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Heroes Community > Heroes 4 - Lands of Axeoth > Thread: Heroes 4 Advanced Options Map Editor
Thread: Heroes 4 Advanced Options Map Editor This thread is 7 pages long: 1 2 3 4 5 6 7 · «PREV / NEXT»
iliveinabox05
iliveinabox05


Honorable
Famous Hero
posted October 02, 2023 11:52 PM

relancer said:
I mean I need to understand the meaning of this what does it mean as an editor option


Then you're going to have to do what I did when I reversed h4c files and open up the editor, add an event, add a script, and then look at the map file in a hex editor to see what script options in the editor translate to in the map file.

Otherwise you could look in H4ScriptUtil.java like I mentioned and there is a list of the commands (what you see in the map file) mapping to a description of what they are used for

Like I said, everything you need should be either in H4Script.java or H4ScriptUtil.java.

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relancer
relancer


Hired Hero
posted October 03, 2023 12:56 AM
Edited by relancer at 00:56, 03 Oct 2023.

Well I added some definitions today

https://bitbucket.org/vovavovavova/homm4-things/src/master/h4_script.py

Still I did not get to and do not understand these 3 options that are left

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iliveinabox05
iliveinabox05


Honorable
Famous Hero
posted October 03, 2023 04:18 AM

relancer said:
Well I added some definitions today

https://bitbucket.org/vovavovavova/homm4-things/src/master/h4_script.py

Still I did not get to and do not understand these 3 options that are left


In H4ScriptUtil.java:
H4ScriptUtil.mOtherScriptMap.put(H4ScriptUtil.COMMAND_LITERAL, "Number");
H4ScriptUtil.mMainScriptMap.put(H4ScriptUtil.COMMAND_REMOVE_THIS, "Remove This Object");

I don't remember which script "player" is off the top of my head. Go into the editor, create an event, add a conditional, pick something that has "player" in the name and see what you get in a hex editor.

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relancer
relancer


Hired Hero
posted October 03, 2023 12:45 PM
Edited by relancer at 15:30, 03 Oct 2023.

Well I already got a weirdness (low possibility that affects your code as well)

The take_material/give_material is constructed as:

{player_id: 1b}{{ for (res_name in [gold, wood, ore, crystal, sulphur, mercury, gems]) {res_amount: 4b}}}

By the way
Player id can not match the player id directly
From the checkbox we have the following 8 options

["current_player", "enemy_player???", "red", "blue", "green", "orange", "purple", "teal"]

So I suspect this player_id can be from 00 to 08 to suit selector, I have no idea what `enemy_player` meant here, but it seems it's dependent. Can you brind a light on this player_id in this type of scripts?



Probably this is ok, every target player script has these 8 options, but your code might have less:

private static Map<Byte, String> populateTargetPlayers()
   {
       Map<Byte, String> players = new HashMap<Byte, String>();
       players.put((byte)1, CURRENT_PLAYER);
       players.put((byte)3, RED_PLAYER);
       players.put((byte)4, BLUE_PLAYER);
       players.put((byte)5, GREEN_PLAYER);
       players.put((byte)6, ORANGE_PLAYER);
       players.put((byte)7, PURPLE_PLAYER);
       players.put((byte)8, TEAL_PLAYER);
       return players;
   }

Where (byte)2 is missing in your code. Btw I also do not undestrand it meaning and is it starts from 0 or 1 as byte? (should be from 00 and start_from_one is used for a display by you?)


Another weird moment. If we select target_player from local scripts or after-combat win/lose scripts - that second option is missing in the same type of selection. But present in selection for a normal hero/army script. I am lost in it... IT matters because we write it's index and if current player is first, the other player will differ depending on this option... I still do not understand a reason why this enum starts with 1 in your code, other looks usual.

* And another, now simple option I did not get: (dwelling solved).

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iliveinabox05
iliveinabox05


Honorable
Famous Hero
posted October 03, 2023 06:29 PM

relancer said:
Well I already got a weirdness (low possibility that affects your code as well)

The take_material/give_material is constructed as:

{player_id: 1b}{{ for (res_name in [gold, wood, ore, crystal, sulphur, mercury, gems]) {res_amount: 4b}}}


Yes, that's what I have in the H4MaterialsScript class. What is weird about it?

relancer said:
By the way
Player id can not match the player id directly
From the checkbox we have the following 8 options

["current_player", "enemy_player???", "red", "blue", "green", "orange", "purple", "teal"]

So I suspect this player_id can be from 00 to 08 to suit selector, I have no idea what `enemy_player` meant here, but it seems it's dependent. Can you brind a light on this player_id in this type of scripts?

