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Heroes Community > Heroes 5 - Modders Workshop > Thread: [MOD] Might & Magic: Heroes 5.5
Thread: [MOD] Might & Magic: Heroes 5.5 This Popular Thread is 435 pages long: 1 50 100 ... 115 116 117 118 119 ... 150 200 250 300 350 400 435 · «PREV / NEXT»
matod
matod


Adventuring Hero
posted January 20, 2016 07:45 AM

magnomagus said:
@lotihoti: I would also like to see a working script example of that?


i saw it yesterday it looks cool

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lotihoti
lotihoti


Famous Hero
posted January 20, 2016 08:23 AM

Well i gave you the map.

You can give the map to magno - may he can implement it in mmh5 - as far as i know it is a bit hard but maybe he can ^^

I implemented it only in some maps which i Play with friends.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted January 20, 2016 10:55 AM

If one of you guys could just copy/paste the relevant code from the lua file on the forum that would probably already be enough.
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lotihoti
lotihoti


Famous Hero
posted January 20, 2016 11:28 AM
Edited by lotihoti at 11:29, 20 Jan 2016.

QuestionBox(GetMapDataPath().."battleAsk.txt", "Activate"); --Battleask.txt is the question if the Player wants to battle with neutral armies


function CombatYes( )
print("Yes"..GetCurrentPlayer());
--SetObjectEnabled(caravan, true);
end;

function CombatNo( )
print("No"..GetCurrentPlayer());
--TransferCreatures(objectName, caravan);
--SetObjectEnabled(caravan, nil);
end;

function AskPermissionToBattle( heroName, caravan )
local t1,t2,t3,t4,t5,t6,t7 = GetObjectCreaturesTypes( caravan);
if t1 ~= 0 then c1 = GetObjectCreatures( caravan, t1 ); end;
if t2 ~= 0 then c2 = GetObjectCreatures( caravan, t2 ); end;
if t3 ~= 0 then c3 = GetObjectCreatures( caravan, t3 ); end;
if t4 ~= 0 then c4 = GetObjectCreatures( caravan, t4 ); end;
if t5 ~= 0 then c5 = GetObjectCreatures( caravan, t5 ); end;
if t6 ~= 0 then c6 = GetObjectCreatures( caravan, t6 ); end;
if t7 ~= 0 then c7 = GetObjectCreatures( caravan, t7 ); end;

local u1,u2,u3,u4,u5,u6,u7 = GetHeroCreaturesTypes( heroName );
if u1 ~= 0 then v1 = GetHeroCreatures( heroName, u1 ); end;
if u2 ~= 0 then v2 = GetHeroCreatures( heroName, u2 ); end;
if u3 ~= 0 then v3 = GetHeroCreatures( heroName, u3 ); end;
if u4 ~= 0 then v4 = GetHeroCreatures( heroName, u4 ); end;
if u5 ~= 0 then v5 = GetHeroCreatures( heroName, u5 ); end;
if u6 ~= 0 then v6 = GetHeroCreatures( heroName, u6 ); end;
if u7 ~= 0 then v7 = GetHeroCreatures( heroName, u7 ); end;
QuestionBox({GetMapDataPath().."battleAsk.txt"; t1=t1, c1=c1, u1=u1, v1=v1 }, "CombatYes", "CombatNo");
end

function TransferCreatures( objFrom, objTo )
local t1,t2,t3,t4,t5,t6,t7 = GetObjectCreaturesTypes( objFrom );
if t1 ~= 0 then c1 = GetObjectCreatures( objFrom, t1 ); end;
if t2 ~= 0 then c2 = GetObjectCreatures( objFrom, t2 ); end;
if t3 ~= 0 then c3 = GetObjectCreatures( objFrom, t3 ); end;
if t4 ~= 0 then c4 = GetObjectCreatures( objFrom, t4 ); end;
if t5 ~= 0 then c5 = GetObjectCreatures( objFrom, t5 ); end;
if t6 ~= 0 then c6 = GetObjectCreatures( objFrom, t6 ); end;
if t7 ~= 0 then c7 = GetObjectCreatures( objFrom, t7 ); end;

local u1,u2,u3,u4,u5,u6,u7 = GetObjectCreaturesTypes( objTo );
if u1 ~= 0 then v1 = GetObjectCreatures( objTo, u1 ); end;
if u2 ~= 0 then v2 = GetObjectCreatures( objTo, u2 ); end;
if u3 ~= 0 then v3 = GetObjectCreatures( objTo, u3 ); end;
if u4 ~= 0 then v4 = GetObjectCreatures( objTo, u4 ); end;
if u5 ~= 0 then v5 = GetObjectCreatures( objTo, u5 ); end;
if u6 ~= 0 then v6 = GetObjectCreatures( objTo, u6 ); end;
if u7 ~= 0 then v7 = GetObjectCreatures( objTo, u7 ); end;

