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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 117 pages long: 1 2 3 4 5 ... 20 40 60 80 100 ... 113 114 115 116 117 · «PREV / NEXT»
Elvin
Elvin


Admirable
Omnipresent Hero
Rejuvenation process
posted February 26, 2016 06:23 AM
Edited by Elvin at 18:43, 06 Mar 2016.

It doesn't work, the summoned phoenix abilities seem to be separate from the neutral phoenix. Otherwise I'd just give mind spell immunity or elemental ability.

EDIT:

Found it, had overlooked the conjured phoenix file in RPGStats
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magnomagus
magnomagus


Promising
Legendary Hero
modding wizard
posted February 26, 2016 11:29 AM

@Elvin: I'm sorry but I'm not going to teach you scripting in a QA fashion from scratch. You need to have followed some online lua courses, studied many scripts from other people and be a decent programmer to start with it. Otherwise it's going to be question after question after question etc...


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Elvin
Elvin


Admirable
Omnipresent Hero
Rejuvenation process
posted February 26, 2016 12:25 PM

Sure, I have no wish to monopolize your time in a Q&A session I do not want to learn scripting from scratch, just the appropriate line of script that will give all heroes(or a specific one at least) -2 morale from the beginning of the map.

And actually, isn't there anyone else who knows? I would expect simple scripts to be common knowledge here.
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magnomagus
magnomagus


Promising
Legendary Hero
modding wizard
posted February 26, 2016 01:28 PM

Ok I give you this one:

ChangeHeroStat("Berein", STAT_MORALE, -2)


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Elvin
Elvin


Admirable
Omnipresent Hero
Rejuvenation process
posted February 26, 2016 03:30 PM
Edited by Elvin at 10:34, 07 Mar 2016.


Works fine now, cheers.
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Elvin
Elvin


Admirable
Omnipresent Hero
Rejuvenation process
posted March 07, 2016 10:33 AM

Can I tweak arcane library resource costs from spells? And if so where can I find the appropriate files to edit?

Something hopefully easier: Can gold income from village hall/city hall etc be modified or are they hard-coded too?
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dredknight
dredknight


Supreme Hero
posted March 07, 2016 12:04 PM

Elvin said:
Can I tweak arcane library resource costs from spells? And if so where can I find the appropriate files to edit?

Something hopefully easier: Can gold income from village hall/city hall etc be modified or are they hard-coded too?


I dont know how to do this but I would suggest to find Alciblades building cost balance mod and reverse engineer what he has done.
Cheers!
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Elvin
Elvin


Admirable
Omnipresent Hero
Rejuvenation process
posted March 12, 2016 01:19 AM

No luck.

Is there a way to change the initiative of spell-like abilities like banish? Or change into a spell so that it is affected by sorcery> I tried to move unsummon.xdb to combat spells -> summoning magic and changed its school from special to summoning but that didn't work..
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Elvin
Elvin


Admirable
Omnipresent Hero
Rejuvenation process
posted March 23, 2016 10:36 AM

Something else: Can we limit the mastery of a skill to advanced from the skill file? I cannot edit the enlightenment bonus per level but limiting it to advanced would work just as well.
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dredknight
dredknight


Supreme Hero
posted March 23, 2016 10:48 AM

Elvin said:
Something else: Can we limit the mastery of a skill to advanced from the skill file? I cannot edit the enlightenment bonus per level but limiting it to advanced would work just as well.


I think that with @deflactor`s tool help you can choose the primary skill per level bonus.

For example Magno set it basic/advanced/expert to give 1 point per 5/4/3 levels instead of 4/3/2.

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Elvin
Elvin


Admirable
Omnipresent Hero
Rejuvenation process
posted March 23, 2016 11:03 AM

I know but I avoid changes that require patching for connectivity reasons. A pity too because that tool is simply amazing and could give so many solutions that normal modding cannot
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Elvin
Elvin


Admirable
Omnipresent Hero
Rejuvenation process
posted March 23, 2016 09:39 PM
Edited by Elvin at 22:30, 23 Mar 2016.

Another thought, is it possible for a magic shrine to offer more than one spell? I have found how to tweak the level of spells a shrine can offer but I haven't noticed anything about the number of spells.