Probably this is ok, every target player script has these 8 options, but your code might have less:

private static Map<Byte, String> populateTargetPlayers()
   {
       Map<Byte, String> players = new HashMap<Byte, String>();
       players.put((byte)1, CURRENT_PLAYER);
       players.put((byte)3, RED_PLAYER);
       players.put((byte)4, BLUE_PLAYER);
       players.put((byte)5, GREEN_PLAYER);
       players.put((byte)6, ORANGE_PLAYER);
       players.put((byte)7, PURPLE_PLAYER);
       players.put((byte)8, TEAL_PLAYER);
       return players;
   }

Where (byte)2 is missing in your code. Btw I also do not undestrand it meaning and is it starts from 0 or 1 as byte? (should be from 00 and start_from_one is used for a display by you?)


Ah, it seems I was wrong when I said everything was in H4ScriptUtil.java and H4Script.java. There is also H4Constants.java, which has the enums for the various targets for scripts and they're much more complete, though some of them aren't yet available since I've been creating / updating them with my work for duel maps. So you can ignore that particular map and I'll get it deleted at some point.

In H4Constants.java, just search for "target". These enums are near the bottom of the file.

You'll see that indeed the full target player array goes from 0-8 (though I think I'm missing 2, which seems to be the "enemy_player" value you found). It's not used very often though, which is probably why I haven't added it yet.

Not all of the target player options are available for all scripts. Some will have "owner" as well, which is why you'll see the values starting at 1 instead of 0 when there isn't an "owner" option.

relancer said:
Another weird moment. If we select target_player from local scripts or after-combat win/lose scripts - that second option is missing in the same type of selection. But present in selection for a normal hero/army script. I am lost in it... IT matters because we write it's index and if current player is first, the other player will differ depending on this option... I still do not understand a reason why this enum starts with 1 in your code, other looks usual.

* And another, now simple option I did not get: (dwelling solved).


Different scripts use different values from the various target arrays. You'll notice at questhuts you only have the "this army" option, even though the target array containing "this army" has 3 values in it. You need to know which scripts accept which values, though normally the game won't crash if you use a wrong value, the field will just be empty when you look at it in the editor.

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iliveinabox05
iliveinabox05


Honorable
Famous Hero
posted October 04, 2023 06:04 AM bonus applied by Galaad on 05 Oct 2023.

The H4 Advanced Editor has been updated! (finally)

What’s new:
- Duel map generation added (Generated duel map to try out here)
- Quest shop script creator added

Duel Maps
Summary: The duel map generator will generate an H5 style duel map, which is basically a hero vs. hero battle. You start with a set amount of resources (based on chosen difficulty) and creature growth (6 weeks by default but can be changed), visit a level up structure to level up your hero (unless you generated the duel map to auto-level the hero), purchase artifacts, skills, stat increases, spells, and/or creatures before heading off to battle.

Unlike most duel maps, you can fight more than once! Best of 5? Best of 7? Sure! Just set the number of battle wins to be declared the map winner when generating the duel map (or update it later in the generated map!).

Each successive round will see an increase in your creature amounts, so each successive battle will grow in scale. Your resources are reset each round, but currently do not carry over to successive rounds. You keep your artifacts from round to round, so plan ahead!

Generating a new duel map: Either use the file menu, File->New, or click the new file icon in the toolbar to bring up the new map panel and select “Duel Map.” Selecting a map size has no effect when using the duel map option.



