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With RTA, the main feature is the map, and you can add scripts to the map. I just browsed their website, and it seems they have a different executable file (for map version 1.21.2.1+).
Many interesting features are implemented using scripts; the executable file probably expands the capabilities of the scripts. For example, NHF also switched to a new engine because of the unlocking of combat scripts.
RTA has a different approach – it's all about the map, and you can add scripts to the map. I browsed their website and found that they also have a different executable file (for map version 1.21.2.1+).
Many interesting features are implemented using scripts; the executable file probably expands the capabilities of the scripts. For example, NHF also switched to a new engine because of the unlocking of combat scripts.
Using the script editor, I delved into the map files. I only found mentions of "chilling_steel" as a skill. However, it doesn't seem possible to change its values. There's no doubt that mastering the art of writing "workarounds" or scripts is necessary here.
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Most likely, these changes were made to the executable file.
A newbie question from me. I understand how to create a new hero, but how do I add a newly created hero to the selection window when creating maps? Is this specified in the map file itself? So, do I need to edit all the original maps in order to add one new hero to the selection window? Or is there an easier way?
A newbie question from me. I understand how to create a new hero, but how do I add the newly created hero to the selection window when creating maps? Is this specified in the map file itself? That is, do I need to edit all the original maps in order to add one new hero to the selection window? Or is there an easier way?
There are two options here: either specify the hero in the map itself, but then he will only be available within that map, or specify him in MapObjects\_(AdvMapSharedGroup)\Heroes\Any.xdb, and then he will also be available on other maps.
However, there is one nuance, and it lies in maps where some heroes are banned. The point is that in such maps, a list of available heroes is formed, and it is contained in the map itself in the map.xdb file. The new hero naturally has no place in this list, so in such maps, you will have to manually specify the new hero.
This is approximately what it looks like in map.xdb.
A newbie question from me. I understand how to create a new hero, but how do I add this newly created hero to the selection window when creating maps? Is this specified in the map file itself? So, do I need to edit all the original maps in order to add one new hero to the selection window? Or is there an easier way?
If by "selection window" you mean the menu for choosing a town and hero, then these heroes are recorded here: Let's say the town is Haven:
And yes, if the map itself has a restriction on which heroes are available, the hero will not be visible in the selection menu. You will either need to add the option to choose this hero in the map itself, or remove all the restrictions altogether by disabling the function:
Okay, I understand. And in standard Heroes maps, like those with "neighbors" and other features, is there a restriction on which heroes can be used? If I understand correctly, it works by specifying the allowed heroes in the map, rather than the prohibited ones?
Okay, I understand. And in standard Heroes maps, like "Neighbors" and others, is there a ban on heroes? If I understand correctly, it works like this: the map specifies the allowed heroes, not the prohibited ones?
“In standard Heroes maps, there is no ban on heroes; in standard Heroes maps, there are "allowed" heroes." The logic is simple: to ban something, you must first allow something. Therefore, it works this way: a list is created that specifies the available heroes, and if a hero is banned in the map editor, it will be removed from this list.
If the function is closed, all heroes are allowed. If the function is open, only the heroes specified in that function are allowed. The map editor automatically creates a list when creating a map, which includes all the heroes it knows (8 heroes from each Faction, 64 in total). Therefore, you either need to add heroes to the map or close the function.
The Random Map Generator has this nuance implemented more conveniently; the generator does not enter allowed heroes; it immediately creates a map with the function closed, and therefore, you don't need to "edit" the RMG map for a mod (let's say mine); the heroes will be available immediately.
Personally, in my mod, I have reworked all the maps that are in it and closed the functions so that I don't have to enter all the heroes into them.
Hello everyone.
I'll immediately note that I'm an amateur when it comes to modding, and I don't claim to be anything more. I have the following question: I really need to display images on the map, and the images should be large enough to be viewed properly. There are developer posters, but these are still objects, and I wouldn't really like to change them. I tried changing some and inserting a "static" video that is launched by a script, like a "demonstration mode." There is a result, but I am not satisfied with such a workaround at all. And then I came across the idea: the skill wheel, in addition to its functionality, displays the background. Maybe someone among the respected modders knows how to do something similar?
Не уходи безропотно во тьму, Будь яростней пред ночью всех ночей, Не дай погаснуть свету своему!
Хоть мудрый знает – не осилишь тьму Во мгле словами не зажжёшь лучей – Не уходи безропотно во тьму.
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Jewill, it is possible to add custom buttons with any backgrounds, including other buttons on these backgrounds.
It's not difficult; it's easiest to do in the advanced map editor.
I'm not explaining it yet because a) I'm not sure if it will suit you, because the buttons will be visible from the very beginning of the game.
b) The topic is quite time-consuming to work on, and besides, I consider its analysis to be a true achievement of mine, which I have (fortunately or unfortunately) decided not to make publicly available.
Jewill, it is possible to add custom buttons with any backgrounds, including other buttons on these backgrounds.
It's not difficult; it's easiest to do in the advanced map editor.
I'm not explaining it yet because a) I'm not sure if it will suit you, because the buttons will be visible from the very beginning of the game.
b) The topic is quite time-consuming, and besides, I consider its analysis to be my true achievement, which I have (fortunately or not) decided not to make publicly available.
I'll quote another being's address to another old-timer: Alright, keep your secrets.
If possible, that would be great. It's quite a complex thing, to say the least. At least at first glance. I'll ask one of the developers of 5.5 for a tutorial; maybe they'll take pity on me.
Не уходи безропотно во тьму, Будь яростней пред ночью всех ночей, Не дай погаснуть свету своему!
Хоть мудрый знает – не осилишь тьму Во мгле словами не зажжёшь лучей – Не уходи безропотно во тьму.