Skip to content

A number of questions regarding map creation.

#5
Auto-translated
I haven't checked, but it probably accepts the value 'nil'. Empty quotes are undesirable.

It does accept it, but I understand that it's better to put some value there; otherwise, there's just a white square, which doesn't look good.
Yes, you can probably do without them.
I tried it without, but it didn't work. As a result, the script simply doesn't run. So, some kind of response is definitely needed.
If there isn't any specific requirement, then yes, you can; it's not a very complex script. A trigger on a zone (a single-cell zone, on top of the whirlpool) or maybe even on touch, and then the function SetObjectPosition.
You can probably do it with a script, but what if there's just one whirlpool at the top and one at the bottom? Or do the whirlpools only work within their own level? In theory, they are like portals themselves, but only on water and with a chance of losing troops. Plus, there's an element of randomness as to where it will move you if there are more than two whirlpools.
In reality, it can be anywhere, BUT! This will only work for you. You need it to work for everyone. Therefore, it's better to embed the file in the archive with the map itself, following the path given there.
I tried putting it in the files, but it didn't help. But packaging it into the map works perfectly; thank you very much. It's a pity I didn't see a system for giving positive feedback, otherwise I would have given you one in gratitude.

Summary regarding the function. You might already know this, but it might be useful for others who see it.
1. It's better to put an icon; otherwise, there's just a white square instead.
2. There isn't much space for text to the right of the icon, no matter what you do. Unless you do something like, indicate there that you should right-click on the icon and read the text that way. There's a lot of space in the icon description, and everything will definitely be visible there.
3. There's an additional text field, as I understand it; it's for the responses. I haven't checked how much space there is, but it's definitely not much.
4. The ability to have up to 5 answer options is good, especially if you can specify a different result for each answer.

That's the situation. As for my script, it works, but... How can I make it so that when I touch the same monster again, when I'm already attacking it, it doesn't display the same text with the answer options after the battle? The problem isn't just with this; even when it was just a message box, it would still display the text after the battle, which isn't good because it's no longer relevant after the battle. Here's my script...

function tekstmob1(heroname)
s = GetMapDataPath()..'lesorubnecro.txt';
bb = GetMapDataPath().."ezdadalee.txt";
TalkBoxForPlayers (PLAYER_1,nil,s, s, nil, TALK, 0, nil, nil, 0, bb)
SetObjectEnabled('Lesorub',true);
sleep(5);
MakeHeroInreractWithObject(heroname,'Lesorub');
Trigger(OBJECT_TOUCH_TRIGGER,'Lesorub',nil);
end;
SetObjectEnabled('Lesorub',nil);
Trigger(OBJECT_TOUCH_TRIGGER,"Lesorub","tekstmob1");