Features:
- Multiple battle rounds to win the duel. The defeated hero is returned to town to be freed from prison the following turn
- Starting resources depend on chosen difficulty. Less money for higher difficulties to make your choices of what to purchase matter more
- Increased movement so everything can be done in a single turn
- Quest shops to purchase battle items and skills. All artifact quest shop items are limited to a single quantity, with only multiples of potions available (5 total per potion type)

Configurable settings during generation:
- Starting hero level (can be manual level up or automatic)
- Number of battles won to be declared the winner
- Available artifacts, skills, spells, stat increases
- Terrain type for the map



Configurable settings after generation (in configurable settings map timed event):
- Starting hero level
- Number of battles to win
- Starting weekly growth
- Amount increase for weekly growth in successive battles
- Starting resource amounts per difficulty level









Known issues:
- There is an issue that causes the game to slow down when you have an event with a really high number of scripts. It seems events take longer to find, but when they are run they still seem to take the usual amount of time to run. The events causing this are the ones to remove and give back artifacts.

We should be able to alleviate the issue by having fewer artifacts available for purchase to cut down on the number of scripts needed, but I’m not sure which would be best removed and which should definitely be present, so feedback is needed.

There are also a lot of artifacts, so going through to select the ones that you want takes some time as well.

- For the defeated player, it is a little odd getting started in the next round. You enter your town, click the prison to free your hero, exit the town, and reenter the town for your hero to be visible. Not anything that I can think of to do here, and having it this way makes the scripting easier anyway.

- Currently there aren’t any bonuses being applied for non-battle skills like Nobility and Scouting, but I plan to add them.

- Customizing resources per round not yet implemented on the duel map generation panel.

- Prevent army splitting stacks can be dismissed. I plan to add scripting to ensure those stacks remain on the map and will result in a loss if they are removed.

- Need to add more magical artifacts. Currently we have weapons, armor, shields, helms, rings, and potions.

- Can’t yet play vs. an AI opponent

- Water and lava river terrain types will result in an unplayable map. Water I plan to implement, but can’t do anything with lava river so I’ll need to not include that option

- No readme at the moment


Quest shop script creator
Creating shop scripts without having to click through a million conditionals and other scripts and adding more scripts has finally been implemented. This advanced scripting feature has been on my list of things to do for a really long time, so it’s nice to finally get it added.



Summary: There are two types of quest shops that can be created: Basic and Category. Basic quest shops just have items in them (basically just a single category). You can add whatever items you want. The top level ask script will provide you with a list of the items for purchase and ask if you want to buy any. If yes, you will be taken to each item to either purchase or skip.



Pretty straight forward. The name of the shop will be set as the site name for the quest hut, as well as included in the welcome message. The shop description will go in the quest log entry. To add items, simply click “Add Item” and you will get the shop item dialogue. To edit items, double click an item in the list.



In the shop item panel you can set a custom item name, or leave the default. Currently item description doesn’t get included anywhere, but I’m thinking at some point it can be included where items are listed out with a display script. Set the cost to whatever you would like (currently only gold can be set here). The Item type is the major item type, and it will set the filter type list when changed. Checking the limited quantity checkbox will make it so the item can only be purchased a set number of times (the value in the amount available field).

Category quest shops will contain items within each category. The top level ask script here will provide you with a list of categories to choose from and ask if you would like to browse them, and if yes, you will get an ask script for each category, where the items for purchase in the category will be displayed and you'll be asked if you want to purchase any.

Category quest shops also allow you to have a second echelon category. For example, if you wanted to group spells by faction and then by level.



Shop name and description are the same as for the Basic Shop. Add a category with the “Add Category” button, and edit categories by double clicking them in the list.



Category name is what you will see in the display message. Containing category is for the higher level category, and is an editable combobox which is shared across other categories. Category description is currently unused, but like the item description field, at some point I’ll probably incorporate it into the display message that lists categories in the shop.

Still more to come..

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Albyx
Albyx


Known Hero
posted October 04, 2023 10:18 AM

Really nice work!
I think Duel Generator deserves its own thread, it's too big of a topic to discuss in Advanced Editor thread, especially if you are going to collect feedback about balance, new ideas etc.

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iliveinabox05
iliveinabox05


Honorable
Famous Hero
posted October 04, 2023 04:00 PM

Albyx said:
Really nice work!
I think Duel Generator deserves its own thread, it's too big of a topic to discuss in Advanced Editor thread, especially if you are going to collect feedback about balance, new ideas etc.


Thanks! And good call, I'll get another thread started specifically for the duel map generator topic.

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relancer
relancer


Hired Hero
posted October 04, 2023 07:36 PM
Edited by relancer at 19:37, 04 Oct 2023.

