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Well, let's try to break down the editor; maybe someone will find it useful.
1) Development Environment.
We have a window in which we will work. So, the top panel contains menus and some options.
Terrain Brush - allows you to paint the landscape type.
Erase - removes objects (except for the landscape).
Select Object - you must switch to this option to manage objects.
Road Brush - allows you to erase or draw roads.
Rock Brush - draws or removes dungeon/cave walls, creating a black impassable space.
Draw Objects - an auto-fill brush.
*Desert Brush, scattered - draws a sparse desert landscape.
*Flowers Decorative - draws sparse flowers.
*Glass Mountains - draws densely placed green mountains.
*Mixed (green, tropical) trees - green and tropical trees.
*Nice Autumn Forest (85%) - autumn trees + rocks + grass; densely packed objects, slightly thinned out by 85%.
*Northern Forest - firs + windfall + rocks + brown trees, placed relatively densely.
*Northern Forest, scattered - the same, but in a very sparse version.
*Northern Pine-Decid Mix - firs + bare trees + windfall + rocks; dense landscape.
*Northern Pine-Decid Mix, scattered - all the same, but in a sparse version.
*Pine-Forest - almost the same as above, but with less overall black in the image. Accordingly, Pine-Forest, scattered - sparse version.
*Placed Event Fill - draws events within the brush area and assigns them the name "Brushed Event". Useful for quickly filling events so that the player definitely does not miss them.
*Placed Event Outline - events outside the brush area. Example - an event activates when approaching a castle, while the castle is open, and it is important that the hero activates the event regardless of which side they arrive from.
*Simple Autumn Forest - yellow trees + rocks, the brush is completely filled with objects.
*Thick Pine Forest - firs + bare trees. Approximately 50% brush fill.
*Tree stumps - places tree stumps.
*Wall - draws walls (NE-SW) - from northeast to southwest, (NW-SE) - from northwest to southeast.
*Winter Forest - firs in snow + snowdrifts.
*Winter Forest, scattered - accordingly, the sparse version.
Terrain Level - changes the convexity of the terrain. Adjust the sliders to get the desired result.
Now let's look at the right side.
Landscape Object - all kinds of decorative objects and path-blocking objects, including: mountains, trees, grass, flowers, farms, cliffs, structures, water objects. Just drag and drop them onto the map with the mouse.
Adventure Object - all objects that a hero can visit or interact with. These include towns, mines, sanctuaries, treasures, etc.
Artifacts - various types of artifacts, potions, and staffs.
Characters - heroes and monsters.
It is worth noting that new objects, artifacts, and monsters are located in the corresponding tabs for Whirlwind of War and Coming of the Storm.
Okay, we will continue later. ;)
Added after 13 hours 0 minutes
2) "Campaign" Menu
Now let's figure out this option.
When developing a campaign, the first six menus will be useful, but everything there is intuitively clear. You can also create/delete an underground level here. We are interested in Map Properties and Campaign Properties.
Map Properties.
*Set everything possible for the map, such as: description, victory and defeat conditions, epilogue and prologue, and selecting human and computer players. In this case, standard victory conditions mean that victory is achieved after capturing all towns and waiting three days (in case enemy heroes and/or monsters are not dead). However, if you start a map where there are no other castles, this option will not work. If you are going to make a quest map, it is better to disable this option. Map difficulty determines the number of neutrals that may appear with the arrival of the monster week.
*In the artifacts tab, you can ban artifacts that you don't need in this scenario; they will not drop as random loot and will not appear as rewards when looting certain dwellings.
*The Heroes, Spells, and Skills tabs also allow you to ban the listed items, so heroes will not appear in taverns, spells will not appear in sanctuaries, and skills will not be granted upon leveling up.
*The Teams tab allows you to group players into alliances based on color.
*The AI Properties tab allows you to make the computer player more interested in artifacts and force them to hunt for them.
*The Oracles tab allows the player to determine the reward for visiting a particular oracle. Any artifacts and/or resources can be set as a reward. You can also determine when a treasure opens. For example, you can scatter many oracles but assign the treasure only after visiting one specific oracle.
And here is the most interesting part: the "Event" tab.
3) "Events" Tab.
Events allow you to set all sorts of scripts. They consist of:
*Calendar events. Here you can assign a single event in time or a repeating event. Useful if you want to, for example, provide reinforcements for your army.
*Trigger events. The player sets any event, which can then be included in almost any script. For example, for performing a certain action, the player receives 1000 gold and a handful of resources; to avoid sorting through everything, you can create trigger events and include them in a local event.
*Repeating event. Don't overthink it, we can do without it. ;)
*Local events. These types of events are placed by the player on the map. First, create a local event, give it a NAME, edit the actions, and then place an EVENT object from Adventure Objects onto the map. Double-click it and select the NAME of the event you created.
So, we have briefly familiarized ourselves with the basic actions. Now we expect to move on to scripts.
