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Elvin
![Elvin](images/avatars/Elvin.jpg)
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Admirable
Omnipresent Hero
Endless Revival
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posted September 02, 2019 10:04 PM |
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Edited by Elvin at 22:06, 02 Sep 2019.
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Is there a way to implement a script that gives ballista and tent to a hero that gets warmachines on level up? I know the script that gives warmachines but not how to set a specific condition for that.
Or alternatively.. A script that gives you 2500 gold if you get warmachine skill.
Also interested in a script that reduces your gold by 500 every day.
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Map also hosted on Moddb
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dredknight
![dredknight](images/avatars/Alkin.jpg)
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Honorable
Supreme Hero
disrupting the moding industry
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posted September 03, 2019 07:42 AM |
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Elvin
![Elvin](images/avatars/Elvin.jpg)
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Admirable
Omnipresent Hero
Endless Revival
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posted September 03, 2019 09:17 AM |
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Yes but how would I set the condition, either start of day or after picking skill?
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Map also hosted on Moddb
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dredknight
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Honorable
Supreme Hero
disrupting the moding industry
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posted September 03, 2019 10:55 AM |
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Check out this post.
- 500 gold reduction per day will be done with New day trigger.
- 2500 gold per picking skill - will be done on lvl up trigger ? or some kind of trigger that detects skills? Magno uses those to enrich certain skills.
- Give War Machinery on hero getting War Machine perk/skill - same as above
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Join our official discord channel | NCF Utility Beta
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Elvin
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Admirable
Omnipresent Hero
Endless Revival
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posted September 03, 2019 11:57 AM |
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Perfect, just what I'm looking for Except I'm not modding 5.5, I hope the original works if I remove H55_ from the script.
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Map also hosted on Moddb
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dredknight
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Honorable
Supreme Hero
disrupting the moding industry
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posted September 03, 2019 12:32 PM |
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magnomagus
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Admirable
Legendary Hero
modding wizard
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posted September 03, 2019 12:32 PM |
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If you mod outside H55 (+ on map level) you can just use the regular NEW_DAY_TRIGGER, H55_TriggerDaily was a function I created to prevent 2 new day triggers overwriting each other, it won't exist outside h55.
Also check the manual there is also a HERO_LEVELUP_TRIGGER
and in 3.1 toe there is also, see thread 'undocumented script fucntions'
New triggers: HERO_ADD_SKILL_TRIGGER, HERO_REMOVE_SKILL_TRIGGER, parameters for event handlers: heroName, skill, mastery
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MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ
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Elvin
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Admirable
Omnipresent Hero
Endless Revival
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posted September 03, 2019 01:29 PM |
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Perfection, thanks!
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Map also hosted on Moddb
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Elvin
![Elvin](images/avatars/Elvin.jpg)
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Admirable
Omnipresent Hero
Endless Revival
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posted September 11, 2019 03:49 PM |
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Something that has long been on my mind, does anyone know what <SpellInitiative>10</SpellInitiative> is about?
I had a suspicion that it worked similarly to sorcery but neither a high nor a low value seems to affect the hero initiative when casting spells.
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H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb
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Esto100nec1
![Esto100nec1](images/blank.gif)
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Tavern Dweller
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posted September 11, 2019 04:25 PM |
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Animation
[url=https://www.youtube.com/watch?v=K_vEo4o2oaI]Animation[/url]
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magnomagus
![magnomagus](images/avatars/h2_cr_mage.gif)
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Admirable
Legendary Hero
modding wizard
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posted September 11, 2019 05:36 PM |
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@Elvin: another dead value
@Esto100: cool, you could make alternative 'garden of the wee folk'![](images/icons/icon28.gif)
Just in case you are bored, I'm interested in missing animations for 'Beatrice' model, walking, casting, dying etc. For new creature 'nun/sister'.
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MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ
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Esto100nec1
![Esto100nec1](images/blank.gif)
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Tavern Dweller
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posted September 11, 2019 09:45 PM |
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magnomagus Need to move forward. So far, there are no such plans.
The process of importing, exporting animations
https://youtu.be/HT1pHopE6pk
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Elvin
![Elvin](images/avatars/Elvin.jpg)
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Admirable
Omnipresent Hero
Endless Revival
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posted September 11, 2019 11:29 PM |
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Have to say though, amazing work
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H5 is still alive and kicking, join us in the Duel Map discord server!
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CureElim
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Tavern Dweller
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posted November 11, 2019 05:39 PM |
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Hi. I am relatively new to modding, I learned to modify textures, but to truly add new tribe into the game, I would need to learn how to create new models.
Do you perhaps know if such a thing is possible, and if it is, is there a guide for it?
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Macfly
![Macfly](images/blank.gif)
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Tavern Dweller
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posted January 12, 2020 03:13 PM |
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Texts
Hello where can I find texts for spells in ToE and Classic V ? I'v won't to make a mod for Mod "Gold Edition" (all 3 campaning on ToE engine) I'm looking in texts.pack but I can't find it .
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dredknight
![dredknight](images/avatars/Alkin.jpg)
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Honorable
Supreme Hero
disrupting the moding industry
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posted January 12, 2020 06:14 PM |
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Macfly
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Tavern Dweller
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posted January 12, 2020 10:19 PM |
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Edited by Macfly at 22:20, 12 Jan 2020.
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That I'm know ... Where can find text for Spellbook in subfolders from .pack file ?
I found only one spell name in archive :/
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Lure_of_Lilith
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Adventuring Hero
2nd Level, Expert Blind
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posted April 08, 2020 12:28 PM |
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Hey, everyone. Haven't gotten around to modding ever since I swapped a few Units around in H3. Anyway, sorry if this sounds dumb, but I can't find the Game Mechanics Folder (or any other Folder at that) in my ToTE Data Folder. Everything is in one singular large PAK File.
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FirePaladin
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Legendary Hero
DoR Modder
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posted April 20, 2020 02:38 PM |
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Gidoza
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Famous Hero
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posted April 20, 2020 04:55 PM |
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A question.
Say I want to remove an artifact from the game so that it is not generated by the random map generator, or picked as random item as a starting item or placed item or whatever - how do I conduct this removal? However, if *I* place the item specifically on a map, I'd like it to show up (but am not disappointed if I can't do that).
I'm asking this both in context of Vanilla play and in the context of H5.5.
Thanks!
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