You might want to add artifacts in unusual slots (configurable) and unique spells to hero from the start?

I mean castable hidden spells like I have in that my big battles. Hero might have all the spells but he can use only those which level of magic school allows.

acid, aging, despair, fire resistance, freezing attack, chocking gas, mass forgetfullness,  holy water, demon fire, luck, magic resistance, mana, morale, poison attack, immortality, quickness, ressurection, charm, simple_healing, smoke, strength, summon ice demon devil, terror and frozen


Actually morale and luck can be cast before the battle and will be used in next battle (hero will start with the mirth or luck effect) and this cannot be obtained with potions.

You need to count activated spells and potions if you fight duel against computer or add multiplier for ai army or if your opponent is ai - beat one more neutral army.

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relancer
relancer


Hired Hero
posted October 04, 2023 07:44 PM
Edited by relancer at 20:39, 04 Oct 2023.

relancer said:
You might want to add artifacts in unusual slots (configurable) and unique spells to hero from the start?

I mean castable hidden spells like I have in that my big battles. Hero might have all the spells but he can use only those which level of magic school allows.

acid, aging, despair, fire resistance, freezing attack, chocking gas, mass forgetfullness,  holy water, demon fire, luck, magic resistance, mana, morale, poison attack, immortality, quickness, ressurection, charm, simple_healing, smoke, strength, summon ice demon devil, terror and frozen


Actually morale and luck can be cast before the battle and will be used in next battle (hero will start with the mirth or luck effect) and this cannot be obtained with potions.

You need to count activated spells and potions if you fight duel against computer or add multiplier for ai army or if your opponent is ai - beat one more neutral army.




I think some ideas can be used from here - I mean in hero properties for you. I know I already showed this but still wanna share idea. As I played this map a lot and I must admit that it's very nice against AI and quite good for real player pvp - I am about ideas I used here.

Yet another idea I used - I forcely added empty cities with blocked entrance, city has grail built to improve magic power - it's pretty balanced. You might also think about optional grail effects in the duel.

And unique spells as I already mentioned. Charm is very powerful, requires only 2 level of order and ignores 100% magic resistance (but not antimagic), but I still ok with it - I dont give all the spells to hero, spells are randomly given with same probability.







And result (for those who think it's easy to win - all battles like this, somewhere you pass blue but lost to neutral) - as an idea to use



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iliveinabox05
iliveinabox05


Honorable
Famous Hero
posted October 04, 2023 09:24 PM

relancer said:
You might want to add artifacts in unusual slots (configurable) and unique spells to hero from the start?


Little tricks like this one won't work here unfortunately, since after battle, the defeated hero has their artifacts removed so that the winner doesn't get them. When the artifacts are placed back on the hero, it can only be done by using the give artifact script, which can't put them on a particular slot.

relancer said:
I mean castable hidden spells like I have in that my big battles. Hero might have all the spells but he can use only those which level of magic school allows.

acid, aging, despair, fire resistance, freezing attack, chocking gas, mass forgetfullness,  holy water, demon fire, luck, magic resistance, mana, morale, poison attack, immortality, quickness, ressurection, charm, simple_healing, smoke, strength, summon ice demon devil, terror and frozen


Including these could be done if both heroes have them checked by default, but that seems like a lot of free spells. Better would probably be to update the tables file to make them teachable in a mod version of duel maps so they can be purchased from the spell shop.

relancer said:
Actually morale and luck can be cast before the battle and will be used in next battle (hero will start with the mirth or luck effect) and this cannot be obtained with potions.

You need to count activated spells and potions if you fight duel against computer or add multiplier for ai army or if your opponent is ai - beat one more neutral army.


I'm planning to add purchasable morale / luck boosts to the stat increase shop The give luck script can be applied to the "this army" target (thanks for getting me to check that, Albyx), so that should make it more useful.

relancer said:
I think some ideas can be used from here - I mean in hero properties for you. I know I already showed this but still wanna share idea. As I played this map a lot and I must admit that it's very nice against AI and quite good for real player pvp - I am about ideas I used here.

Yet another idea I used - I forcely added empty cities with blocked entrance, city has grail built to improve magic power - it's pretty balanced. You might also think about optional grail effects in the duel.