1) Development Environment.
We have a window in which we will work. So, the top panel contains menus and some options.
Terrain Brush - allows you to paint the landscape type.
Erase - removes objects (except for the landscape).
Select Object - you must switch to this option to manage objects.
Road Brush - allows you to erase or draw roads.
Rock Brush - draws or removes dungeon/cave walls, creating a black impassable space.
Draw Objects - an auto-fill brush.
*Desert Brush, scattered - draws a sparse desert landscape.
*Flowers Decorative - draws sparse flowers.
*Glass Mountains - draws densely placed green mountains.
*Mixed (green, tropical) trees - green and tropical trees.
*Nice Autumn Forest (85%) - autumn trees + rocks + grass; densely packed objects, slightly thinned out by 85%.
*Northern Forest - firs + windfall + rocks + brown trees, placed relatively densely.
*Northern Forest, scattered - the same, but in a very sparse version.
*Northern Pine-Decid Mix - firs + bare trees + windfall + rocks; dense landscape.
*Northern Pine-Decid Mix, scattered - all the same, but in a sparse version.
*Pine-Forest - almost the same as above, but with less overall black in the image. Accordingly, Pine-Forest, scattered - sparse version.
*Placed Event Fill - draws events within the brush area and assigns them the name "Brushed Event". Useful for quickly filling events so that the player definitely does not miss them.
*Placed Event Outline - events outside the brush area. Example - an event activates when approaching a castle, while the castle is open, and it is important that the hero activates the event regardless of which side they arrive from.
*Simple Autumn Forest - yellow trees + rocks, the brush is completely filled with objects.
*Thick Pine Forest - firs + bare trees. Approximately 50% brush fill.
*Tree stumps - places tree stumps.
*Wall - draws walls (NE-SW) - from northeast to southwest, (NW-SE) - from northwest to southeast.
*Winter Forest - firs in snow + snowdrifts.
*Winter Forest, scattered - accordingly, the sparse version.
Terrain Level - changes the convexity of the terrain. Adjust the sliders to get the desired result.
Now let's look at the right side.
Landscape Object - all kinds of decorative objects and path-blocking objects, including: mountains, trees, grass, flowers, farms, cliffs, structures, water objects. Just drag and drop them onto the map with the mouse.
Adventure Object - all objects that a hero can visit or interact with. These include towns, mines, sanctuaries, treasures, etc.
Artifacts - various types of artifacts, potions, and staffs.
Characters - heroes and monsters.
It is worth noting that new objects, artifacts, and monsters are located in the corresponding tabs for Whirlwind of War and Coming of the Storm.
Okay, we will continue later. ;)
Added after 13 hours 0 minutes
2) "Campaign" Menu
Now let's figure out this option.
When developing a campaign, the first six menus will be useful, but everything there is intuitively clear. You can also create/delete an underground level here. We are interested in Map Properties and Campaign Properties.
Map Properties.
*Set everything possible for the map, such as: description, victory and defeat conditions, epilogue and prologue, and selecting human and computer players. In this case, standard victory conditions mean that victory is achieved after capturing all towns and waiting three days (in case enemy heroes and/or monsters are not dead). However, if you start a map where there are no other castles, this option will not work. If you are going to make a quest map, it is better to disable this option. Map difficulty determines the number of neutrals that may appear with the arrival of the monster week.
*In the artifacts tab, you can ban artifacts that you don't need in this scenario; they will not drop as random loot and will not appear as rewards when looting certain dwellings.
*The Heroes, Spells, and Skills tabs also allow you to ban the listed items, so heroes will not appear in taverns, spells will not appear in sanctuaries, and skills will not be granted upon leveling up.
*The Teams tab allows you to group players into alliances based on color.
*The AI Properties tab allows you to make the computer player more interested in artifacts and force them to hunt for them.
*The Oracles tab allows the player to determine the reward for visiting a particular oracle. Any artifacts and/or resources can be set as a reward. You can also determine when a treasure opens. For example, you can scatter many oracles but assign the treasure only after visiting one specific oracle.
And here is the most interesting part: the "Event" tab.
3) "Events" Tab.
Events allow you to set all sorts of scripts. They consist of:
*Calendar events. Here you can assign a single event in time or a repeating event. Useful if you want to, for example, provide reinforcements for your army.
*Trigger events. The player sets any event, which can then be included in almost any script. For example, for performing a certain action, the player receives 1000 gold and a handful of resources; to avoid sorting through everything, you can create trigger events and include them in a local event.
*Repeating event. Don't overthink it, we can do without it. ;)
*Local events. These types of events are placed by the player on the map. First, create a local event, give it a NAME, edit the actions, and then place an EVENT object from Adventure Objects onto the map. Double-click it and select the NAME of the event you created.
So, we have briefly familiarized ourselves with the basic actions. Now we expect to move on to scripts.
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