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I believe the issue isn't just about slots.
There's no need to manually assign IDs to creatures when the developers have already done so. In the case of vampires, the ID is 35.
I don't quite understand which description you are referring to. Usually, a trigger for capturing calls a function with an executable command; in this case, it uses the AddHeroCreatures command, which adds the creatures.
(I copied everything from mods I found on the internet)
I don't really understand (I completely didn't understand how complicated it is); is that how it should be?
AS_BANK_CONFIG[_CRYPT][_IT1][IT_CHANCE] = 25;
AS_BANK_CONFIG[_CRYPT][_IT1][IT_STRENGTH] = _MIN;
AS_BANK_CONFIG[_CRYPT][_IT1][IT_NUM] = _IT1;
--print("length(AS_BANK_CONFIG[_CRYPT][_IT1])="..length(AS_BANK_CONFIG[_CRYPT][_IT1]));
AS_BANK_CONFIG[_CRYPT][_IT1][IT_STACKS][STACK1][STACK_TYPES] = {CREATURE_SKELETON, CREATURE_SKELETON_ARCHER};
AS_BANK_CONFIG[_CRYPT][_IT1][IT_STACKS][STACK1][STACK_QTY_MIN] = {100, 60};
AS_BANK_CONFIG[_CRYPT][_IT1][IT_STACKS][STACK2][STACK_TYPES] = {CREATURE_DISEASE_ZOMBIE, CREATURE_ZOMBIE};
AS_BANK_CONFIG[_CRYPT][_IT1][IT_STACKS][STACK2][STACK_QTY_MIN] = {45, 45};
AS_BANK_CONFIG[_CRYPT][_IT1][IT_REW_MIN][REW_RES] = {3,3,0,0,0,0,2000}; -- {wood, ore, merc, cry, sulf, gem, gold};
AS_BANK_CONFIG[_CRYPT][_IT1][IT_REW_MAX][REW_RES] = {3,3,0,0,0,0,2500}; -- {wood, ore, merc, cry, sulf, gem, gold};
AS_BANK_CONFIG[_CRYPT][_IT1][IT_REW_MIN][REW_SPELLS] = {1,0,0,0,0}; -- spells {lv1, lv2, lv3, lv4, lv5};
AS_BANK_CONFIG[_CRYPT][_IT1][IT_REW_MAX][REW_SPELLS] = {1,0,0,0,0}; -- spells {lv1, lv2, lv3, lv4, lv5};
AS_BANK_CONFIG[_CRYPT][_IT1][IT_REW_MIN][AddHeroCreatures] = {heroname,creatureID 35,quantity 5,desiredSlot 0};
AS_BANK_CONFIG[_CRYPT][_IT1][IT_REW_MAX][AddHeroCreatures] = {heroname,creatureID 35,quantity 5,desiredSlot 0};
Added after 1 hour 17 minutes
It's not related to the topic, but I also found this section on the website:
- /topic/4974/
There is an interesting option: 4) Now you can distribute primary skills yourself when leveling up. That is, you can create a pure mage by investing all skill points in strength or a heavily armored tank by investing skill points in attack and defense. To do this, after receiving new skill points (one per level; if you have literacy, then additionally .25 for basic, .5 for advanced, and 1 for expert), click on the desired skill with the left mouse button while holding down Shift on the hero screen. If you don't have any skill points, you will receive a corresponding message.
But all the files there have the .erm extension; where should I install them so that they work?
