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In reply to Azmadon
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#32
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Ismail
I was misunderstood – the question is only about how to add the animation for the "shot"/projectile that I need. The attack across the entire Arena has already been implemented; it just looks mediocre without the corresponding animations.

Just add the monk's shooting animation (visual), and then attach something to it as a replacement. You could even use Armageddon's Blade as a substitute.
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#34
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So, I'm asking for help with how to "install" it; I remember finding instructions somewhere before, but now I have no idea how to do it.
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#35
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Ismail
basically...
Attachment 70843
but attacking with "air units" doesn't look very good, of course.
Just do it not in the original file but in a copy!!! And add a link to the copy for the Temptresses (and you need to change the name of the copy too).




Try specifying the path to Visual Armageddon here (I did this once for ranged attacks; as a result, a simple hero attack would cause meteors to fall and trigger Armageddon).

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#36
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Waterfall_13


Try specifying the path to the visual effect of Armageddon here (I did this once to make the hero's regular attack trigger a meteor strike and Armageddon).
😅 yeah... and I guess I wasn't even close to looking in the right place. I'll try now... (but now I understand when and where I found it).

Added 1 hour ago
Thank you, progress has been made. However, the question remains: how to make it summon a projectile for each enemy, not just the main target. I hope I'll figure it out...

*This is where the idea for the lightning came from. A long time ago, I had a mod called "Gods" or something similar, where one of the human unit upgrades gave them an AoE attack (like the Dancers, including ranged attacks), and when Monks attacked multiple targets, it would summon a "meteor" for each attacked enemy. It looked cool, and that's when the question arose: "What if we increase the scale?!"
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#37
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Ismail

😅 yeah... and it seems I wasn't even close to looking in the right place. I'll try now... (but at least it's clear when and where I found it).

Added 1 hour ago
Thank you, progress has been made. However, the question remains of how to make it summon a projectile for each enemy, and not just the main target. I hope I'll figure it out...

*Where the idea with the lightning originally came from. A long time ago, I had a mod called Gods or something like that, where one upgrade gave people AoE attacks (like Dancers, including ranged) and, for example, when Monks shot at multiple targets, it summoned a "meteor" for each attacked enemy. It looked cool, and that's when the question arose - "what if we increase the scale?!"

What do you mean by "meteor"? When the meteors fell in one place around the target? In a circle around the attacked target? You have a situation where the targets are standing in different places. And if, for example, meteors fall around the attacked target, then theoretically this can be done by editing the effect and adding a duplication of the meteor to it, simply by shifting the center of the effect. You can also try to play around with the animation timing so that they don't fall at the same time.
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#38
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No, there the "Monk's projectile" fell one by one on each of their attacked targets (if there were several), and it seemed to me that this was the standard mechanic - if you have an AoE in the ranged attack and you are, for example, not a Rune Priest of the Gnomes or a Lich, for whom the AoE effect is a Perk with a fixed effect...
*i.e., for the Archers from the same mod, the arrows also split during flight and one flew to each of the targets, if there were any.
*i.e., the projectiles fly only to existing targets in the area of effect. Shooting at one - one projectile flies, shooting at three, one separate projectile flies for each... (in general, it's complicated. It was easier on paper.)
---
I think either I implemented the AoE differently (although adding "War-dance" to the abilities, as I have already found out, does not affect anything except the display of the Perk in the game), or there were additional manipulations for this effect in that mod...
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#39
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Ismail
No, there, the "Monk's projectile" fell one by one on each of their attacked targets (if, of course, there were several), and it seemed to me that this was a standard mechanic - if you have an AoE in ranged, and you are, say, not a Rune Golem Priest or a Lich, for whom the AoE effect is a perk with a fixed effect...
*i.e., for the Archers from the same mod, the arrows also split during flight and one flew to each of the targets, if any.
*i.e., the projectiles fly only to existing targets in the area of effect. Shooting at one - one projectile flies, shooting at three, one separate projectile flies for each... (in general, it's complicated. It was easier on paper.)
---
I think either I implemented AoE differently (although adding "War Dance" to the abilities, as I have already found out, does not affect anything at all, except for displaying the perk in the game), or in that mod there were additional manipulations for this effect...

Well, War Dance, like the triple attack of Dryads and the fire breath of Dragons, are all just empty shells; the damage is not dealt by the skill, but by the "attack pattern." I used this to create a 3-cell burn for Azure Dragons, but I can't add a description for it))) I need an empty skill.
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In reply to Waterfall_13
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#40
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yes, my "girls" could also use such a useless skill. Otherwise, it's only mentioned in the creature's description that it deals damage to all opponents.

