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Heroes Community > Heroes 5 - Modders Workshop > Thread: [Help] Hero Spec combination
Thread: [Help] Hero Spec combination
Moonstryder
Moonstryder


Hired Hero
posted July 30, 2008 02:50 AM

[Help] Hero Spec combination

I've been experimenting with hero specs and I was trying to combine Brands and Inga's specs into one hero, at first I tried:

<Specialization>HERO_SPEC_ECONOMIST</Specialization>
<Specialization>HERO_SPEC_RESEARCHER</Specialization>

in the Hero file and that didn't work, then i tried:

<Specialization>HERO_SPEC_ECONOMIST/HERO_SPEC_RESEARCHER</Specialization>
<Specialization>HERO_SPEC_ECONOMIST,HERO_SPEC_RESEARCHER</Specialization>

and those didn't work, any suggestion if this is possible?

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SimonaK
SimonaK


Promising
Supreme Hero
posted July 30, 2008 03:43 AM
Edited by SimonaK at 03:46, 30 Jul 2008.

This manners cannot work.

multi-value cannot take this form.


The best is to try it:

Quote:

<Specialization>
       <Item>HERO_SPEC_ECONOMIST</Item>
       <Item>HERO_SPEC_RESEARCHER</Item>
</Specialization>



But, anyway, I'm sure that it's impossible to combine 2 specs.  





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Moonstryder
Moonstryder


Hired Hero
posted July 30, 2008 05:22 AM

I tried, but no success...
on to my next idea, Is it possible to give heroes creature abilities like the Thane's Flamestrike by configuring the XDB to mimic a hero spell?

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SimonaK
SimonaK


Promising
Supreme Hero
posted July 30, 2008 05:57 AM
Edited by SimonaK at 06:03, 30 Jul 2008.

Quote:
I tried, but no success...
on to my next idea, Is it possible to give heroes creature abilities like the Thane's Flamestrike by configuring the XDB to mimic a hero spell?



Perhaps it's possible.

The answer is probably in following folder

Quote:

GameMechanics/RefTables



All that can be modified about mechanics play is in this folder.

If you open « UndividedSpells.xdb »

You can find this into:

Quote:
<Item>
<ID>SPELL_ABILITY_FLAMESTRIKE</ID>
<Obj href="/GameMechanics/Spell/Creature_Abilities/Dwarf/Flamestrike.xdb#xpointer(/Spell)"/>
</Item>


Finally, this creature's ability is a spell...

So, maybe, you can to make reference to this spell for heroes.

But, a problem is the "_ABILITY_" term that could mean for game, this spell is just for creature...

Then, you can open too the referenced file:

Quote:

/GameMechanics/Spell/Creature_Abilities/Dwarf/Flamestrike.xdb



to go on to search how to integrated this to a heroe.

Find how work real spell integration and try to transform a spell ability like it.

There is also the folder

Quote:

GameMechanics/Spell



into, you can see some folders like "Creature_Abilities" and "Combat_Spells"

Perhaps, it's enough to create a copy of a creature's ability and to move it in combat spells....

I don't know!

BTW
I wanted to create a new artifact...
but I understood that GameMechanics doesn't allow it..
As if the game creators decided that they do not allow this kind of MOD




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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted July 30, 2008 06:39 AM
Edited by Warmonger at 06:49, 30 Jul 2008.

I remember in one scenario there was modified Moon Blade, not sure if really 'new' though.
If it's already possible to add new creatures, probably we can create artifacts as well, even following same method. Have to ask some NCF wizards if that's likely.

BTW, it's the high time for someone to decompile the code

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted July 30, 2008 01:41 PM

Adding new artifacts is currently possible.  Editing their abilities (outside of primary skill boosts) is not.

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Fauch
Fauch


Responsible
Undefeatable Hero
posted July 30, 2008 02:23 PM
Edited by Fauch at 14:29, 30 Jul 2008.

it's what it seemed to me when I saw the file where they are defined.
Quote:

<Specialization>HERO_SPEC_ECONOMIST</Specialization>
<Specialization>HERO_SPEC_RESEARCHER</Specialization>


you have to keep the original structure of the xdb file or it won't work, as this structure is referenced in some way in the source code (don't know how, I learn xml at school, but they forgot to learn us how to use it with a source code )

Quote:

<Specialization>HERO_SPEC_ECONOMIST/HERO_SPEC_RESEARCHER</Specialization>
<Specialization>HERO_SPEC_ECONOMIST,HERO_SPEC_RESEARCHER</Specialization>


from what I know, xml works like a kind of database, and in a database, objects are differencied by IDs. if you do a research on an ID which doesn't exist, you find nothing.
HERO_SPEC_ECONOMIST is an ID
HERO_SPEC_RESEARCHER is an ID
HERO_SPEC_ECONOMIST/HERO_SPEC_RESEARCHER isn't a combination of 2 IDs, but another ID, which isn't linked to anything.