--if t1 ~= 0 then RemoveObjectCreatures( objFrom, t1,c1 ); end;
--if u1 ~= 0 then AddObjectCreatures( objFrom, u1, v1 );   end;
--if t2 ~= 0 then RemoveObjectCreatures( objFrom, t2,c2 ); end;
--if u2 ~= 0 then AddObjectCreatures( objFrom, u2, v2 );   end;
--if t3 ~= 0 then RemoveObjectCreatures( objFrom, t3,c3 ); end;
--if u3 ~= 0 then AddObjectCreatures( objFrom, u3, v3 );   end;
--if t4 ~= 0 then RemoveObjectCreatures( objFrom, t4,c4 ); end;
--if u4 ~= 0 then AddObjectCreatures( objFrom, u4, v4 );   end;
--if t5 ~= 0 then RemoveObjectCreatures( objFrom, t5,c5 ); end;
--if u5 ~= 0 then AddObjectCreatures( objFrom, u5, v5 );   end;
--if t6 ~= 0 then RemoveObjectCreatures( objFrom, t6,c6 ); end;
--if u6 ~= 0 then AddObjectCreatures( objFrom, u6, v6 );   end;
--if t7 ~= 0 then RemoveObjectCreatures( objFrom, t7,c7 ); end;
--if u7 ~= 0 then AddObjectCreatures( objFrom, u7, v7 );   end;

if u1 ~= 0 then RemoveObjectCreatures( objTo, u1,v1 ); end;
if t1 ~= 0 then AddObjectCreatures( objTo, t1, c1 );   end;
if u2 ~= 0 then RemoveObjectCreatures( objTo, u2,v2 ); end;
if t2 ~= 0 then AddObjectCreatures( objTo, t2, c2 );   end;
if u3 ~= 0 then RemoveObjectCreatures( objTo, u3,v3 ); end;
if t3 ~= 0 then AddObjectCreatures( objTo, t3, c3 );   end;
if u4 ~= 0 then RemoveObjectCreatures( objTo, u4,v4 ); end;
if t4 ~= 0 then AddObjectCreatures( objTo, t4, c4 );   end;
if u5 ~= 0 then RemoveObjectCreatures( objTo, u5,v5 ); end;
if t5 ~= 0 then AddObjectCreatures( objTo, t5, c5 );   end;
if u6 ~= 0 then RemoveObjectCreatures( objTo, u6,v6 ); end;
if t6 ~= 0 then AddObjectCreatures( objTo, t6, c6 );   end;
if u7 ~= 0 then RemoveObjectCreatures( objTo, u7,v7 ); end;
if t7 ~= 0 then AddObjectCreatures( objTo, t7, c7 );   end;
end;

function RemoveAllCreatures( obj )
local t1,t2,t3,t4,t5,t6,t7 = GetObjectCreaturesTypes( obj );
if t1 ~= 0 then c1 = GetObjectCreatures( obj, t1 ); end;
if t2 ~= 0 then c2 = GetObjectCreatures( obj, t2 ); end;
if t3 ~= 0 then c3 = GetObjectCreatures( obj, t3 ); end;
if t4 ~= 0 then c4 = GetObjectCreatures( obj, t4 ); end;
if t5 ~= 0 then c5 = GetObjectCreatures( obj, t5 ); end;
if t6 ~= 0 then c6 = GetObjectCreatures( obj, t6 ); end;
if t7 ~= 0 then c7 = GetObjectCreatures( obj, t7 ); end;