I've also always thought about making a mod for the Spellbook of a mob in the hiring/overview menu, preferably with an indication of its "mastery." Because often, to find out what this "Warlock" does, you need to hire the mob and check, or look it up in the Wiki/documentation, especially when it comes to "mastery" :(
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#41
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Hello. I'm having a problem when replacing Bone Dragons in the Necropolis. Specifically, the Bone Dragons and Spectral Dragons (Astral Dragons changed as expected). I replaced the Tier 7 Necropolis units with the previous Tier 6 units (i.e., now Messengers instead of Dragons, and I placed another unit in the place of the Messengers). However, after saving the changes and launching the game, their "Skeletons" and "Geometrics" disappeared. And if I understand correctly, the file they referenced was also deleted (Skeletons and Geometrics of the Messengers). No such problems were observed with other modified units! In general, I hope that experts can explain what is wrong. :( ---- *I think this may be related to the fact that the names of the units before the DLCs are very long. They had a problem with embedding. If anything, I'm changing units through the Map Editor (I don't know how correct this method is, but for now, it's the most convenient for me).
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#42
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Ishmael
Hello. I have encountered a problem when replacing Bone Dragons for Necropolis. More specifically, the bone and ghost ones (the Spectral ones changed as needed).
I replaced Necro T7 with the previous T6 (i.e., now Heralds instead of Dragons, and I put another unit in the Heralds' place). However, after saving the changes and launching the game, their "Skeletons" and "Geometries" disappeared. And if I understood correctly, the file they referenced (Skeleton and Geometry of the Heralds) was also erased. No such problems were observed with other changed units! In general, I hope experts can explain what is wrong.  
----
*I think this might be because the names of the pre-DLC creatures are very long. They had an issue with embedding. If anything, I change units through the Map Editor (I don't know how correct this method is, but for now it's the most convenient for me).
the names are long because these are not files, but a piece of text in the model file
here is how the Banshee is recorded

Banshee

   
       
       
   
   
   
   
    1



and here is how the Wight is recorded

Wight

   
       
           
               
               
                0
               
                    0
                    0
                    0
               
               
                0
                0
               
                true
                true
                0
               
                    0
                    0
                    0
               
                0
               
                5
                false
                L_NORMAL
                DM_DONT_CARE
                false
                M_GENERIC
                AM_ALPHA_TEST
                true
                false
                false
                false
           
       
       
           
               
               
                0
               
                    0
                    0
                    0
               
               
                0
                0
               
                true
                true
                0
               
                    0
                    0
                    0
               
                0
               
                5
                false
                L_NORMAL
                DM_DONT_CARE
                false
                M_GENERIC
                AM_ALPHA_TEST
                true
                false
                false
                false
           
       
   
   
       
           
            Global
            true
           
            B080C7E8-4B44-4157-996B-FEC6BBEC3EF6
       
   
   
       
           
            172502D9-17FD-4615-81C0-9FCC2180A1BD
           
            Global
           
                3.18326
                2.73856
                4.99828
           
           

                0.169839
                0.0762311
                1.37565
           

           
                1.64591
                -0.111639
                3.73294
           
           
                0
                0
                0
                0
           
           
               
                   
                    AI
                   
                    0
                    0
                   
                        0
                        0.143901
                        1.40137
                   
                   
                        0.825303
                        0.825303
                        1.30628
                   
                    795E7565-56B9-4792-9882-1DF8F5E97DA8
               
           
            2
           
                1
                1
           
           
                StickShape
                BodyShape
           
           
           
       
   
   
    1



in the Banshee files, links to materials, skeletons and geometry are written, while in the Wight, it's not links to files, but the direct content of the files; the Map Editor cannot copy and paste that
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In reply to fktifzobr
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#43
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Got it! Thanks! But how can I do what I need then? Or can I create normal links to files?

Added 4 minutes later
This error also broke the game itself, specifically the affected units. :( The only way to fix this is to "delete" this map-mod. Of course, it's also my mistake; I remember encountering a similar issue a long time ago when I was experimenting with Assassins. I need to save such maps after making changes using "save as" so that I can "roll back" if something goes wrong. Otherwise, it's a bummer. It's an unpleasant situation for now.
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#44
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Ismail
Got it! Thanks! But how do I do what I need then? Or can I create normal links to files?

Added 4 minutes later
This error also broke the game itself, specifically the affected units.
The only way to fix this is to delete this map-mod. Of course, it's also my fault; I remember encountering something similar when I was experimenting with Assassins. You need to save such maps after changes using "Save As" so that you can "roll back" if something goes wrong. Otherwise, it's a dead end. It's an unpleasant situation right now.

In theory, you just need to copy the Banshee files and then the Undead file, which contains all the information, and then split it into separate lines and insert these lines into the Banshee files.
And also make the links to the Undead files similar to the Banshee files.

In short, split the single Undead file into files like the Banshee files. But I haven't done this myself; it should work if everything is inserted correctly. It's just a different way of presenting the information to the game. Not in one file, but in parts... materials separately, skeleton separately, geometry separately
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