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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 120 pages long: 1 2 3 4 5 ... 20 40 60 80 100 ... 116 117 118 119 120 · «PREV / NEXT»
dredknight
dredknight


Promising
Supreme Hero
disrupting the moding industry
posted April 01, 2017 10:48 AM

vulcancolak the calculation question was meant for other people but thank you for trying to help
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vulcancolak
vulcancolak


Known Hero
posted April 01, 2017 05:51 PM
Edited by vulcancolak at 18:07, 01 Apr 2017.

Still i haven't found all the abilities and skills. Where is the benediction ability settings or the leadership morale bonus settings? I haven't found them into DefaultStats

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dredknight
dredknight


Promising
Supreme Hero
disrupting the moding industry
posted April 02, 2017 07:46 AM

Moral and Luck are in defaultstats they are defined as bonus coefficients - Tote values are 0.5 for moral - if moral triggers creature initiative is loaded by half. MMH55 value is 0.4

Benediction is also in there it has a single value that decides how much moral and luck bonus there will be as far as I remember.
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vulcancolak
vulcancolak


Known Hero
posted April 02, 2017 01:56 PM
Edited by vulcancolak at 16:10, 05 Apr 2017.

Ok found it under my topic

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vulcancolak
vulcancolak


Known Hero
posted April 05, 2017 04:56 PM
Edited by vulcancolak at 18:17, 05 Apr 2017.

If i change file name, it will affects the game? As you know, most of the names are from the old titles or different things. For the work better, i want to rename xdb files but i am not sure is if affets or not. Or i need a good solution. Any advice about it?

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boozuka
boozuka


Hired Hero
posted April 05, 2017 09:17 PM

Is it possible to buy a hero from your ally castle? Or is it possible to give an ally one of your hero? I would've checked it myself but unfortunaly my pc is currently in repair and i'm going to play LAN game with friends next week. Having hero from another castle is crucial to strategy i'm planning to use.

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dredknight
dredknight


Promising
Supreme Hero
disrupting the moding industry
posted April 05, 2017 09:29 PM

Not possible!
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emil6011
emil6011

Tavern Dweller
posted May 01, 2017 12:55 AM

Hi, im making mod i have question is it possible to change town of unit? for example i want to change town of unit titan. i want titan's town to be heaven not academy, how to do it?.Sorry for my english plox help me

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Hizsoo
Hizsoo

Tavern Dweller
posted May 04, 2017 08:51 PM

I'd like create a custom skill wheel for myself for visualization purposes with placeholder for passives. This is my firs priority.
Also a mod which adds a custom building to each level 1 town which houses the trainer( the person who can refund skills learned, I forgot hew he is called) who does his job for max 50 gold for each refund would be really helpful.
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dredknight
dredknight


Promising
Supreme Hero
disrupting the moding industry
posted May 04, 2017 10:55 PM

emil6011 said:
Hi, im making mod i have question is it possible to change town of unit? for example i want to change town of unit titan. i want titan's town to be heaven not academy, how to do it?.Sorry for my english plox help me


Yes it is possible. In the game mechanics/creature/creatures/<folder>/<creature>.xdb change this line

<CreatureTown>TOWN_ACADEMY</CreatureTown>

To whatever town you want or NEUTRAL. Just see other creatures as examples.

Hizsoo said:
I'd like create a custom skill wheel for myself for visualization purposes with placeholder for passives. This is my firs priority.
Also a mod which adds a custom building to each level 1 town which houses the trainer( the person who can refund skills learned, I forgot hew he is called) who does his job for max 50 gold for each refund would be really helpful.


I dont know any skillwheel that can be modified easily. All I can say is that you can use the H55 skillwheel code and modify it to fit your needs. The application is written in ruby using Shoes framework.
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vulcancolak
vulcancolak


Known Hero
posted May 24, 2017 08:14 PM

How can i edit the ai building things etc etc. For an example is there a way to set gold cost for the ai?
Example: AI needs x gold for the build this structure

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Ichthyic
Ichthyic

Tavern Dweller
posted May 26, 2017 05:33 AM

Customizing heroes

Just posting this to remind myself, as I forget every few months, and then have to re-figure it out all over again.

To customize heroes, use the data in the "Map Objects" folder in the main.pak file.  There is a section for each faction.

To add scenario heroes to custom maps, change the scenario tag to "false" for each hero you want to add.  Then it will become available in the placement editor and Town "object properties".

There.  Now I can just search on "customizing heroes" and I will always find this again when I forget, again.  




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Hizsoo
Hizsoo

Tavern Dweller
posted May 30, 2017 06:52 AM
Edited by Hizsoo at 08:27, 31 May 2017.

