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Posts from Current questions and answers regarding the map editor. Auto-translated

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#5278
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}{0TT@6bI4
The line in the code looks like this:

SetPlayerResource(1,6, GetPlayerResource(1,6)-1000); 


?
This line worked in my script.
Thank you, now everything works:)

Added 47 minutes later
How can I track the progress of completing a quest to kill creatures using *SetObjectiveProgress? That is, there are 3 types of monsters on the map, and the hero must kill them. After each defeated monster, the task should be updated, such as: 1 out of 3 monsters killed, etc. The problem is that I don't know in what sequence the hero will defeat the monsters and where I need to write SetObjectiveProgress ('quest' 1, PLAYER_1)
I hope I wrote it clearly:)
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#5279
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User01322342
Thank you, now everything works:)

Added 47 minutes later
How can I track the progress of completing a quest to kill creatures using *SetObjectiveProgress? That is, there are 3 types of monsters on the map, and the hero must kill them. After each defeated monster, the task should be updated, such as: 1 out of 3 monsters killed, etc. The problem is that I don't know in what order the hero will defeat the monsters and where I need to write SetObjectiveProgress ('quest' 1, PLAYER_1)
I hope I wrote it clearly:)

Set up a monster kill counter that increases by 1 after each mob is killed. And in the same event handler for mob encounters, set the progress equal to the counter.
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#5280
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}{0TT@6bI4
Add a monster kill counter that increases by 1 after each mob is killed. And in the same mob touch handling, set the progress equal to the counter.
Thank you*:), but I don't understand at all how to do this:o. Specifically, the monster kill counter, as I understand it, is done using the command: *IsObjectExists?
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#5281
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User01322342
Thank you*:), but I don't understand at all how to do it:o. I mean, the monster kill counter, as I understand, is done using the command:*IsObjectExists?
Yes. You launch as many processing threads to check for the presence of a monster on the map as you have stacks. In each thread, if the monster does not exist, then increase the counter by one, set the task progress to the counter, and break.
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#5282
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}{0TT@6bI4
Yes. You launch as many processing threads to check for the presence of a mob on the map as you have stacks. In each thread, if the monster doesn't exist, you increment the counter by one, set the task progress to the counter, and break.
Thank you:)

Added after 23 hours and 43 minutes
Is it possible to remove the "not visited" inscription at the bottom of interactive objects?

And assign it to other objects that don't have it?
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#5283
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MarkObjectIsVisited. I think it's clear what this function does.

No. You need to delve into modding. And do you want your own custom object that can be visited and grants a bonus? It would be easier to discuss this in our group.
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#5284
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}{0TT@6bI4
MarkObjectIsVisited. I think it's clear what this function does.

No. You need to delve into modding. And you want your own custom object that can be visited and grants a bonus? It will be easier to discuss this in our group.
I wrote in the group. Most likely, it's just a standard object.

I checked the answer in the group, and it worked! :):)
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#5285
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I would be very grateful to anyone who could identify and tell me the ID for the Week of Release (or exams) in Silver Cities, as I couldn't find anything similar among the English names.
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#5286
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I would be very grateful to anyone who recognizes it and writes to me the ID of the Week of Release (or exams) (in Silver Cities), as I couldn't find anything similar among the English names.
I tried to find the week you need by trial and error, using a document with IDs, but I noticed that the weeks in the document don't match. That is, I entered the ID of the week of life, but in the game, it's the week of harvest. Also, there are many repeated weeks with different IDs.
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#5288
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}{0TT@6bI4
I would be very grateful to anyone who recognizes and tells me the ID of the Week of Release (or exams) (in Silver Cities), as I couldn't find anything similar among the English names.

Well, just in case)
Nothing similar was found, but there were weeks of emptiness that were not mentioned in the tutorials or advmap-startup.lua

These are:
WEEK_OF_GOAT
WEEK_OF_SHEEP
WEEK_OF_VIPER
WEEK_OF_ROOSTER
WEEK_OF_STORK
WEEK_OF_HYENA
WEEK_OF_WHALE
WEEK_OF_CUCKOO
WEEK_OF_RAT
WEEK_OF_FIREFLY

None of them translate to "week of release," but who knows what text they might have entered there)

You can try entering them and see what happens.

(What's wrong with the forum – is the design constantly being changed, or why do the options for adding a new message or editing it sometimes look so terrible?)
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#5289
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vasik
Well, what if...
Nothing similar was found, but there were weeks of emptiness that weren't mentioned in tutorials or advmap-startup.lua

These are:
WEEK_OF_GOAT
WEEK_OF_SHEEP
WEEK_OF_VIPER
WEEK_OF_ROOSTER
WEEK_OF_STORK
WEEK_OF_HYENA
WEEK_OF_WHALE
WEEK_OF_CUCKOO
WEEK_OF_RAT
WEEK_OF_FIREFLY

None of them translate to "week of release" or anything close, but who knows what text they might have put in there?

You can try setting them and see what happens.
Without checking, I'd say that these are the "encrypted" weeks for Orcish creatures and some of the Dwarven ones.
As you can see, the "Knowledge is Power" update has already passed and it set the "eternal week of exams"; it's true that this required ruining the "week of calm," but it doesn't matter).
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#5290
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Does anyone know where I can change the player names that appear in the menu and before each turn, such as "Red Player," "Blue Player," and so on?
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#5292
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How can I open a gate using PlayObjectAnimation on a map? Something like this:
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#5293
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I don’t think these are possible.
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#5294
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}{0TT@6bI4
I don't think these can be placed at all.
Oh, that's a shame.

Do you know how to place them on the ground? I tried using the x and y coordinates, but it didn't work.

Sorry for the poor quality.
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