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Posts from Current questions and answers regarding the map editor.

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In reply to }{0TT@6bI4
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2 years ago
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}{0TT@6bI4
3) Check the "Creating NPCs from Monsters" section; the function is called SetMonsterSelectionMode.
4) Yes, the game will refer to the hero whose AdvMapHero file comes later in the list of map objects. For Multiplayer, it is recommended to make copies of the heroes, dividing them into "HeroName1" for the first player and "HeroName2" for the second player.

3) I found the section; I did see it in the instructions when I was browsing, but I had the (false) impression that it was on the forum. It's titled "How to perform an action when touching a specific monster." Thanks again for the tip! I think I can figure out the rest from here; the map will visually improve, and I'm planning to use this to create a retraining mechanic for humans using these NPCs. I was wondering what object to use.

And additionally, another question. The FAQ on the map editor, Volume I, is a great guide to the editor, and it's your work. I've taken the information from it to heart. I didn't find Volume II; does it exist, or is it planned?
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2 years ago
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FataLisT

2) Either my skills are lacking, or combat scripts don't work on multiplayer maps, at most, StartCombat works. Can anyone tell me for sure if combat scripts work in multiplayer? I want specific actions to trigger during certain battles. I've set up several trap locations and want the battles there to look more interesting.

Combat scripts in the map folder do not work in multiplayer. However, no one forbids modifying/adding to the combat-startup.lua file in the scripts folder. Write your combat script there or add modules using doFile()

Added 12 minutes later
I apologize, I was hasty. Yes, standard combat scripts do not work in multiplayer on h5game.exe. To make them work, you need to modify the .exe file using a hex editor. If you need this, I can tell you what to do.
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In reply to Долгий
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2 years ago
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To make it work, you need to modify the .exe file using a hex editor. If you need this, I can tell you what to do.

Please, if it's not too much trouble, provide more details about what, how, where, and where to change. I would be very grateful. I probably won't be experimenting with this anytime soon, but the process is interesting in general. I plan to develop multiplayer maps. Because I have an idea to divide the current map into two directions: a long one with a step-by-step exploration of all corners, and a separate, smaller one for quick battles with a friend. I still need to learn a few more scripting mechanics.

+ he plans to draw it based on the Lord of the Rings universe later. I will help him. 

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2 years ago
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FataLisT


If it's not too much trouble, could you provide more details about what, how, where, and which files to modify? I would be very grateful. I probably won't be experimenting with this in the near future, but the process is interesting overall. I plan to focus on developing Multiplayer maps. I have an idea to split the current map into two directions: one for long, turn-based gameplay, exploring every corner, and another for quick battles with a friend, creating a separate, smaller map. I just need to learn a few more scripting mechanics.

+ He also plans to create a map based on the Lord of the Rings universe. I will be helping him with that. 

1. You need to download and install a hex editor.
2. Find and create a copy of H5_Game.exe (and rename it, for example, to H5_Game_new.exe) in the bin folder.
3. Open H5_Game.exe with the hex editor.
4. A large number of bytes (blocks of 2 characters, for example, FF 7A 3F) will appear.
5. You need to replace specific sections of bytes with null values (byte 90). 

All addresses and instructions are in the attached file. 

And yes, if you want to publish a map using the updated .exe, you will also need to upload the new .exe.
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1 file attached • Total size: 1.6 KB
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In reply to FataLisT
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2 years ago
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FataLisT

And one more question. The FAQ on the map editor, Volume I, is a great guide on the editor, and it's your work. I've taken the information from it to heart. I couldn't find Volume II; does it exist, or is it planned?
It is planned.
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2 years ago
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Hello! In general, it's either due to some mod (which is unlikely) or some map, but my heroes have a "broken" initiative, i.e., they move too often during combat. I want to finally get rid of this issue, but I don't know where and which parameter controls the frequency of heroes' turns during combat.

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In reply to Азгалор
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2 years ago
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Azgalor
Hello! So, either it's due to some mod (which is unlikely), or some map, but my heroes have a "broken" initiative, i.e., they move too often during combat. I want to finally get rid of this, but I don't know where and which parameter is responsible for the frequency of heroes' turns during combat.
GameMechanics/RPGStats/DefaultStats.xdb. The very first parameter is HeroInitiative.
Мои карты: Белый Храм, Поменяться местами, Судьба королевства, Стихийные острова.
In reply to Долгий
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2 years ago
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Guys! How do I change the single scenario type to a multiplayer arena?
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2 years ago
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Hello,
There is a need to set the game stages to span several weeks (tens, hundreds, thousands 😅), and people are facing a problem with retraining to ensure fairness. For now, I've implemented a workaround using monsters and NPCs with a retraining function and some recalculations. But the question is, can the value of a variable that controls the retraining of creatures per week be redefined during the game? And can the city interface display that, for example, instead of 7-20 creatures, 100-500 creatures can be retrained? If possible, what is it called, and where can I find it? Please advise.

