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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 122 pages long: 1 2 3 4 5 ... 20 40 60 80 100 ... 118 119 120 121 122 · «PREV / NEXT»
dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted December 31, 2017 02:23 PM

I am trying to create a hero with 0 stats but the editor fields do not work. What I do is select the hero and on the left pane select editable -> Offence and modify it. The same goes for the other values.

Whatever those values are set the hero in the game starts with default values. This is clean Tote 3.1 with no mods.
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zmudziak22
zmudziak22


Famous Hero
posted January 08, 2018 12:01 AM

Well i think game read stats assigned to class not for each hero, like Heroes 3 did.

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Elvin
Elvin


Admirable
Omnipresent Hero
What if Elvin was female?
posted February 05, 2018 03:21 PM

Fear my roar is a pretty cheesy warcry, once your hero gets some levels you can scare everything at 100%. Is there some way to edit its formula?
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So you're saying.. the dead are rising from their graves?
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frostymuaddib
frostymuaddib


Promising
Supreme Hero
育碧是白痴
posted March 13, 2018 10:35 PM
Edited by frostymuaddib at 00:31, 15 Mar 2018.

So, I have a scripting/modding question. Functions SetGameVar and GetGameVars are pretty useful for storing various data in between maps. But, SetGameVar writes data only when the map is completed. Is there a way to flush the data earlier?

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Njord
Njord

Tavern Dweller
posted June 21, 2018 10:51 AM

Ref wiki

Greetings. Recently installed this game again, and wanted to make lots of changes with skills since I really dont like the skills that lead to ultimate.
Many years ago there was a website with all the names of skills that should be used when moding, since they differ from the ingame names. Does anybody know wich site I mean, or if there are any similar documents or something with the "real" names of skills?

Thanks

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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted June 21, 2018 11:26 AM
Edited by dredknight at 11:27, 21 Jun 2018.

Hello Njord,

Welcome to the community.

Here you go.

Artifacts and heroes names can be found on page 2 of this thread.
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Elvin
Elvin


Admirable
Omnipresent Hero
What if Elvin was female?
posted August 06, 2018 06:52 PM

Is there some way to tweak units cloned by phantom forces? To perhaps give cloned units an ability like bravery?
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So you're saying.. the dead are rising from their graves?
Excellent! I need some target practice!

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Elvin
Elvin


Admirable
Omnipresent Hero
What if Elvin was female?
posted August 08, 2018 11:09 AM

Also, any ways to tweak luck/morale trigger chance to say 5 or 7.5% per point?
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So you're saying.. the dead are rising from their graves?
Excellent! I need some target practice!

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Gidoza
Gidoza


Known Hero
posted August 30, 2018 03:35 PM

Hi there - two questions!

1.  Could someone point out to me where the "preferred spells" in the mage guild of each faction is located?  I'd like to tweak that slightly.  (Is it in the same spot in H5.5?)

2.  How does one edit the effects of artifact combos?  I know it was done in H5.5, but I can't figure out the proper location.

Thanks!
-Gidoza


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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted August 31, 2018 06:39 PM

Spells are in GameMechanics-Spell-Combat_Spells

For example when you are in there go to  DestrcutiveMagic and open Armageddon.xdb

Inside there is row:

<MagicSchool>MAGIC_SCHOOL_DESTRUCTIVE</MagicSchool>

This defines the school the spell resides.

Regarding the Artifacts:
- Sets are hardcodded in the exe but their bonus values (most of them) are set in GameMechanics-RPGStats-DefaultStats.xdb

Look for <ArtifactsSetsEffectsConsts> and anything below that.

MMH5.5 custom artifact sets bonuses are made by custom LUA scripts.
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Gidoza
Gidoza


Known Hero
posted August 31, 2018 09:42 PM

dredknight said:
Spells are in GameMechanics-Spell-Combat_Spells

For example when you are in there go to  DestrcutiveMagic and open Armageddon.xdb

Inside there is row:

<MagicSchool>MAGIC_SCHOOL_DESTRUCTIVE</MagicSchool>

This defines the school the spell resides.

Regarding the Artifacts:
- Sets are hardcodded in the exe but their bonus values (most of them) are set in GameMechanics-RPGStats-DefaultStats.xdb

Look for <ArtifactsSetsEffectsConsts> and anything below that.

MMH5.5 custom artifact sets bonuses are made by custom LUA scripts.


I think you misunderstood my first question.

What I mean is that the "preferred spells" for Haven - as an example - are Light and Dark.  How might I change this to, say, Light and Summoning?


As for the H5.5 custom LUA scripts - my only question is - are those editable?

Thanks,
-Gidoza

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Elvin
Elvin


Admirable
Omnipresent Hero
What if Elvin was female?
posted August 31, 2018 10:01 PM

Data -> MapObjects -> [faction].(AdvMapTownShared).xdb

Scroll all the way down and you'll see something like this.

<MagicSchool_0>MAGIC_SCHOOL_DESTRUCTIVE</MagicSchool_0>
<MagicSchool_1>MAGIC_SCHOOL_DARK</MagicSchool_1>
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Excellent! I need some target practice!

