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In reply to Frozensoull
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Frozensoull
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?
In reply to SoloMidDazzle
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SoloMidDazzle

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};

I understand, it's a different case here.
The arguments of the command should only contain values; you don't need to write the names like "quantity" or "creatureID," just list the argument values separated by commas.

If it still doesn't work, take a screenshot of the console.
SoloMidDazzle

Added after 1 hour 17 minutes
It might not be relevant, but I also found this section on the website:
- /topic/4974/
There is an interesting option there: 4) Now you can distribute primary skills yourself when leveling up. That is, you can create either a pure mage by investing all skill points in intelligence 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 they work?

Do you want to install mods from Heroes III on Heroes V?)
Модификации для Heroes V 3.1:

[Модификация]Phoenix Vision - Комплексное модифицирование визуального аспекта игры.
[Модификация]UNIT-Баланс существ + визуальные изменения.
[Модификация]NewTransformUndead-Таблица поднятия нежити.

[Модификация]VisualFix-Устрание визуальных багов.

Карты для Heroes V 3.1:

[Карта][1x1]The Last Stand - Дуэльная карта финальных битв


Группа VK:
https://vk.com/club176978884
In reply to Frozensoull
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Frozensoull
I understand, this is a different case.
The arguments in the command should only contain values, such as quantity/creatureID, etc.; you don't need to write anything, just list the argument values separated by commas.

If it still doesn't work, take a screenshot of the console.


Are you trying to install mods from Heroes 3 on Heroes 5?)

I think they were talking about Heroes 5 in the discussions, but whatever.
And what about the hero's name? Will "heroname" work to award a hero who captured a Crypt?
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SoloMidDazzle

And what about the hero's name? Would 'heroname' be suitable for awarding a hero who has captured a creep?

If 'heroname' is not defined as a variable in the script, the game will interpret it as the script name of a hero and produce an error, as no such name exists. Therefore, there are two options:

1) Instead of 'heroname', enter the script name of a specific hero in quotes, for example, Duncan, like this - 'Duncan', but then other heroes, besides Duncan, will not be able to receive the reward for fulfilling the same conditions.

2) Instead of 'heroname', enter a variable that will designate the hero who has fulfilled the condition. Then, regardless of the script name, this hero will receive the reward if he has fulfilled the condition.

The second option is a bit more complex, and I already anticipate the next question... "Where can I get a variable?"

Having only a small fragment of code, it is difficult to say whether this variable was defined in this script or not. However, if you say that this script awarded artifacts and spells to the hero, then it most likely should be there. I assume that the commands TeachHeroSpell and GiveArtefact were used. If so, then either the script name of the hero or a variable should be specified in the argument of these commands.

If it was implemented in another way, then you can define the variable yourself; I think this structure will make it clear how to do it...
------------------
function function_name(hero)
playerHero = hero
...
...

...
Now you can use the playerHero variable for the command that will give 10 vampires (ID 35) to any slot:

AddHeroCreatures(playerHero,35,10, -1)
...
...
end;
-------------------------
Модификации для Heroes V 3.1:

[Модификация]Phoenix Vision - Комплексное модифицирование визуального аспекта игры.
[Модификация]UNIT-Баланс существ + визуальные изменения.
[Модификация]NewTransformUndead-Таблица поднятия нежити.

[Модификация]VisualFix-Устрание визуальных багов.

Карты для Heroes V 3.1:

[Карта][1x1]The Last Stand - Дуэльная карта финальных битв


Группа VK:
https://vk.com/club176978884
In reply to Андраил
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Andrail
Could you please provide more details about the "Terrifying Proximity" ability? And is it possible to modify it, or is it hardcoded into the .exe file?


I'd like to join the discussion. Which ability are you referring to?
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Does anyone know anything? I'm writing documentation for Heroes 5. It describes the location of game files and their various settings. If there are any volunteers who can help supplement the document, please contact me, preferably in a private message. Currently, I'm gathering information bit by bit about the and blocks. Questions: 1. Describe how the texture works. I think it's a gloss texture. 2. I don't know what means. In general, if there are people interested in sharing their knowledge, please contact me.
Уроки по моддингу Heroes на youtube
Мои файлы по HoMM_V, по M&MH_VII
Здесь я всегда на связи Discord
In reply to Esto100nec1
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Esto100nec1
Maybe someone knows, I'm writing documentation for Heroes 5. In it, I describe the location of the game files and their various settings. If there are any volunteers who can help supplement the document, please write to me, preferably in a private message.
At the moment, I am collecting information bit by bit on the
 and 
blocks. Questions:
1. Describe how the
texture works, how does it work, as far as I understand, it's a gloss texture.
2. I don't know what
means.
In general, if there are people interested in sharing their knowledge, write.

2. SpecFactor is short for Specular and Factor, more details are described HERE! In theory, the Heroes engine can also work with this, but it needs to be checked, as I don't remember anymore!
С уважением, Psatkha (Псатха)

---------------------------------------------

Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
In reply to Esto100nec1
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Esto100nec1
Maybe someone knows, I'm writing documentation for Heroes 5. In it, I describe the locations of the game files and their various settings. If there are any volunteers who can help supplement the document, please contact me, preferably in a private message.
Currently, I am gathering information bit by bit about the
 and 
blocks.
Questions:
1. Describe how the
texture works. How does it work? As far as I understand, it's a gloss texture.
2. I don't know what
means.
In general, if there are people interested in sharing their knowledge, please contact me.

If I understand the principle of how the gloss texture works correctly, then it is used as additional lighting (separate from the AI geometry), but this lighting does not work on some dungeon arenas and on those where the (AmbientLight) GlossColor = 0 in the settings, I don't know why (apparently, someone with unskilled hands configured it). As for SpecFactor, I only know that it affects the gloss lighting in general; if the value is 30, it is weaker, and vice versa, at -30. I also noticed that if a bump (Normalmap) texture is connected, then the Gloss "overrides" it, but there is no difference whether there is a bump or not. Maybe it's worth experimenting in this direction?
In reply to Esto100nec1
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Esto100nec1
Does anyone know what the line "RndGroup" means? Here's an example of the code:

	
	
	models\Icons\artifacts\Orb_of_Light.tga
	false

RndGroup stands for Randomize Group, meaning that something should be grouped randomly!
С уважением, Psatkha (Псатха)

---------------------------------------------

Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
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How to change the name of the "Attacks" parameter for heroes and creatures in all windows (including pop-up windows)?
Справедливость - авторский глобальный мод

ColouredText - список заклинаний и их уровень в описании существ-колдунов
In reply to Андраил
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Andrail
How can I change the name of the "Attack" parameter for heroes and creatures in all windows (including pop-up windows)?
Probably, you should search for the word "Attack" in the search bar and replace it with your desired name in all *.txt files. I use Total Commander, and it makes everything much easier for me.
Уроки по моддингу Heroes на youtube
Мои файлы по HoMM_V, по M&MH_VII
Здесь я всегда на связи Discord
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How to remove the knockback effect from an enhanced arrow?
Справедливость - авторский глобальный мод

ColouredText - список заклинаний и их уровень в описании существ-колдунов
In reply to Андраил
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Andrail
How do I remove the knockback effect from an enhanced arrow?
Are you referring to the knockback on the character who shoots the arrow or the character who receives the damage? If it's the latter, then
hit – Hit (when a creature receives a hit).
Уроки по моддингу Heroes на youtube
Мои файлы по HoMM_V, по M&MH_VII
Здесь я всегда на связи Discord

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