And unique spells as I already mentioned. Charm is very powerful, requires only 2 level of order and ignores 100% magic resistance (but not antimagic), but I still ok with it - I dont give all the spells to hero, spells are randomly given with same probability.


Hmm, grail effects can definitely be explored.

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relancer
relancer


Hired Hero
posted October 04, 2023 09:52 PM
Edited by relancer at 21:57, 04 Oct 2023.

iliveinabox05 said:

Including these could be done if both heroes have them checked by default, but that seems like a lot of free spells. Better would probably be to update the tables file to make them teachable in a mod version of duel maps so they can be purchased from the spell shop.



This can be incompatible to everyone, I play normal homm4, someone play equilibris, might be there are other versions of heroes, it's simplier to add random sample of this spells to starting hero and he will be able to apply if enough magic wisdom of certain fraction (I see only troubles about this, because there is already created map). Maybe to include these spells to config to give in the begining, I dont know for sure, implementation is problematic after map is already generated.

AN option - new configuration marker: if checked: include random sample of X (input how many) special spells for starting heroes

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iliveinabox05
iliveinabox05


Honorable
Famous Hero
posted October 04, 2023 10:08 PM
Edited by iliveinabox05 at 22:10, 04 Oct 2023.

relancer said:
This can be incompatible to everyone, I play normal homm4, someone play equilibris, might be there are other versions of heroes, it's simplier to add random sample of this spells to starting hero and he will be able to apply if enough magic wisdom of certain fraction (I see only troubles about this, because there is already created map). Maybe to include these spells to config to give in the begining, I dont know for sure, implementation is problematic after map is already generated.

AN option - new configuration marker: if checked: include random sample of X (input how many) special spells for starting heroes


We may want to have a small set of random spells for heroes anyway, but maybe selecting from the less powerful spells.

I quite like the idea of choosing 1 spell at random when a primary magic skill mastery is increased, so I may go that route (might exclude GM).

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relancer
relancer


Hired Hero
posted October 04, 2023 10:47 PM
Edited by relancer at 23:09, 04 Oct 2023.

that spells are not that powerful as unique

let me tell about them:

Life:

* simple healing - well full heal for 2 mana, good but not imbalance
* Fire resistance - single target effect - no powerful
* holy water - cheap bless + death ward for 2 mana or holy word alternative - I almost dont use it - close to weak spells, only point as cheap buff
* morale - cheap version of normal morale (2 mana instead of 3).Quite powerful because can be casted before battle and that's only it.
* immortality - same as guardian angel except it's effect can be casted in advance and stays after battle, the same 5th level. Still costs mana to be unlimited immortality potion source.
* ressurection - already exists in equilibris in very imbalanced version (I care of that!) For normal homm4 it costs 20 mana and ressurects ~10 times less than equilibris, it's even kinda useless for duel.

Death:
* aging - equilibris already has this spell and nothing wrong with it, yes it useful because of direct cast instead of call ghosts and wait their turn and availability - powerful, but already ok for equilibris.
* despair - like despair potion, almost pointless - absolutely nothing on morale effect, yes square spell but rare use
* chocking gas - square effect -15% attack and def, pretty useful when no better spells - will change nothing
* poison attack - in duel matter pointless because of low damage.
* smoke - the same pointless as potion, I used it one per 1000 on very unteachable hero.
* devil summon ice demon - death spell that summons 1 ice demon (2 with grail) - hm same rare use)
* terror - not that bad but equilibris already use it

Chaos:
* acid - usable just drop defence not powerful
* demon fire - cheap wersion of fireball without a text how many damage it does
* quickness - well useful, in fact gives cat reflexes for 2 turns, can be combined with cat reflexes for 3-4 hits but it usable in the end of the battle or without better alternative, good because needs only 1st level chaos magic.
* mana - well this is a good one, with cast before and in the battle unlimited mana without buy, but in the battle directly it is not used. Yes I had cases duel when mana ends, but it's only power of this spell here
* speed potion - well single hast spell that does not counter slow spells and pretty weak, only just castable before battle

