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Current questions and answers regarding the map editor.

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#4259
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Jack_of_shadows
It doesn't seem possible. There is a workaround to prevent something completely undesirable – monitor when a hero gains a specific skill, use a cheat to remove it, and then the player will be automatically prompted to choose a skill again. It looks terrible and works poorly, so it's best not to mess with it.

In my opinion, it's more interesting when a quest appears unexpectedly, but if you want, there are a few ways:
You can remove the "skirt" from the unit so that it differs from ordinary monsters:

You can add some effect to it, for example, light from artifacts, as in the "Mercenaries" map:

You can simply change the names of the units so that you can find out about the quest by right-clicking.

thank you :smile12:. Oh, it's a pity that it's not possible to implement it regarding skills and abilities; it would diversify the gameplay:(

Added after 8 minutes
Jack_of_shadows
It doesn't seem possible. There is a workaround to prevent something completely undesirable – monitor when a hero gains a specific skill, use a cheat to remove it, and then the player will be automatically prompted to choose a skill again. It looks terrible and works poorly, so it's best not to mess with it.

In my opinion, it's more interesting when a quest appears unexpectedly, but if you want, there are a few ways:
You can remove the "skirt" from the unit so that it differs from ordinary monsters:

You can add some effect to it, for example, light from artifacts, as in the "Mercenaries" map:

You can simply change the names of the units so that you can find out about the quest by right-clicking.

SetDisabledObjectMode(npc, DISABLED_INTERACT);
sleep(1)
SetMonsterSelectionType(npc, 0);
should this be written in the unit's function?