Ichthyic said:
To customize heroes, use the data in the "Map Objects" folder in the main.pak file. There is a section for each faction.


This just came at the right time, but I'd like to use this in a user mod instead of the main.pak file.
There is a few more things that I'd like to get help with.
Make my mod take priority over an other mod.
Give Artifacts to troops of some Academy heroes in duel presets.
Set favored enemies for Sylvan heroes in duel presets.
Being able to disable a list of features with easy editing - adding a single check mark.
Change the effects and not just the numbers of some perks and hero specialization. I will go into further details with this after I made the first usable version of my mod.
Remove an ability from a creature.
Introduce at least 1 new hero with a new specialization, preferably with the hero icons of Agrael, but with the model of a regular demon lord. Unsure about his name, but he will have the specialization with the Keeper_of_the_Crematorium name.
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vulcancolak
vulcancolak


Known Hero
posted May 31, 2017 01:43 AM

I am trying to change special ability of markal (death lord to naadir's ability) but it is not working? Anyone knows why?

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Hizsoo
Hizsoo

Tavern Dweller
posted June 07, 2017 06:52 PM

Just got time to actually play and test out stuff and I immediately noticed something.
I modified the costs talismans of adventure in defaultstats, but only a portion of the defaultstats with a file in the UserMODs folder. The talisman stats are in the adventure section and from that section, nothing else  works as intended. How should I solve this? There is one more mod that modifies a section of the defaultstats, so there can be one more case when this problem happens. I disabled those files for a while.
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zmudziak22
zmudziak22


Famous Hero
posted June 07, 2017 10:00 PM

Do you have custom maps? they act like mods.

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Hizsoo
Hizsoo

Tavern Dweller
posted June 08, 2017 12:46 AM

I have some. Added those that are in HoF and Vanilla, but it turned out that every mod that includes a defaultstats file with only a portion of it's data, sets most other values to 0 and the rest to unfunctional.
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Elvin
Elvin


Admirable
Omnipresent Hero
Tastes like chicken
posted June 19, 2017 07:17 PM

A question for whoever might know the answer:
I aim to change a teleporting script that looks like this:


HeroPos = {{{84, 60}, {84, 60}, {84, 60}, {84, 60}, {84, 60}, {84, 60}, {84, 60}, {83, 56}},
          {{84, 16}, {84, 16}, {84, 16}, {84, 16}, {84, 16}, {84, 16}, {84, 16}, {12, 36}}}

Problem is, those coordinates teleport the heroes to the surface instead of the underground tile that I wanted. {84, 16} exists in both surface and underground and I don't know how to make it pick underground.

Ideas?
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Quantomas
Quantomas


Responsible
Famous Hero
AI Wizard
posted June 19, 2017 07:41 PM

You have to post more of the script.

HeroPos is just an array. There must be code that works with the array.

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Elvin
Elvin


Admirable
Omnipresent Hero
Tastes like chicken
posted June 19, 2017 09:38 PM

There you go. Script above it had an [end;] so this is probably where it begins:

Race = {GetPlayerRace(1)+1, GetPlayerRace(2)+1}
AllHeroes = {GetPlayerHeroes(1)[0], GetPlayerHeroes(2)[0]}
if AllHeroes[1] == "Ossir" or AllHeroes[2] == "Ossir" then ChangeOssirArmy() end

HeroPos = {{{56, 83}, {83, 34}, {6, 83}, {22, 83}, {88, 83}, {71, 82}, {39, 83}, {83, 56}},
          {{56, 12}, {12, 55}, {9, 12}, {23, 12}, {89, 12}, {73, 12}, {39, 12}, {12, 36}}}

sleep(2)
SetObjectPosition(AllHeroes[1], HeroPos[1][Race[1]][1], HeroPos[1][Race[1]][2], 0)
SetObjectPosition(AllHeroes[2], HeroPos[2][Race[2]][1], HeroPos[2][Race[2]][2], 0)
SetObjectOwner("Town1_"..Race[1], 1)
SetObjectOwner("Town2_"..Race[2], 2)
SetObjectOwner("Town1", 0)
SetObjectOwner("Town2", 0)

sleep(2)
pos_x, pos_y, pos_z = GetObjectPosition(AllHeroes[1])
OpenCircleFog(pos_x, pos_y, pos_z, 12, 2)
pos_x, pos_y, pos_z = GetObjectPosition(AllHeroes[2])
OpenCircleFog(pos_x, pos_y, pos_z, 12, 1)
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Being human is a roller coaster ride of emotions during rainstorms and sunshine, sprinkled with moments when you can almost reach the stars.

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