Order: - here spell are a bit powerful and only
* freezing attack - well not bad but needs 4th level of order
* mass forgetfullness - same good, but needs 4th level of order
* charm - well this is powerful, only 2 level of order, ignores magic resist, but one turn only)
* frozen - well this is also powerful, but still 4th level of order, better than blind - 2 turns but no retaliation I use if often when it happens after hypnotizing
* bind flier - 1st level, equilibri already has it

Nature:
* luck - the same as morale cheap version castable before battle
* magic resistance - almost no use because it's single target  spell
* strength - half of giant power not bad but not powerful
* hydra health - other half of giant power

Only order spells are relatively powerful here

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iliveinabox05
iliveinabox05


Honorable
Famous Hero
posted October 06, 2023 06:36 PM

After talking with H4Zer0 I'm probably going to go a different route with spells. Using a Random Conservatory will probably be best for purchasing spells and is a lot easier to look through as well.

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karmakeld
karmakeld


Responsible
Supreme Hero
posted October 09, 2023 03:48 PM

iliveinabox05 said:


relancer said:
Actually morale and luck can be cast before the battle and will be used in next battle (hero will start with the mirth or luck effect) and this cannot be obtained with potions.

You need to count activated spells and potions if you fight duel against computer or add multiplier for ai army or if your opponent is ai - beat one more neutral army.


I'm planning to add purchasable morale / luck boosts to the stat increase shop The give luck script can be applied to the "this army" target (thanks for getting me to check that, Albyx), so that should make it more useful.


You should run a test, as I recall there is something of an issue with giving morale or luck via scripts and loading a game, that can mess things up, giving tye player 256 morale. Not 100% sure its the case with the above setup, just recall I encountered an issue years ago, which sounds relateable to the suggested script.
____________

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iliveinabox05
iliveinabox05


Honorable
Famous Hero
posted October 09, 2023 04:12 PM

karmakeld said:
You should run a test, as I recall there is something of an issue with giving morale or luck via scripts and loading a game, that can mess things up, giving tye player 256 morale. Not 100% sure its the case with the above setup, just recall I encountered an issue years ago, which sounds relateable to the suggested script.


Yeah definitely would be good to test, haha I know there is an issue with decreasing morale, which can result in maximum negative morale for the rest of a map (as reported to me by someone testing H4 Chronicles). So there is definitely a bug with decreasing morale.

Also I'm now not sure about adding these as purchasable items because it would only be for one battle, but I guess I could just make them cheaper in that case.

I've added the ability to generate duel maps with 1 to 7 heroes and am currently wrapping up making these maps playable vs. AI. There seems to be an issue with the change owner script which can make the AI controlled player become a human controlled player, so it may only be a single round when playing against AI

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iliveinabox05
iliveinabox05


Honorable
Famous Hero
posted November 21, 2023 10:49 PM
Edited by iliveinabox05 at 23:02, 21 Nov 2023.

Hello!

The advanced editor has been updated.

- The advanced editor has been updated to no longer require users to install Java. The necessary JRE is now included with the advanced editor, and the main jar file is now wrapped by an exe. This means that everything is ready to go once you download and unpack the advanced editor.

- Updated to use the system look and feel. No more default Java (metal) look and feel.

- Renaming numeric / boolean variables has been (re)implemented. The previous way wasn't quite right, so I did it again in a better way. You can rename variables within an event, an object, or map wide.

To rename within an event: open the event and click the "Variables" button on the general tab. This will open a dialog with all numeric, boolean, and var variables within the event (you can navigate between the types by selecting from the drop down menu at the top of the window). Double click the variable to rename, update the text, and select Okay.

Renaming within an object is the same, except the "Variables" button is located on the object window.

Renaming within the map is the same, except the "Variables" button is located on the "Variables" sub tab under the map "Events" tab.

- Other minor updates and fixes.

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vulcancolak
vulcancolak


Famous Hero
posted February 20, 2024 12:09 PM

I have to ask something about AI Importance.
Set All Players to Vital are doing the same thing with normal editor?

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iliveinabox05
iliveinabox05


Honorable
Famous Hero
posted February 20, 2024 04:16 PM

vulcancolak said:
I have to ask something about AI Importance.
Set All Players to Vital are doing the same thing with normal editor?


Yes, it just sets each player to "Vital" importance (I believe in Campaign->Map Properties under the Player Specs tab).

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