if u1 ~= 0 then RemoveObjectCreatures( obj, u1,v1 ); end;
if u2 ~= 0 then RemoveObjectCreatures( obj, u2,v2 ); end;
if u3 ~= 0 then RemoveObjectCreatures( obj, u3,v3 ); end;
if u4 ~= 0 then RemoveObjectCreatures( obj, u4,v4 ); end;
if u5 ~= 0 then RemoveObjectCreatures( obj, u4,v5 ); end;
if u6 ~= 0 then RemoveObjectCreatures( obj, u4,v6 ); end;
if u7 ~= 0 then RemoveObjectCreatures( obj, u4,v7 ); end;
end;

lastCreatureBattledBy = {};
lastCaravanBattledBy = {};
caravanBattleId = 0

function CombatStartIt( heroName , objectName )
   lastCreatureBattledBy[heroName] = objectName;
local caravan = "tempCaravan" .. caravanBattleId;
caravanBattleId = caravanBattleId + 1;
lastCaravanBattledBy[heroName] = caravan;
local controller = GetObjectOwner(heroName) + 1;
if controller == PLAYER_3 then
controller = PLAYER_1;
end;

CreateCaravan(caravan,  controller,  1,  6,  84, 1, 6, 84 );
sleep(1);
TransferCreatures(objectName, caravan);
-- SetObjectEnabled(caravan, nil);
-- SetTrigger(OBJECT_TOUCH_TRIGGER,caravan,"AskPermissionToBattle");
sleep(1);
MakeHeroInteractWithObject(heroName, caravan);
-- print("Battle End");
--GetLastSavedCombatIndex()
end;



function MyCombatResultsHandler( combatIndex )
   local hero = GetSavedCombatArmyHero(combatIndex, 1);
local player = GetSavedCombatArmyPlayer(combatIndex, 1);

if hero == nil then
   -- hero lost against creature
hero = GetSavedCombatArmyHero(combatIndex, 0);
player = GetSavedCombatArmyPlayer(combatIndex, 0);
local objectName = lastCreatureBattledBy[hero];
local caravanName = lastCaravanBattledBy[hero];
local i = 0;
for i = 0, 6, 1 do
local creature, count, died = GetSavedCombatArmyCreatureInfo( combatIndex, 1, i );
RemoveObjectCreatures( objectName, creature, died );
end
RemoveObject(caravanName);
else
   -- hero won against creature
local objectName = lastCreatureBattledBy[hero];
local caravanName = lastCaravanBattledBy[hero];
RemoveObject(objectName);
RemoveObject(caravanName);
end;
table.remove(lastCreatureBattledBy, hero);
table.remove(lastCaravanBattledBy, hero);

-- print(result);
end;

function NHF_SetTriggerType(type_trigger,type_object, name_function,disable_object)
local name_object ;
local names_objects = GetObjectNamesByType(type_object);
for i,name_object in names_objects do
SetTrigger(type_trigger,name_object,name_function);
if (disable_object ~= 1) or (disable_object ~= true) then
SetObjectEnabled(name_object,nil);
end;
end;
end;


function Activate()
print('Prepare');
NHF_SetTriggerType(OBJECT_TOUCH_TRIGGER,"CREATURE", "CombatStartIt",nil);
SetTrigger( COMBAT_RESULTS_TRIGGER, "MyCombatResultsHandler" );
end

I didnt create the script - i just changed it on some of my maps btw... so dont give credits to me - give credits only for the sharing ^^



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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted January 20, 2016 12:55 PM

Great thinking by the person who made this , creating a player owned caravan and then moving the creature stack in the caravan.

____________
MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ

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matod
matod


Adventuring Hero
posted January 20, 2016 01:07 PM

do you play to implement it in future as option for random maps? for duels?

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted January 20, 2016 01:16 PM

Hard to say, even with this it is still a lot of work and complex. It seems in this case the caravan is dropped always in the same location (prepared by mapmaker), but as a game feature the script must be able to find a proper location on any possible map. For battle sites it works a little different and the large interiors are not going to work.
____________
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matod
matod


Adventuring Hero
posted January 20, 2016 01:21 PM

i see , but first it cloud be just for neutrals and mixed neutrals i will test it gladly with someone.

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Skeggy
Skeggy


Promising
Famous Hero
posted January 20, 2016 04:06 PM

I've noticed that in Hammers of Fate and classical Heroes 5 campaigns dimension door spell is active on maps with color-key border guards. Maybe it's same with tribes of the East campaigns.

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lotihoti
lotihoti


Famous Hero
posted January 20, 2016 05:39 PM

Well the script runs fine (you need to take care that on the map the "createcaravan" ids are on a free space).

