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Heroes Community > Heroes 5 - Modders Workshop > Thread: [Editor"MOD"]Heroes V Quest Editor
Thread: [Editor"MOD"]Heroes V Quest Editor This thread is 6 pages long: 1 2 3 4 5 6 · «PREV / NEXT»
TSoD
TSoD


Promising
Famous Hero
NCF Blacksmith
posted January 22, 2009 06:53 PM

I know how the file is created and how I must add objectives. The problem is in the writing at the good place the objective. With the methods and the function I have at my disposal, I cannot do that. In all cases, I didn't find an algorithm to do it yet, so...

But, in writing this post, I tested something : maybe all is not done !!!!!
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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted January 22, 2009 06:58 PM

Oh come on, if there's one thing I learned from my days of programming is that everything can be made, even if it requires a 'brute-force' method with a lot of cases (and if/else statements)

But I know how painful it is to work with text files instead of binary ones...
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kainc
kainc


Famous Hero
posted January 22, 2009 07:02 PM

I'd be intrested in beta testing, even without player-only-quests

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TSoD
TSoD


Promising
Famous Hero
NCF Blacksmith
posted January 22, 2009 08:53 PM

Héhé
OK, I'll publish a BETA test then

But first, if you don't have it yet, download the framework for microsoft !!! Else The program will not be able to be executed !

Download here

And then tomorrow I'll post the beta version.
Don't forget to install the framework 3.5 before runing it !!!!!
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Lepastur
Lepastur


Known Hero
The Red Taskmaster
posted January 23, 2009 09:15 AM

I'm interested on testing. Instalation of Framework is complete. Now burning in desire to see this tool working! BTW, I have another matters to deal with you about this. Sending you a PM...
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Torre de Marfil Foro / Portal - La Comunidad
hispana más completa sobre la saga Might&Magic.

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TSoD
TSoD


Promising
Famous Hero
NCF Blacksmith
posted January 24, 2009 02:37 PM

The player specific function is almost OK !
I "just" have to find a way to add more than 1 quest by playerSpecific option
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TSoD
TSoD


Promising
Famous Hero
NCF Blacksmith
posted January 25, 2009 02:33 PM
Edited by TSoD at 16:32, 25 Jan 2009.

OK, I believe I found the way !
I test now all the functionnalities, then I release the BETA.
Don't forget to install the framework .NET before download it.

EDIT : there we are !
The program itself, with all its functionnalities, even the Player Specific quests !

Download | Beta-Opened | Please report all bugs you may encounter

=> Don't forget to install the framework .NET before using it !!!!

=> A .chm help file will be available in the next version...
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Lepastur
Lepastur


Known Hero
The Red Taskmaster
posted January 25, 2009 06:37 PM
Edited by Lepastur at 19:33, 25 Jan 2009.

Quote:
=> A .chm help file will be available in the next version...

Fantastic, it will be so useful for the script ID (the identifier ID of the specific Seer Hut I suppose), or for example the "open borderguard" quests, among other things.
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TSoD
TSoD


Promising
Famous Hero
NCF Blacksmith
posted January 25, 2009 07:59 PM

This option, you have misunderstood, it is not in relation with the seer hut and so on. It will be another functionnality.
But this one you've just pointed out will be in a next version.
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Lepastur
Lepastur


Known Hero
The Red Taskmaster
posted January 25, 2009 08:05 PM

So I guess I should wait to the instructions, because I tried to set a simple "Capture Object" quest and I failed
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kainc
kainc


Famous Hero
posted January 30, 2009 03:39 PM

I haven't got much time to test this, alas, but It is indeed awesome tool for map making. Can't wait to finish my mod so I can create a campaign and add quests with YOUR tool

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TSoD
TSoD


Promising
Famous Hero
NCF Blacksmith
posted January 30, 2009 04:19 PM

Thanks
I'm working on it, but I encounter some bugs now with the game... I don't think it comes from my tool, but from the game itself, with predone quests like OBJECTIVE_TYPE_BUILD_GRAIL or OBJECTIVE_TYPE_ASSEMBLE_ARMY and so on...
I think the default quest set-able types have many bugs because the developpers didn't use them, and use first of all manual objectives, with the lua script file...

It is very annoying, because in theory my tool works properly (when you go see the code generated in map.xdb, it is totally compatible with the game following the Editor - Theory Manual legal explainations)...
So if somebody has an idea of why it bugs...
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Lepastur
Lepastur


Known Hero
The Red Taskmaster
posted January 30, 2009 06:28 PM
Edited by Lepastur at 18:29, 30 Jan 2009.

If we count that the game IA sucks a little, we should think if working so much on single player quests like build grail, etc, may be worth of it or not. I guess with only a couple quests like "Take me back this Artifact" or "Kill these monsters" should be enough in order to support and reinforce the map developing. On any case, I hope this project won't get stuck.
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hispana más completa sobre la saga Might&Magic.

