: Global Alternative Creatures MOD for H7 after 1.8 Patch! - read more
7 Mar 2016: Romero launches a Piano Sonata Album Kickstarter! - read more
19 Feb 2016: Heroes 5.5 RC6, Heroes VII patch 1.7 are out! - read more
13 Jan 2016: Horn of the Abyss 1.4 Available for Download! - read more
17 Dec 2015: Heroes 5.5 update, 1.6 out for H7 - read more
23 Nov 2015: H7 1.4 & 1.5 patches Released - read more
31 Oct 2015: First H7 patches are out, End of DoC development - read more
5 Oct 2016: Heroes VII development comes to an end.. - read more
[X] Remove Ads
LOGIN:     Username:     Password:         [ Register ]
New Server | HOMM1: info forum | HOMM2: info forum | HOMM3: info forum | HOMM4: info forum | HOMM5: info forum | MMH6: wiki forum | MMH7: wiki forum
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


Promising
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!


____________
Find an opponent at HoMM55 Tavern! | NCF Utility Alpha

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
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.


 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
zmudziak22
zmudziak22


Famous Hero
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.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
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?
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jump To: « Prev Thread . . . Next Thread » This thread is 8 pages long: 1 2 3 4 5 6 7 8 · «PREV
Post New Poll    Post New Topic    Post New Reply

Page compiled in 0.0189 seconds