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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 80 100 ... 111 112 113 114 115 ... 120 126 · «PREV / NEXT»
bigjocker
bigjocker


Responsible
Supreme Hero
Forgotten but not Forsaken
posted October 18, 2015 04:22 PM

Simple Question:

Is it possible to change or add the pattern to the spells? (Like Stone Spikes, Fireball.....)
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yoingjin090
yoingjin090

Tavern Dweller
posted November 07, 2015 01:15 PM

homm5 Wyvern ragingblood bloodrage

How add the 'Raging Blood(blood rage)' ability to Wyvern?

I added
1. add 'raging blood' in wyvern.pak file
2. add abilities for the 3 rage levels at defaultstats.xdb file

but not apply.

so i think i will change the wyvern's type.
(now wyvern is normal type. so immune to [Word of Light])

but i don't know that. how can i change it?

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yoingjin090
yoingjin090

Tavern Dweller
posted November 09, 2015 02:00 PM

How add the 'Raging Blood(blood rage)' ability to Wyvern?

i edited Wyvern2.xdb(add ability_demon_raged in <abilities>
and edited defaultstats.xdb(add rage bonus stats) also.
but not apply.


i think if i change wyvern's type, maybe wyvern will have 'blood rage'. but i don't know how to change it....
(now wyvern type is 'normal'. so immune to 'word of light'. if wyvern type change to 'orc', maybe will have 'blood rage')



How add the 'Raging Blood(blood rage)' ability to Wyvern?

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yoingjin090
yoingjin090

Tavern Dweller
posted November 09, 2015 02:02 PM

How add the 'Raging Blood(blood rage)' ability to Wyvern?

i edited Wyvern2.xdb(add ability_demon_raged in <abilities>
and edited defaultstats.xdb(add rage bonus stats) also.
but not apply.


i think if i change wyvern's type, maybe wyvern will have 'blood rage'. but i don't know how to change it....
(now wyvern type is 'normal'. so immune to 'word of light'. if wyvern type change to 'orc', maybe will have 'blood rage')



How add the 'Raging Blood(blood rage)' ability to Wyvern?

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Antonsky07
Antonsky07

Tavern Dweller
posted December 23, 2015 07:21 PM
Edited by Antonsky07 at 21:02, 23 Dec 2015.

I want to add new upgrade of Hydra's dwelling. I added this file

and I changed this one

And it partialy worked! I can see new building in Map Editor

But when I start game I can upgrade my building only once instead of 2 times. Also I know that adding manticore that way probably won't work but I just wanted to add new building first and then try to add creatures.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted January 22, 2016 02:08 PM

Some more questions!

1) Does anyone know if it is possible to increase the odds of warlock's luck triggering? I have reduced luck bonus to 165% but of course this affects warlock's luck too. I was hoping I could make it trigger more often as compensation.

2) Also is it possible to simplify skill requirements? Some are unnecessarily complex and burden you with abilities you may not want.

3) Is it even possible to make some abilities disappear altogether from level ups?

4) And finally, is it possible to change the bonus of elemental boosters like emerald slippers and phoenix feather cape? 50% is too much for a minor artifact.


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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted January 22, 2016 02:37 PM

Quote:
2) Also is it possible to simplify skill requirements? Some are unnecessarily complex and burden you with abilities you may not want.


You may have missed my post from a year ago, but i have already completely rebuild the skill system according to the philosophy you described in the Altar of wishes, so I don't know why you want to do it all over again: http://heroescommunity.com/viewthread.php3?TID=41320

I have seen many posts from you over the years and your opinion on balance is mostly very similar to mine, so do yourself a favor and check out my mod.

you will have to unpack the ingame skillwheel mod to see what I meant by painful.

elemental boosters = hardcoded.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted January 22, 2016 02:55 PM

I have seen that one of course, your work is superb We agree on a lot of things but I do not want to completely redesign classes! I want to keep the general skill system as it is but with some trimmed requirements.

Your mod is a good starting point, thanks again
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zmudziak22
zmudziak22


Supreme Hero
Heroes 3 Fan
posted January 23, 2016 04:58 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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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted January 23, 2016 05:01 PM

not standalone, but is included in H55
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted January 24, 2016 01:47 PM

Two more questions:

Is it possible to increase the initiative of mass spells? And possibly make them affected by sorcery?

Also, can we make light spells not overwrite dark spells and vice versa? It is very painful to see units from +30% int fall to -30%.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted January 24, 2016 02:06 PM

?? mass spells initiative is overpowered they are already cast with more initiative then expert sorcery

both questions no anyway
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted January 25, 2016 09:38 AM

How about this then. Is it possible to automatically set specific favoured enemies on the beginning of a mission?

Or add undead joiners when you pass through a portal? In my map I had a scripted objec that would give you three undead stacks with power according to your necromancy level and ask if I wanted each stack separately. It would ask if I want skeletons, then if I want zombies, then ghosts etc and stop asking once I had accepted three stacks or I had declined the first four stacks and the last three remained. It would be great if this script could change its trigger from visiting an object to passing through a portal.

Unless there is an easier, more efficient solution of course I did not design the script myself as I don't know much about scripting.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted January 25, 2016 02:28 PM

Quote:
How about this then. Is it possible to automatically set specific favoured enemies on the beginning of a mission?



Not possible, I recommend reading script functions manual to see what is actually possible.
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Deflaktor
Deflaktor


Responsible
Known Hero
posted January 25, 2016 03:28 PM

you can create a new hero and set his favored enemies in the xml file. There is already one hero who has a favored enemy from the very beginning but I cant remember which one it was
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted February 24, 2016 04:31 PM

Is there a way to set starting morale of a hero's native army to 0 or 1? Have not found anything relevant in RPGstats or map objects->hero.

If not, are there any mapmaking solutions? Perhaps a script that sets starting morale on day 1?
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted February 25, 2016 11:56 AM

You need to use ChangeHeroStat script function.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted February 25, 2016 05:50 PM

Sounds good. Some questions then:

ChangeHeroStat(heroName, statID, delta);

In the place of heroName, is there an option that would include all heroes? Or would I have to repeat this script for every hero individually?

StatID in this case would be STAT_MORALE and delta let's say -2.

I tried that with Markal(Berein) but it didn't work so I'm probably missing something. What went wrong?

ChangeHeroStat(Berein, STAT_MORALE, -2)

I placed that line in MapScript.lua.
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted February 25, 2016 11:59 PM

And is there a way to tweak the summoned phoenix? I find it a pain that it can be so easily stolen with puppet..
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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted February 26, 2016 12:51 AM
Edited by Storm-Giant at 00:52, 26 Feb 2016.

Have you thought of giving him magic resistance? iirc you could give them abilities like any other creature.
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