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#1
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I'm completely stuck. Here's the gist: 1) I duplicated the Sword of Power file and renamed it. 2) I added my own name to RefTables: "Sword of Hellfire" +6 to attack. 3) I duplicated the Shared file for the Sword of Power and edited it, connecting all the links to my data, resulting in my own name, description, and stats (+6 attack). 4) I changed the artifact highlight effect from the original golden color of the Sword of Power to red, like Major artifacts. 5) I also increased the value and price, making it a Major artifact. 6) Only the model, texture, and icon from the original Sword of Power remain (for now, this is sufficient for testing). But nothing works! It doesn't appear on the map (I created a test map with 40 random Major artifacts near the castle and checked with restarts). Also, my artifact's file doesn't have an ObjectRecordID like the artifacts from the very first version of Heroes 5 (let's say Sword of Power = 7). But the artifacts from the Hammers of Fate and Tribes of the East expansions also don't have these RecordIDs (so, in theory, it should work without them, just like with music, where the originals had IDs, but the tracks from the expansions didn't. I copied the links without IDs and edited them for my tracks, and it worked). Here's a comparison: Amazing Bow, Sword of Power, Sword of Hellfire. In addition, the IDs for artifacts in scripts and ObjectRecordID are different. And I couldn't find a list of ObjectRecordIDs for artifacts anywhere. I really want to add artifacts from Heroes 3: Armageddon's Blade, but I can't. If anyone knows anything about this, I'd be happy to see your comments here.
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#2
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I suggest the following: in the extended map editor, there is a table called ArtifactTableRef or something similar. When I modified artifacts to suit my needs, I saw prices, the type (Major), bonuses, effects, and so on. I also believe I saw the artifact identifier you're looking for. I might be wrong, but I created my own artifacts by simply changing Frieda, Tank, and the Griffin Heart each time.

Added 8 minutes later
There, you can also click on Add and connect all the links to your data.
С уважением, }{0TT@6bI4
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#3
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}{0TT@6bI4
I suggest the following: in the extended map editor, there is a table called ArtifactTableRef or something similar. When I was modifying artifacts to suit my needs, I saw prices, the type (Major), bonuses, effects, and so on. I also believe I saw the artifact identifier you're looking for. I might be wrong, but I created my own artifacts by simply changing Frieda, Tank, and the Griffin Heart each time.

Added 8 minutes later
There, you can also, by clicking on Add, connect and link all the references to your data.

I didn't quite understand... Did you always change only 3 artifacts? Or did you duplicate them and could create as many as you wanted? The thing is, the list of artifacts in Armageddon's Blade is quite large.
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#4
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Waterfall_13
I didn't quite understand... Did you always change only 3 artifacts? Or did you duplicate them and could create as many as you wanted?
The thing is that the list of artifacts in Armageddon's Blade is quite large.
Usually, I needed one or two scenario artifacts, and I would change the existing ones at my discretion. But as long as there is an "Add" button in the parameters tab, I think it is possible to add a large number of new artifacts; unfortunately, I don't know the upper limit. I only added my own artifact once, just for fun. I haven't tried checking it with GSComp, but when I accessed it through scripts using the ID (ARTEFACT_SPEAR_OF_ETERNITY)... it added that artifact! That's why I decided that this method might help you.
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#5
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}{0TT@6bI4
Usually, I needed one or two scenario artifacts, and I would create them myself, modifying existing ones. But since there is an "Add" button in the parameters tab, I think it is possible to add a large number of new artifacts; unfortunately, I don't know the upper limit. I only added my own artifact once, just for fun. I haven't tried testing it with GSComp, but when I accessed it through scripts using its ID (ARTEFACT_SPEAR_OF_ETERNITY)... it added that artifact! That's why I decided that this method might help you.

I will try it. Thank you for the answers =)
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#6
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Try it out:
https://yadi.sk/i/aTK_7-nyzicC_w
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#7
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}{0TT@6bI4
Try this:
https://yadi.sk/i/aTK_7-nyzicC_w

Yes, I found this section. But it already contains my data (apparently because I created it in the xdb file).


However, this doesn't help, as I can't select the ID "Sword_Of_Hellfire".
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#8
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because in the standard game, you can only change the standard artifacts. You can only add new ones with a mod that expands the number of artifact IDs.
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#9
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Gerter
because in the standard game, you can only change the standard artifacts. You can only add new ones with a mod that expands the number of artifact IDs.
You're right.
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#10
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Gerter
because in the standard game, you can only change the standard artifacts. You can only add new ones with a mod that expands the number of artifact IDs.

I tried it. Unfortunately, it doesn't work. The maps are not processed, and it gives an error for everything. If you create a map using the NAF Map Editor... artifacts are also not generated on it.
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#11
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Waterfall_13
I tried it. Unfortunately, it doesn't work. The maps are not processed, and it gives an error. If you create a map using the NAF Map Editor, artifacts are also not generated on it.
Try not to randomly generate them, but instead use the NAF Map Editor to assign them to the map using a script:
GiveArtefact("MY_HERO_SCRIPT_NAME", SWORD_OF_HELLMARE);
It should work...

Added 1 minute ago
Purely hypothetically...
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#12
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naf works for me, and I managed to create a lot of new artifacts. However, I'm not sure about the generation on maps yet; I either placed all the artifacts manually or used a script.
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#13
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}{0TT@6bI4
Try not to get it randomly, but use the Map Editor and a script on the map to give it:
GiveArtefact("MY_HERO_SCRIPT_NAME", SWORD_OF_HELLMARE);
It should work...

Added 1 minute ago
Just hypothetically...

So, at the start of the map, new artifacts won't appear in place of the random artifact boxes? And if the GSC (Game Scripting Community) creates a map, they won't appear there either?

That's a shame. That's not what I was aiming for.
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#14
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well, in mod 5.5, naf is also used, and it seems like everything is generated correctly there. There's also a map editor there; you can take a look.

Added 38 minutes later
Waterfall_13
So, when a new map starts, will new artifacts appear in place of the random artifact boxes? And if the GSC is making a map, will they not appear there either?

That's a bit disappointing. That's not what I was aiming for.
In general, try creating a map in the naf editor first and, in the list of artifacts in the map settings, check all the new ones (the editor should do this automatically) and see how they will be generated.
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#15
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Added after 38 minutes
[/U]
Actually, try creating a map in the naf editor first, and in the list of artifacts in the map settings, check the boxes for all the new ones (the processor should do this automatically) and see how they will be generated.[/QUOTE]

That's exactly what I was talking about. I created a blank map in the naf editor, selected the artifacts (checked the boxes), and placed random artifacts on the map, and then, by restarting the map, I checked for the appearance of the artifacts. They didn't appear.
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