Assuming this cannot change and that I wanted to keep the 3 magic shrines as they are, would it be possible to introduce a magic shrine lvl 4 and a magic shrine lvl 5 by editing existing adventure map locations? And what would I have to change?



Does anyone know how to edit income from towns?
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emil6011
emil6011

Tavern Dweller
posted April 07, 2016 01:37 PM

Script

Hi guys im beginner to editor could someone help me? How can i force enemy hero to dónt move? To stay all the time in one placê.i guess i can do it only by scripting but idk how to m±kê that script.Could someone give me that script.also is there side with example scripts

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emil6011
emil6011

Tavern Dweller
posted April 07, 2016 07:31 PM

emil6011 said:
Hi guys im beginner to editor could someone help me? How can i force enemy hero to dónt move? To stay all the time in one placê.i guess i can do it only by scripting but idk how to m±kê that script.Could someone give me that script.also is there side with example scripts

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Elvin
Elvin


Admirable
Omnipresent Hero
Rejuvenation process
posted April 20, 2016 12:07 AM

Is it possible to setup adv map locations like vault of the mages or dragon utopia to give customized spell rewards? For instance to give 3 spells of each level?

Also, can an adventure map location's size be edited? I know how to change its model or animations but it keeps the original size and passability. Also there does not seem to be a size scale for interactive objects.
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CragLord
CragLord

Tavern Dweller
posted April 28, 2016 01:04 AM
Edited by CragLord at 21:02, 28 Apr 2016.

Hello amazing people of HOMM universe!

I am pretty new on this site, so don't mind me if I ask something already answered, I gave my best to find answer but without resoult.

I am doing some HoMM5 campaign, again.
I am trying to change Godric starting skills, Godric in mission 5 of heaven campaign has basic leadership skill with RECRUITMENT and DIPLOMACY, basic light magic skill also.
I want to remove his RECRUITMENT and DIPLOMACY, but to leave basic leadership, he already has.

I went to data/MapObjects/Haven/Godric.(AdvMapHeroShared).xdb to change it, but I can't find it there. This is look of Godric.xdb:

[code]

<Editable>
<NameFileRef href="/Text/Game/Heroes/Persons/Haven/Godric/Name.txt"/>
<BiographyFileRef href="/Text/Game/Heroes/Persons/Haven/Godric/Bio.txt"/>
<Offence>1</Offence>
<Defence>2</Defence>
<Spellpower>1</Spellpower>
<Knowledge>1</Knowledge>
<skills>
<Item>
<Mastery>MASTERY_BASIC</Mastery>
        <SkillID>HERO_SKILL_LEADERSHIP</SkillID>
</Item>
<Item>
<Mastery>MASTERY_BASIC</Mastery>
 <SkillID>HERO_SKILL_LIGHT_MAGIC</SkillID>
</Item>
</skills>
<perkIDs>
<Item>HERO_SKILL_PRAYER</Item>
</perkIDs>
<spellIDs>
<Item>SPELL_BLESS</Item>
</spellIDs>
<Ballista>false</Ballista>
<FirstAidTent>true</FirstAidTent>
<AmmoCart>false</AmmoCart>
<FavoriteEnemies/>
</Editable>
[/code]

So, I can't find in perkIDs any HERO_SKILL_DIPLOMACY or HERO_SKILL_RECRUITMENT to erase, so what should I do?
I am looking on the right place?
Any suggestion is really appreciated.

Kind regards

Edit: Solved!
Found Godric.xdb in data/Maps/Scenario/C1M5 and moddified it...


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markkur
markkur


Responsible
Legendary Hero
Once upon a time
posted April 29, 2016 01:45 AM

emil6011 said:
Hi guys im beginner to editor could someone help me? How can i force enemy hero to dónt move? To stay all the time in one placê.i guess i can do it only by scripting but idk how to m±kê that script.Could someone give me that script.also is there side with example scripts


You do not need a script to do that.

If you want the enemy Hero to have a town but will give the Hero the army you want, then disable all buildings. If you want the battle to be in the Keep or Castle you will need to build it. Also you must give the Hero his/her war-machines and whatever Artifacts, Army, Skills and Spells you want. If you want the battle on terrain, then do not build the Fort, Keep or Castle.