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2 years ago
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Rumpo
Hey guys! How do I change the type from single scenario to multiplayer arena?

Open the map with any archiver, for example, WinRAR. Go to the Maps folder and rename the SingleMissions folder to Multiplayer.

Added 15 minutes later
FataLisT

Hello,
I need to set the game stages to last for several weeks (tens, hundreds, thousands 😅), and people are having trouble with retraining to keep things fair. For now, I've implemented a workaround using monsters as NPCs and a retraining function with some recalculations. But the question is, can I redefine the value of a variable during the game that controls the retraining of creatures per week? And so that it is displayed directly in the city interface, indicating that you can retrain, for example, not 7-20, but 100-500 creatures. If possible, what is it called, where can I find it, please advise.


If you need everything to work as you described, then it is very difficult. Variables stored in data.pak are compiled each time the game starts and can only be changed by third-party tracker programs like Cheat Engine or ArtMoney. If you need a relatively simple solution, I advise you to create several versions of the map for different stages of the game, where the parameters TrainingPointsPerWeek and TrainingPointsPerWeek_Upgraded (which are standardly 7 and 20, respectively) will differ. These are located in GameMechanics/RPGStats/DefaultStats.xdb
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In reply to Долгий
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2 years ago
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If you need everything to work as you described, it's very complicated. Variables stored in data.pak are compiled each time the game starts and can only be changed by third-party tracker programs like Cheat Engine or ArtMoney. If you need a relatively simple solution, I advise creating several versions of the map for different stages of the game, where the parameters TrainingPointsPerWeek and TrainingPointsPerWeek_Upgraded (which are normally 7 and 20, respectively) will differ. These parameters are located in GameMechanics/RPGStats/DefaultStats.xdb.
Thank you, it seems there is no simple solution. I had hoped that it would be like with hero stats, for example, STAT_MOVE_POINTS, and that it would be possible to influence them during the game. Then I'll leave my workaround as the main working version. I did it as follows: within one map, one player chooses a stage - the number of weeks is fixed in a variable. Based on this, the creatures are calculated. And if the player chooses Haven, they have 4 NPCs: archer/swordsman/monk/knight, and when interacting with them, a function is executed that takes creatures from the player's hero for upgrading, giving the necessary ones. It's not that complicated, just a bit tedious to account for the details. I'm debugging it right now.
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In reply to Долгий
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2 years ago
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Open the map with any archiver, for example, WinRAR. Go to the Maps folder and rename the SingleMissions folder to Multiplayer.
Thank you very much!
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In reply to }{0TT@6bI4
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2 years ago
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}{0TT@6bI4
1) You can go to the map properties => Players => [2] => ReservedHeroes => right-click => Add. In the window that appears, create a New entry + any unique name, which will create an AdvMapHero object on the map. For it, you select the Shared hero you need and configure the other fields as you would for a regular hero on the map. But the main thing is to select Shared; then, you can configure the hero as usual through MapProperties. If you don't select Shared or select it incorrectly, the map will crash when loading.
At the New step, it freezes and doesn't open the dialog box that asks for the name to be entered, as it does when creating a combat script. What could be the problem? Or am I doing something wrong? I have performed the manipulations in the editor to switch it to advanced mode.

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2 years ago
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I think I found it. MapPropertiesTree => Players => [2] => ReservedHeroes => Right-click => Add. But not "New," instead, a menu called "AdvMapHero" opens in this line via the three dots. In it, under Maps/Multiplayer/XL2, I selected the only line in this directory (logically, it should be the map with the largest size, and there's probably a reference to that here). Then, a window with the hero's properties appeared on the right. I'll try to configure all the parameters to match the hero placed on the map and will report the result – whether the map will crash or not, or whether it will be possible to summon him from the reserve with the specified name.

Update: It doesn't work. Perhaps I'm not filling something out correctly. After exiting the map, it doesn't save in ReservedHeroes for some reason.

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2 years ago
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Hmm, most likely, the item types in types.xml cannot be edited... I don't remember, but I probably changed it for myself. Try adding a new one using Notepad, as a template, like in map.xdb; it might work.
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