I think a short guide could be helpful, as not everyone will want to install this mod.
Added 6 minutes later
I can't remember exactly which maps it's implemented on, but something like "La Cordee", maybe somewhere else.
The number and type of creatures that can be recruited seem to be changed through the map property tree.
If you're making a mod, then you need to go into the data folder.
I haven't looked at the map, but thanks for the tip. For now, I've come up with this:
function dwellingnpc (randomhero)
player = GetObjectOwner(randomhero);
if GetDate(DAY_OF_WEEK) == 1 and player >= 0 then
SetObjectDwellingCreatures("dwellings",id,count);
end;
end;
SetObjectEnabled ("dwellings", false);
Trigger(NEW_DAY_TRIGGER,"dwellingnpc");Please check if this is correct, or if there's an even simpler way to do it?
Added 8 minutes later
Could you take a look at that lighting script? It's not working.
function regF()
SetAmbientLight(0, "/Lights/_(AmbientLight)/Scenario/C6M3/Dirt.xdb#xpointer(/AmbientLight)", false, 0);
end;
Trigger (REGION_ENTER_AND_STOP_TRIGGER, "reg", "regF");Try this.
Added 21 minutes later
another question:
function TransformTownA(nameofhero)
player = GetObjectOwner(nameofhero);
QuestionBox(GetMapDataPath(player).."text.txt","TransformTownB");
end;
function TransformTownB(nameofhero)
TransformTown(nameofhero, TOWN_TYPE);
Trigger(OBJECT_TOUCH_TRIGGER,"town",nil);
end;
Trigger(OBJECT_TOUCH_TRIGGER,"town","TransformTownA");a function for transforming a Castle when it is theoretically captured.
the question is, is this function correct? will the hero be destroyed if he enters the Castle during the transformation? or would it be better to use TOWN_HERO_DEPLOY_TRIGGER?