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In reply to DevoRevo
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5 years ago
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DevoRevo
Does the location of a spell in the game files affect the spread of skills? For example, the Hell Wave spell deals fire damage and belongs to the Chaos magic school.
But, the Fire Lord skill doesn't work on it. Could this be because the spell is not located in the Chaos magic school folder?

I don't know. But in theory, folders shouldn't affect the game's logic. The internal ".xdb" files are what matter; that's where the core logic is usually defined, while folders can be anything.
In reply to Waterfall_13
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5 years ago
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Here's a question: will racial skills work for another hero, for example, Magic Mirror, Absolute Magic, Chain Lightning, Sense Magic, or Dwarf Runes? If yes, please tell me how to configure them correctly. For example, I have all the above skills configured as they should be (Absolute Magic in skills, the rest in perks). I tried changing their positions, moving everything to skills or everything to perks, but I still don't see Chain Lightning or other Warlock skills working.

Thank you for your help in advance.

In reply to DevoRevo
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5 years ago
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DevoRevo

I have a question: will racial abilities work for another hero, for example, Magic Mirror, Absolute Magic, Chain Lightning, Sense Magic, and Dwarf Runes?
If yes, please tell me how to write them correctly.
For example, I have all the above skills written correctly (Absolute Magic in skills, the rest in perks). I tried changing their positions, moving everything to skills or everything to perks, but I still don't see Chain Lightning or other Warlock skills working.

Thank you for your help in advance.

Do they appear in the skills window? If not, then they are not working (Captain Obvious).

Just in case, I made a map where Grol is modified, and he has Irresistible Magic and Sense Magic as examples (it's not visible in the map editor, it only appears in the game).
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In reply to fktifzobr@mail.ru
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5 years ago
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fktifzobr@mail.ru
Do they appear in the skills window? If not, then they don't work (Captain Obvious).

Just in case, I made a map where Grol is modified; he has irresistible magic and elemental sense as an example (it's not visible in the map editor, it only displays in the game).

Unfortunately, I didn't check if they are displayed because the hero had more skills and abilities than allowed, in addition to the ones listed above.

In reply to DevoRevo
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5 years ago
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DevoRevo

 

Unfortunately, I didn't test it for display, as the hero had more skills and abilities than normal, in addition to the ones listed above.

Well, in that case, everything can only be found out through test battles. I don't know how the game handles a larger number of skills. Perhaps it's normal, meaning the game has a limit on the number of skills gained when leveling up, or perhaps there is no limit. Then, 6 skills and 19 perks would be the maximum; the game might crash or not read the extra perks.
In reply to fktifzobr@mail.ru
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5 years ago
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fktifzobr@mail.ru
Well, in that case, the only way to find out is through test battles. I don't know how the game handles a larger number of skills; it might be fine, meaning the game has a limit on the number of skills gained when leveling up, or there might not be a limit. In that case, 6 skills and 19 perks would be the maximum; the game might crash or not recognize the extra perks.
I added a perk to your map that displays elemental effects, but they still don't appear in battle, even though the perk itself is displayed in the hero's skill tree. It seems this only works for the Warlock. The same probably applies to the magic mirror.
In reply to DevoRevo
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5 years ago
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DevoRevo
I added a perk to your map that displays elemental affinities, but they still don't appear in battle, even though the perk itself is visible in the hero's skill tree. It seems to only work for the Warlock. The same probably applies to the Magic Mirror.
The chain of elements is also affected by the buildings in the Warlock's city; I once bought a Letosa in the first week while playing as Demons, and the elemental chain didn't work well until I captured the Dark Elf city.
In reply to fktifzobr@mail.ru
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5 years ago
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You might be right. I noticed an interesting nuance regarding absolute magic: it removes magic resistance and magic protection from all creatures that are damaged by the spell cast by the hero. For example, Marbas, with almost 100% magic resistance, always dealt damage with his spells to all his troops with increased damage. As soon as I removed the perk for absolute magic, in all other cases, magic resistance took effect when the meteor shower hit his own units.
5 years ago
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The game will read all skills and perks; you can create a hero who knows everything—however, they must have it all from the start; whatever doesn't fit simply won't be displayed.

In the hero file, you just need to write everything into the skill list, and they will work. I don't know if luck perks will work without Luck, but all available skills can definitely work.
However, I don't know how this affects the interest in playing—I only give myself 5 skills, the amount available to any hero through leveling in normal mode.

Here is a screenshot of how they will be displayed (attaching now)

http://c2n.me/4aiD8E6
http://c2n.me/4aiD7q0

This is shown using additional skills as an example—the same can be done with basic ones—as you can see, not all are displayed for the hero, but they are all present for the creatures
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5 years ago
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Could you please explain why the walls disappear when they extend beyond the active area, if the ArenaDesc parameter is changed to any other arena not associated with a town? And is there a way to fix this?
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5 years ago
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I haven't played with this, but I assume that on the default arena, the walls outside the battlefield are set to that very arena. That is, you need to manually place these wall sections on another arena as well (the one you want to use instead of the default one).
In reply to Ment
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5 years ago
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Possibly. Could you please tell me how to do it? If I open the arena through AdvMapDesc, there are no walls, I checked. Perhaps they are defined in the file with the .mb extension specified in ArenaDesc.
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5 years ago
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Most likely, the walls are linked not to the arena map, but to the ArenaDesc file. Try using the file responsible for the siege of ANOTHER city for the city siege. If the walls of another city appear, then I am right.

Added 1 minute ago
Actually, I don't remember how all this works, I'll also look into it later.
In reply to fktifzobr@mail.ru
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5 years ago
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fktifzobr@mail.ru
Most likely, the walls are not linked to the arena map, but to the ArenaDesc file. Try using the file responsible for the siege of a DIFFERENT city. If the walls of another city appear, then I am right.

Added 1 minute ago
Actually, I don't remember how all this works, I'll look into it later.

It seems you were right. This is what I managed to achieve.
I have a question: how can they be linked to a new ArenaDesc, and is it even possible?

I've already solved the problem myself. I'll share how. In the ArenaDesc file, in the section, which, by the way, is not displayed in the editor, there are objects that should be placed on the arena. And, as a rule, these objects are stored in the same folder as the ArenaDesc itself. If you create a custom one, or take another one, the game will not display the objects because it won't find them. In this case, you either need to duplicate all the objects into the folder with this file, or specify the path, which is what I did.
Thank you very much to those who helped.

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5 years ago
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Hello. Could you please tell me where the parameter is located that controls whether summoned elementals disappear when summoned again? In other words, is there a way to summon a potentially infinite number of elemental stacks? And if not, where is the "Elemental Equilibrium" ability located in the files? I want to try to make it so that elements summoned by the ability don't disappear. At least, they don't disappear if a mage casts it on another mage with the same ability.

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