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In reply to Валера12
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#343
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Valera, the Defender of the Mountains and the first-tier unit have axes that glow with a bright white color. Everything is fine with the alt-tier unit. Can you fix this?
#345
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I really want to combine several different hero specializations into one, but I don't know how. I saw the NHF mod here, where they created specializations from scratch using scripts, and I thought, maybe it's possible to combine the original specializations with some kind of script? Specifically, I'm interested in combining "Master of Initiative" (Rai'lag's specialization, Warlock), "Wind Speaker" (Ora, Academy), "Breaker" (Krag, Orcs), "Devastator" (Faiz, Academy), "Spell Weaver" (Cyrus, Academy), "Mind Thief" (Alastor, Inferno), "Swiftfoot" (Grok, Inferno), "Spellbreaker" (Marbas, Inferno), "Chosen of Chaos" (Nibros, Inferno), "Gatekeeper" (Nimus, Inferno), "Banshee" (Deidra, Necropolis), "Blacklist" (Zoltan, Necropolis), and "Soul Eater" (Ravenna, Necropolis). I really hope for your help, and I will be grateful for any helpful advice.
In reply to Alekian
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#346
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It is impossible to combine existing specializations. In NHF, scripts are used to create new specializations, but their capabilities are limited.
... И древний лес, роскошен и печален,
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
In reply to SRD
#347
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SRD
It is impossible to combine existing specializations.
In NHF, scripts are used to create new specializations, but their capabilities are limited.
Couldn't you write a script and include in it the combination of capabilities from several specializations? And even if that's not possible, the mod already has quite diverse specializations; some are similar to the originals, and some are even better. This means there should be a way to write a script that would give the hero all the capabilities from the specializations I mentioned.
In reply to Alekian
#348
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Regarding the NFS mod: Where is it specified which creatures the Necromancer hero, Veres, summons after a battle with Death Knights? I want to change his horses and unicorns to mages.

Added 2 hours 27 minutes ago
Is my question really that difficult? Surely someone understands these scripts, so why not answer?
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#349
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I haven't heard of NFS. If you mean NHF, then everything similar to that is in the scripts. The easiest way is to run a search using the mask *.lua (I don't remember the exact name of the script file there).
 

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In reply to Ment
#350
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Ment
I haven't heard of NFS. If you mean NHF, then everything related to it is in the scripts. The easiest way is to run a search using the mask *.lua (I don't remember the exact name of the script file).
I made a slight mistake with the mod's name. There are 2 text files in it, one contains the essence of the specializations, and the other contains some quantitative values. In the first one, I found the following:
----------------VERES---------------------
NHF_Veres_textPath = "/MapObjects/Necropolis/NewHeroes/Veres/";
NHF_Veres_index_battle_next = -1;
NHF_Veres_kill_mass = {11,12,111,23,24,135,51,52,149,77,78,141,96,97,168,89, 90, 183, 337, 346, 349, 351, 372, 360, 223, 224, 248, 282, 284, 387, 400, 428, 277, 605}; --Array of Unicorns, Horses, Riders +NCF
function error_NHF_Veres_F ()
print("error:NHF_Veres_F");
end;
function NHF_HERO_F.Veres ()
errorHook(error_NHF_Veres_F);
local index_battle = GetLastSavedCombatIndex();
if (GetSavedCombatArmyHero(index_battle, 1)== "Veres") and (NHF_Veres_index_battle_next ~= index_battle) then
NHF_Veres_index_battle_next = index_battle;
local temp_name = NHF_tempName_F("Veres");
local count_stacks = GetSavedCombatArmyCreaturesCount(index_battle,0);
local id_creatures, count_creatures,dead_count ;
local itogo_dead_stacs = 0;
for i_kill = 0, count_stacks - 1 do
id_creatures, count_creatures, dead_count = GetSavedCombatArmyCreatureInfo(index_battle,0,i_kill);
for i, Veres_kill in NHF_Veres_kill_mass do
if Veres_kill == id_creatures then
itogo_dead_stacs = itogo_dead_stacs + dead_count;
break;
end;
end;
end;
itogo_dead_stacs = (itogo_dead_stacs*((NHF_Veres_percent_base)+(floor(NHF_Veres_percent*GetHeroLevel("Veres"))/100)));
if (itogo_dead_stacs > 0)and(itogo_dead_stacs < 1) then itogo_dead_stacs = 1 else itogo_dead_stacs = floor(itogo_dead_stacs) end;
if itogo_dead_stacs > 0 then
AddHeroCreatures("Veres", 90, itogo_dead_stacs );
startThread(NHF_ShowFlyMessage, {NHF_Veres_textPath.."NHF_Veres_prirost.txt";count_pribavka=itogo_dead_stacs},temp_name,5);
end;
end;
end;

But I don't understand scripts at all, I can only assume that the creatures are - NHF_Veres_kill_mass = {11,12,111,23,24,135,51,52,149,77,78,141,96,97,168,89, 90, 183, 337, 346, 349, 351, 372, 360, 223, 224, 248, 282, 284, 387, 400, 428, 277, 605}; Could you tell me if this is correct? And if so, where can I find the values of the arrays? If not, where exactly are these creatures defined?
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#351
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In the folder with the editor manuals, in the game folder. There is a file called IDs for scripts. And it contains everything.
And this, yes, is an array of various unicorns, obviously. It says so in the comment.
 

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In reply to Ment
#352
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Ment
In the folder with the editor manuals, in the game folder. There's a file called IDs for scripts. And it contains everything.
And yes, that's an array of various unicorns, obviously. It says so in the comment.
But in those manuals, the maximum sequential number for creatures is 179, and the script contains values like 360, 400, 605. Where can I find them?
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#353
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This is mentioned in the NCF description. But only if you actually need to rework the influence on creatures from this mod; maybe you aren't even using it.
 

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In reply to Ment
#354
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Ment
This is in the NCF description. But only if you actually need to rework the influence on creatures from this mod; maybe you aren't using it.
I'm already getting confused. NCF is a different, separate mod from NHF, which adds new creatures, and if I don't have it installed, is it enough to just limit it to number 179?
In reply to Валера 111
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#356
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Valera, the problem persists... Thanks for the mod, of course :) Maybe someone else can fix it? Perhaps it's a conflict with another mod?