Moving on...the placement of the Hero to not move.

Place the Hero in front of the town or in the middle of woods. Then place a "Border-Guard" (Keyed-Gate) in front of the Hero and "Mask" (switch on Pass-ability to see all blocked tiles) up to the gate and the Hero. Then make sure to place the "Keymaster" somewhere for the player to reach...for the "color of Border-Guard" you placed. That enemy Hero will not be able to move. Note: after you mask up to the Border-Guard, you will need to place trees, stones etc. to show why the player cannot reach the enemy except with the right key or it will look empty and wrong to the player.

As mentioned, you do not need a town for this battle, you could create a "circle of trees, mountains etc. but you will need a town located somewhere else for his/her faction or he will die on the 8th day; if you intend this Hero to be alone, you will need to change his/her faction to be allowed to exist past the default 7-day limit.

It is easy to do; under Map Objectives/Map-Properties find the faction-number (map-player 0 = Game-Faction 1, etc. to map-player 7 = Game-Faction 8)in all drop-downs and insert NO in all lines where the 7 day limit has yes.

Good luck

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lotihoti
lotihoti


Famous Hero
posted May 02, 2016 10:35 AM

markkur said:
emil6011 said:
Hi guys im beginner to editor could someone help me? How can i force enemy hero to dónt move? To stay all the time in one placê.i guess i can do it only by scripting but idk how to m±kê that script.Could someone give me that script.also is there side with example scripts


Moving on...the placement of the Hero to not move.

Place the Hero in front of the town or in the middle of woods. Then place a "Border-Guard" (Keyed-Gate) in front of the Hero and "Mask" (switch on Pass-ability to see all blocked tiles) up to the gate and the Hero. Then make sure to place the "Keymaster" somewhere for the player to reach...for the "color of Border-Guard" you placed. That enemy Hero will not be able to move. Note: after you mask up to the Border-Guard, you will need to place trees, stones etc. to show why the player cannot reach the enemy except with the right key or it will look empty and wrong to the player.

As mentioned, you do not need a town for this battle, you could create a "circle of trees, mountains etc. but you will need a town located somewhere else for his/her faction or he will die on the 8th day; if you intend this Hero to be alone, you will need to change his/her faction to be allowed to exist past the default 7-day limit.

It is easy to do; under Map Objectives/Map-Properties find the faction-number (map-player 0 = Game-Faction 1, etc. to map-player 7 = Game-Faction 8)in all drop-downs and insert NO in all lines where the 7 day limit has yes.

Good luck


Something other to mention:
You could create a "region" and block the zone for a specific player - using the script function (Go to your homm path - then there to editor guides - script functions).
Open your map, press "m" and go to the script header. Then type in the function (something about Blockregion - dont remember the function exactly) and follow the description. Then you can pass the region which the other player cant. Hope that helps too...

Another option is to "take away" his movement points by using a newdaytrigger and setting hero movement points to 1...

Elvin said:
Can I tweak arcane library resource costs from spells? And if so where can I find the appropriate files to edit?

Something hopefully easier: Can gold income from village hall/city hall etc be modified or are they hard-coded too?


Unfortunately its hardcoded... Well would be awesome to change all ressource buildings... Then it would be possible to set creature ressource costs to special ressources too... Mines would become a lot more usefull in lategame... I asked deflaktor once if he can search the offset for it... But i think he is busy.

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Elvin
Elvin


Admirable
Omnipresent Hero
Rejuvenation process
posted May 28, 2016 08:47 PM

And now for something different.

I have noticed that a number of skills and abilities have certain buffs tied to them. For instance:

<spellBuffs>
<Item>SPELL_SKILL_FIRE_PROTECTION</Item>
</spellBuffs>

I have tried to add a buff to another ability like for instance a chilling bones buff to boneward, hoping it would get both. In combat my units display the chilling bones icon but it does not actually work. Am I missing something or is it simply impossible to add buffs by simple text editing?
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magnomagus
magnomagus


Promising
Legendary Hero
modding wizard
posted May 29, 2016 08:15 PM

I have never been able to do that, nice find anyway
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