Quote:

<Specialization>
      <Item>HERO_SPEC_ECONOMIST</Item>
      <Item>HERO_SPEC_RESEARCHER</Item>
</Specialization>


note that when a creature has only one ability the structure is the following :
<Abilities>
     <item>ABILITY</item>
</Abilities>
and not :
<Abilities>ABILITY</Abilities>

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SimonaK
SimonaK


Promising
Supreme Hero
posted July 31, 2008 02:10 AM

Quote:
Adding new artifacts is currently possible.  Editing their abilities (outside of primary skill boosts) is not.


I knew it... !

but this is not that I name a MOD with new artifact ...


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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted July 31, 2008 01:26 PM

Then I'll name one.  Tales of Karador.

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Kronos1000
Kronos1000


Promising
Supreme Hero
Fryslân Boppe
posted July 31, 2008 02:16 PM

Yes, creating an artifact is possible and easy, but it requires hex-editing.
____________
Hwær cwom mearg? Hwær cwom mago?
Hwær cwom maþþumgyfa? - 'The Wanderer'

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SimonaK
SimonaK


Promising
Supreme Hero
posted July 31, 2008 10:41 PM

I would have liked to create « Equestrian Gloves » artifact for H5 ...  

Its effect just works when the heroe is on the road....
(double-value of boots of speed)

it can combine with boots of speed too.




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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted August 01, 2008 08:20 PM

Quote:
note that when a creature has only one ability the structure is the following :
<Abilities>
    <item>ABILITY</item>
</Abilities>
and not :
<Abilities>ABILITY</Abilities>
That's because the game is hard-coded in this aspect and expects multiple abilities. However, for specializations it expects only ONE value and you can't add a list in there. Therefore, it's impossible to "mix" specs
____________

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Moonstryder
Moonstryder


Hired Hero
posted August 02, 2008 02:20 AM
Edited by Moonstryder at 02:25, 02 Aug 2008.

in the UndividedSpells reference table, it has hero specs except economist and researcher, are they in a different location?, unless their called a diff name, like magister could be researcher.

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SimonaK
SimonaK


Promising
Supreme Hero
posted August 02, 2008 06:26 AM

RefTables folder represents all is allowing to modify about ID.

If we don't find IDs for specs this is perhaps we cannot to mod them.

it's could exist a file named "HeroesSpecs.xdb"

Anyway, don't forget that is just references tables

Moreover, you saw that any ID begins by a specific prefix

like TOWN_SPEC for...town spec...
or   HERO_CLASS for... hero class..

So, if you don't find HERO_SPEC, perhaps we cannot mod it
with normal methodology.

Also, « Heroes of Axeoth » MOD changes heroes spec

This mod surly knows a lot of these ID and their mechanism.


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Moonstryder
Moonstryder


Hired Hero
posted August 02, 2008 07:45 AM

RPGstats has the hero specs I was looking for, my thinking is if I can change Hero_SPEC_RESEARCHER to Hero_Spec_ECONOMIST the game with recoginze both ECONOMIST specs and run both at the same time.

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Kronos1000
Kronos1000


Promising
Supreme Hero
Fryslân Boppe
posted August 02, 2008 08:46 AM

No no no, it does not work that way if you change Researcher to economist and give economist to the Hero, he'll just have that one spec, because the exe loads the ID's from the types.xml and from the reftables, it'll find economist twice so the same effect will be loaded for both of them, that is because which part to load from the RPGStats is hard coded. We can create a spec if we want to, but it is no use 'cause we can't expand the RPGStats and we cannot include a new effect even if we could expand the RPGStats.

Now if you want to add an ID you'll have to change a byte in the exe so that it'll accept more values from the reftable, NCF did it for their creatures and ToK for my Heroclass, Artifact and Creatures. Neither NCF nor ToK was first in this, it was found out by CrazyPill, who assisted both.
____________
Hwær cwom mearg? Hwær cwom mago?
Hwær cwom maþþumgyfa? - 'The Wanderer'

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buffhamster240
buffhamster240

Tavern Dweller
posted August 05, 2008 11:42 PM

I have a related question, can you make a regular skill into a hero specialization? I imagine if this were possible it would have to do with IDs and stuff which I don't know about. Like give them estates, which may double up on the leadership estates skills for 500 gold (and not cheat using suzerain).

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Fauch
Fauch


Responsible
Undefeatable Hero
posted August 05, 2008 11:53 PM

probably no...
except maybe if you can create new levels of mastery like with spells.

(for example specialist in attack : the hero starts with attack mastery extra expert. +20% to damage)

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