The only problem so far is, that there comes the arena of the specific underground... which isnt that fun to fight always in the same environment...

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted January 20, 2016 06:36 PM

Ok I have looked at fortress balance more thoroughly and they seem to have an overload of protection from retaliation.

With regard to bear riders, both abilities seems to have an unusual high chance to trigger (more than any other chance based abilities), this also applies to paw strike. On top of that they also have rune of thunderclap on all units, but I can't find the proc factor for it.

both bear riders seem to exceed their power rating because of this, they are significantly stronger than tier 4, while they were probably intended slightly stronger.

paw strike is hardcoded, there is a value in defstats but it doesn't respond, bear roar can be nerfed properly. Since I want to keep paw strike my idea is to move armoured ability to the whitebears and lower defense by -2 to nerf them a little, otherwise they are stronger than the whitebears.

battle ragers are still a bit more powerful than berzerkers, they are overloaded with abilities while bash would make more sense on the berzerkers. they need the extra retaliation protection with their low HP.
____________
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Deflaktor
Deflaktor


Responsible
Known Hero
posted January 20, 2016 09:22 PM bonus applied by Galaad on 22 Aug 2017.

Its my script it works fine most of the time but I still had some desyncs using it and there are other minor bugs.
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Skeggy
Skeggy


Promising
Famous Hero
posted January 20, 2016 11:42 PM
Edited by Skeggy at 00:18, 21 Jan 2016.

Perhaps, under current War Machines constellation, ballista could have effect of stunning blow that decreases target's ATB value by 0.1? Or, if the perk is needed for ballista to have the effect of stunning, that perk could go instead of Engineering.

Plague tent could also have effect of stunning blow by 0.2, and the brimstone rain could automatically cast earthquake with tremor effect, or it could just stun all creatures behind the wall without any damage, or provide earthquake spell with tremor support with stunning effect of 0.1 ATB value reductions for all creatures behind the wall. Again, if the perks are needed for stunning effects, perks can be added in the lines of catapult and tent.



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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted January 21, 2016 12:41 AM

Ok, forget what I said about berzerkers, forgot their ability already causes no retaliation.

@skeggy:
Stunning on Wm is not possible.

____________
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Belisarius
Belisarius


Promising
Known Hero
posted January 21, 2016 01:36 AM

Anyone for PvP on tunngle at late night (europen time) can  message me and leave skype contact.

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matod
matod


Adventuring Hero
posted January 21, 2016 07:37 AM

i never saw anybody use bash ones they are just trash compared to no retaliation high dmg ability berserkers.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted January 21, 2016 09:45 AM

matod said:
i never saw anybody use bash ones they are just trash compared to no retaliation high dmg ability berserkers.

you are crazy, bash ones with double chance for bash perk are great for killin of enemy initiative! Plus you can stack the bash with Battle Rage to bash 2-3 creatures or Rune of berserking for 100% bash on one creature.
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matod
matod


Adventuring Hero
posted January 21, 2016 09:47 AM

hmm never tried it actualy i play them offensive due to rune of charing which give you 100% speed so the usualy one shot 1 enemy stack and then if i can protect them opponent is in trouble...

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matod
matod


Adventuring Hero
posted January 21, 2016 09:56 AM

but thats the beuty of h5 and alternative upgrades everybody can do what he likes... i like killing opponets and you like bashing them over head

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thGryphn
thGryphn


Promising
Famous Hero
posted January 21, 2016 03:42 PM

What do you guys feel about "one time" bonuses?

I find them ridiculous, and I think they go against Heroes 5.5's "no useless perks" motto.

I suggest either converting them to something that is triggers every week, or replacing them with some permanent perk.

Shamanism gives a one-time 100 mana. Replace this bonus with +1 knowledge.

Stamina skill gives a one-time 10% HP bonus before a combat. Remove it and increase the defense bonus to +3. Or, just remove it.

Graduate gives a one-time 1000 experience, like a joke really. Just remove it.

Academy Award gives 1000 gold once! Wow! I'm out of words.

I don't like Forest Guardians and Defend Us All but they scale with week number. Maybe relax their caps a little?


By the way, there were no comments for the Inferno Magic hero name suggestion: Pyromancer (instead of Sorcerer). What do you think?


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