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TSoD
TSoD


Promising
Famous Hero
NCF Blacksmith
posted February 04, 2009 03:26 PM

Always the same, nothing new, but the game now ignore totally my quest in the game, quest that have this code :
Quote:
<Secondary>
<Common>
<Objectives>
<Item>
<Name>assemble2</Name>
<CaptionFileRef href="MapQuestTexts\assemble2.(Caption).txt"/>
<ObscureCaptionFileRef href=""/>
<DescriptionFileRef href="MapQuestTexts\assemble2.(Description).txt"/>
<ProgressCommentsFileRef/>
<Kind>OBJECTIVE_KIND_ASSEMBLE_ARMY</Kind>
<Parameters>
<Item>CREATURE_ARCHER</Item>
<Item>15</Item>
</Parameters>
<Timeout>-1</Timeout>
<Holdout>-1</Holdout>
<CheckDelay>-1</CheckDelay>
<Dependencies/>
<InstantVictory>false</InstantVictory>
<TargetGlance>
<Target>
<Type>ADV_TARGET_NONE</Type>
<Name/>
<Coords>
<FloorID>0</FloorID>
<cell>
<x>0</x>
<y>0</y>
</cell>
</Coords>
</Target>
<Radius>0</Radius>
<Duration>0</Duration>
</TargetGlance>
<Award>
<Type>AWARD_EXPERIENCE</Type>
<Experience>10000</Experience>
<Resources>
<Wood>0</Wood>
<Ore>0</Ore>
<Mercury>0</Mercury>
<Crystal>0</Crystal>
<Sulfur>0</Sulfur>
<Gem>0</Gem>
<Gold>0</Gold>
</Resources>
<Attribute>HERO_ATTRIB_DEFENCE</Attribute>
<AttributeAmount>0</AttributeAmount>
<ArtifactID>ARTIFACT_NONE</ArtifactID>
<SpellID>SPELL_NONE</SpellID>
<ArmySlot>
<Creature>CREATURE_UNKNOWN</Creature>
<Count>0</Count>
</ArmySlot>
<SpellPoints>0</SpellPoints>
<Morale>0</Morale>
<Luck>0</Luck>
<SkillWithMastery>
<Mastery>MASTERY_NONE</Mastery>
<SkillID>HERO_SKILL_NONE</SkillID>
</SkillWithMastery>
</Award>
<TakeContribution>false</TakeContribution>
<CanUncomplete>false</CanUncomplete>
<IsInitialyActive>true</IsInitialyActive>
<IsInitialyVisible>true</IsInitialyVisible>
<IsHidden>false</IsHidden>
<Ignore>false</Ignore>
<ShowCompleted>false</ShowCompleted>
<NeedComplete>true</NeedComplete>
<StateChangeTrigger>
<Action>
<FunctionName></FunctionName>
</Action>
</StateChangeTrigger>
<SoundActivated/>
<SoundComplete/>
<SoundFailed/>
<AllowMultipleActivations>true</AllowMultipleActivations>
<AllowMultipleCompletions>true</AllowMultipleCompletions>
</Item>

</Objectives>
<DieInWeekWithoutTowns>true</DieInWeekWithoutTowns>
</Common>


I do not what to do, I try all the way, I can't understand.
And don't talk about the primary common quests, it sucks and crash the game when running the map from the main menu. (Start player does not exists, what means that there is a problem in the code somewhere, but where ??? I check, recheck and rerecheck it !)

And the strangest in these facts, it is that the editor have no problem in opening the map. It displays well the parameters of the quests I add.


____________
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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted February 04, 2009 03:34 PM

Quote:
I do not what to do, I try all the way, I can't understand.
And don't talk about the primary common quests, it sucks and crash the game when running the map from the main menu. (Start player does not exists, what means that there is a problem in the code somewhere, but where ??? I check, recheck and rerecheck it !)
That error creeps me out. Once I was making a test map and I got that error myself. I did check the map .xdb file, and I couldn't find one single flaw (I'm not a noob btw)

After that I loaded an older backup file, did exactly the same things as before, and it worked. Extremely weird if you ask me.
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Lepastur
Lepastur


Known Hero
The Red Taskmaster
posted February 06, 2009 08:48 AM

Are you sure that Parameters works this way?

<Item>CREATURE_ARCHER</Item>

Have you tried with the Archers ID number instead? Archer's one is 3, I guess.

BTW, you both seem to know well the Quest Scripting. If the automatic tool doesn't work, why don't you share your knowledge in order the rest of the mortal beings might be able to set Quests manually?
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hispana más completa sobre la saga Might&Magic.

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted February 06, 2009 08:53 AM
Edited by Warmonger at 08:58, 06 Feb 2009.

But it is shared since forever, Robert De Ford has released great scripting manual ages ago. Just browse the forum and feel free to ask questions.

Automatic tool would be VERY helpful for my latest map which contains dozens of simple quests. They were rather easy to script, but have no icons or questlog features.

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Lepastur
Lepastur


Known Hero
The Red Taskmaster
posted February 06, 2009 12:06 PM

I know that PDF, it shows how it works the scripting but there is no tutorial about how to set QUESTS, for example. If I'm wrong, just give me a specific page, maybe I hadn't seen it.
____________
Torre de Marfil Foro / Portal - La Comunidad
hispana más completa sobre la saga Might&Magic.

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TSoD
TSoD


Promising
Famous Hero
NCF Blacksmith
posted February 07, 2009 10:25 AM

Indeed, we could do a such manual, but at my knowledge it doesn't exists.
And if you open the world editor theory manual, it is very well explain for how to set default quests in the interface of the editor (with the tab in the bottom left corner).

But maybe I didn't understand at all : Do you want a LUA scripting guide that helps you to add quests in the mapscript.lua file ?

I've already tried to work with LUA files, for a GUI triggers editor, but it doesn't work. Maybe I could change a bit my program to make only quests with the LUA file and not the map.xdb file.
Maybe.
____________
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the complete and homogen NCF
library.

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TSoD
TSoD


Promising
Famous Hero
NCF Blacksmith
posted February 07, 2009 06:09 PM

I think it's possible to modify my Quest Editor to modify the LUA file and not the xdb one.
But I've some questions.

In the Practical Guide, it says that we can use the 'GiveExp(heroname, value);' function to add experience. But this function does not appear in the function list token in the New Script Functions manual...

Then I ask you if a function like GiveAttribute(heroname, attributeID, value); or something like that exists.

PS : Now, because I don't use very much scripts in Heroes V, I'll ask you questions about Heroes V lua syntax, to be sure I don't make mistakes. OK?
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the complete and homogen NCF
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