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Heroes Community > Heroes 5 - Modders Workshop > Thread: Many questions and answers
Thread: Many questions and answers This thread is 3 pages long: 1 2 3 · «PREV / NEXT»
vulcancolak
vulcancolak


Known Hero
posted May 16, 2018 02:16 PM

Yes it seems i have done it. I will release 2.1 in the next few days and you have a permanent credit in it.

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frostymuaddib
frostymuaddib


Promising
Supreme Hero
育碧是白痴
posted May 16, 2018 05:54 PM

I'm glad to hear it If you notice some problems, let me know, and I'll fix it. Also, if you need help with anything (that can be done with scripting), just tell me
____________
"Occam's shuriken: when the answer is elusive, never rule out ninjas." -- Dr. Gordon Freeman (Freeman's Mind)
"lol" -- VERRIKER VON ERWINSSEN

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vulcancolak
vulcancolak


Known Hero
posted May 17, 2018 08:33 AM

Nearly 1 year i was tried to learn reverse engineering and requested help for few skills and abilities but no one helped and i haven't found them and i want to make more changes about that. I give up about the hardcoded things but at least i can do something with scripts. You can contact me on facebook https://www.facebook.com/volcanicmelody (or any platform you are using, i remember you told me you haven't get my messages on HC)

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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted May 28, 2018 09:37 AM

Unit tier is found in the XDB file of the creature. It is set between this lines:

Quote:
<CreatureTier>1</CreatureTier>


If you do this and nothing happens, make sure that your .xdb file in the modded pak is with later date than the original creature .xdb file.
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vulcancolak
vulcancolak


Known Hero
posted May 28, 2018 09:57 AM
Edited by vulcancolak at 10:10, 28 May 2018.

Thank you for your interest. I already showed the path

gamemechanics/creature/creatures/necropolis/skeleton.xdb

Yes it is the new but now i will edit the original pak files instead of new order file. i will change the skeleton and upgrades to tier 2

And i will place 100 random tier 2 on the map. I will try and post in here if it works or not.

Edit: I have tried but none of the random tier 2 creatures are skeletons. Is there a way to do that?

data.pakGameMechanicsCreatureCreaturesNecropolisSkeleton.xdb

Edit 2: I have realized, this option doesn't change anything. Because i have changed zombie and upgrades tier to 1 and skeletons tier to 2 but in the game, none of the random 2 creatures appears as skeletons. Still the game provides me to zombie as tier 2.  

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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted May 28, 2018 10:43 AM

Random_tier_creature option is defined statically. There is a file somewhere in mapobjects that says random_level_2 or random_tier_2 (you get the point). There is one file for each tier. This file is filled with paths to every creature that is supposed to be tier 2.


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vulcancolak
vulcancolak


Known Hero
posted May 28, 2018 11:28 AM
Edited by vulcancolak at 12:14, 28 May 2018.

Thank you. I will check when i am available and i will update topic.

Edit: Yes i have checked the location you have mentioned it but it seems i cannot configure anything. Here is the picture.


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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted May 28, 2018 01:15 PM

It is not this file but you are close.
Check the pic there is a file called Monster_level2.xdb

Give me a screenshot of this file.
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vulcancolak
vulcancolak


Known Hero
posted May 28, 2018 02:49 PM

Sure, here it is the other 2 tabs already opened. I can provide more information if you need. Still i am searching the archive.




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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted May 29, 2018 08:44 AM

These are not the files we need. When I am at home tonight and If I have internet I will check and let you know which are the ones.
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vulcancolak
vulcancolak


Known Hero
posted May 29, 2018 09:29 AM

I will be happy. Yesterday night i haven't found it yet

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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted May 29, 2018 06:48 PM
Edited by dredknight at 20:43, 29 May 2018.

This is the directory in data.pak  - MapObjects_\(AdvMapSharedGroup)\Monsters

All files inside regard random generation creature objects.
Any is for units of all tiers others are for each tier.

For example when a T2-Random creature is set in the game editor the selects one random value from the Level_2.xdb file.
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vulcancolak
vulcancolak


Known Hero
posted May 29, 2018 08:02 PM

You are the man. Thank you so much!

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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted May 29, 2018 08:43 PM

You are welcome
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vulcancolak
vulcancolak


Known Hero
posted June 04, 2018 03:55 PM
Edited by vulcancolak at 16:12, 04 Jun 2018.

New question. I need to adjust dark energy requirements for creatures. Where can i find them? I didn't noticed how to adjust in somewhere i was working on.

Edit: I realized i already knew something about that. <CreaturePowerPointsForOneEnergy>25</CreaturePowerPointsForOneEnergy>

Is anyone can explain this? My math is so bad and my math tells me "if you want to raise creature with 250 power, you need to 10 dark energy)

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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted June 04, 2018 08:23 PM

Your assumption is correct. Each creature has a power value and this formula is used to calculate how much dark points are spent.
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vulcancolak
vulcancolak


Known Hero
posted June 15, 2018 02:50 PM
Edited by vulcancolak at 14:51, 15 Jun 2018.

20) Is there a way to remove specific skills from Witch Hut?
Not found (15.06.2018)

Since the beginning modding, i was looked for the hex codes of logistics. I have a serious problems with this skill and i want to adjust it's values OR remove it completely. I know i can set probability of logistics to 0 and i can change starting skills of heroes BUT i want to remove it from Witch Huts. Is there a way to do that OR is there a way to edit values of logistics?

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NimoStar
NimoStar


Promising
Supreme Hero
Modding the Unmoddable
posted June 18, 2018 05:32 PM
Edited by Galaad at 18:04, 18 Jun 2018.

Is it possible to add more magic school to hero classes? Edited out.

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted June 18, 2018 06:03 PM
Edited by Galaad at 19:11, 18 Jun 2018.

Quote:
Since Magnomagus is too cheap [...]


Nimostar, it's fine if you don't like the mod and so is criticism but personal attacks are in violation with the CoC. Please do not do this again.
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Even Italian restaurants seemed to betray me. -Neraus

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NimoStar
NimoStar


Promising
Supreme Hero
Modding the Unmoddable
posted June 18, 2018 07:06 PM
Edited by NimoStar at 19:07, 18 Jun 2018.

Oh, come on. It was my justification, and the worse thing I said was "boring" and all in a joking manner. Is "Boring" considered a personal insult?

I have been called much worse things in h4 forum and nobody was censored for it...

Anyways, what I said is that it is... less than optimally entertaining that the design decisions of magnomagus allow only one type of magic to be learned by certain hero classes such as knight, which will obviously be learned by such heroes every game, which limit gameplay variation and make matches predictable...

Is that phrasing acceptable?

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