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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted August 31, 2018 10:12 PM

Sorry Gidoza,

MMH5.5 artifacts are editable. The code is in MMH55_index.pak -> scripts -> H55-core.lua
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Gidoza
Gidoza


Known Hero
posted September 01, 2018 05:28 PM

Elvin said:
Data -> MapObjects -> [faction].(AdvMapTownShared).xdb

Scroll all the way down and you'll see something like this.

<MagicSchool_0>MAGIC_SCHOOL_DESTRUCTIVE</MagicSchool_0>
<MagicSchool_1>MAGIC_SCHOOL_DARK</MagicSchool_1>


Thank you - I see it!  I definitely would not have found this on my own - I'd never have guessed it to be there.


Quote:
Sorry Gidoza,

MMH5.5 artifacts are editable. The code is in MMH55_index.pak -> scripts -> H55-core.lua


No worries just a misunderstanding.

I'll take another look at the H55-core code.  I did read through it but somehow nothing struck me as obviously being clear editable changes.  Perhaps I missed it - I'll go through it again.

Thank you!

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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted September 01, 2018 07:28 PM
Edited by dredknight at 19:28, 01 Sep 2018.

Look for methods like - H55_<Artifact set name>SetCount
For example - H55_GetDwarvenSetCount - this is the method that counts.

After line 5200 you can see how the hero stats are applied if he has the artifact set count.

On 6500 you can see a check where if the hero has certain artifact(ARTIFACT_RING_OF_MACHINE_AFFINITY) and certain secondary skill (DEMON_FEAT_TRIPLE_CATAPULT) it gives the hero a new bonus.

Between lines 1270 and 1300 you can see the list of artifacts being defined for the script (minor, major, relic, ultimate).

The artifacts themselves are made available in MMH55 by being enlisted in  H55-tables.lua script from line 147 to 278.

But first of all before you do any of the stuff above you have to register a new artifact in ToTe game by adding it in -> MMH55-IndexGameMechanicsRefTablesArtifacts.xdb.
This is where you have to define artifact visuals,texts and stats.

On line 2904 for example one of the monk set artifacts definition can be seen. Have in mind that there is an artifact cap of 127 which Magnomagus has already exhausted so if you want to add your own artifact you have to change or remove existing one first OR hack the exe and find how to increase the cap value.
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rottenvenetic
rottenvenetic


Known Hero
Derusticated
posted September 03, 2018 09:21 AM

Hi, any ideas on what the RNG's seed numbers can do?

Suppose I have a pretty good map with seed 1535952804, does this number have any meaning and can it be manipulated?
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Gidoza
Gidoza


Known Hero
posted September 10, 2018 04:08 PM

dredknight said:
Look for methods like - H55_<Artifact set name>SetCount
For example - H55_GetDwarvenSetCount - this is the method that counts.

After line 5200 you can see how the hero stats are applied if he has the artifact set count.

On 6500 you can see a check where if the hero has certain artifact(ARTIFACT_RING_OF_MACHINE_AFFINITY) and certain secondary skill (DEMON_FEAT_TRIPLE_CATAPULT) it gives the hero a new bonus.

Between lines 1270 and 1300 you can see the list of artifacts being defined for the script (minor, major, relic, ultimate).

The artifacts themselves are made available in MMH55 by being enlisted in  H55-tables.lua script from line 147 to 278.

But first of all before you do any of the stuff above you have to register a new artifact in ToTe game by adding it in -> MMH55-IndexGameMechanicsRefTablesArtifacts.xdb.
This is where you have to define artifact visuals,texts and stats.

On line 2904 for example one of the monk set artifacts definition can be seen. Have in mind that there is an artifact cap of 127 which Magnomagus has already exhausted so if you want to add your own artifact you have to change or remove existing one first OR hack the exe and find how to increase the cap value.


Thanks!


Completely different question now...


I have a skill (Erratic Mana) that I've given a dependency (Dead Luck - moved to start of tech tree).  I've double and triple checked and the dependency is definitely there, but in-game Erratic Mana seems to straight up ignore the dependency.  All the other skills I modified seem to work all right...any ideas on what I might be missing?

Also, how does one restore the H5 Vanilla Treant?  I know others have posted on it, just need the link.  

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Elvin
Elvin


Admirable
Omnipresent Hero
What if Elvin was female?
posted September 10, 2018 06:01 PM

Your ability is probably STANDART instead of SPECIAL, right? Try the latter.
____________
So you're saying.. the dead are rising from their graves?
Excellent! I need some target practice!

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Gidoza
Gidoza


Known Hero
posted September 10, 2018 08:02 PM

Elvin said:
Your ability is probably STANDART instead of SPECIAL, right? Try the latter.


My understanding of what you say is that "STANDART" is a skill accessible merely by taking the base skill, while "SPECIAL" is a skill that requires a STANDART or SPECIAL skill - is this correct?

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Gidoza
Gidoza


Known Hero
posted September 11, 2018 08:16 PM
Edited by Gidoza at 20:20, 11 Sep 2018.

Back to artifacts - too bad they're hardcoded (unless they can be hex-edited) as all I really wanted to adjust was the Sar-Issus Regalia - the double power for creatures for two items is insane and 4 power for all the items is rather a bummer.  Swap the two values and it would be perfect!

Moreover, Power of Dragons (for example) for H5.5 has different values in it than what's in DefaultStats.xdb, so I feel like there's yet more of the story to be told.

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