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Please help me create a hero based on this unit; all the necessary files are available. Here's a link to the file: https://vk.com/mightandmagic5?w=wall-55167960_18108
New here? I'm Roha — want a quick tour?
... I'll write to you tomorrow, I'm too lazy today.
Alright, here we go, how to make a creature a hero?
Stage 1
Make it so that the creature ceases to be a creature...
So, I downloaded a mod for a creature from Heroes 7, opened it, inside the folder
bin
Cameras
GameMechanics
MapObjects
new_creatures
Sounds
The red folders affect creatures
1) In the Cameras folder, there is a file that changes the camera in the recruitment window; ideally, you should keep this file and rename it to use the camera for the hero
Go to \Cameras\Interface\HireCreatures - inside there's a file Vampire.xdb - rename it to VampireHero.xdb
2) The GameMechanics folder can be deleted; it has a file connecting the creature and the model, one could say it's the root
3) MapObjects can be deleted immediately, because it contains a file for the map editor (it's very likely broken)
Stage 2
You need to link the model to the hero
Most likely, you need to replace some Necromancer
You need to take it from data.pak
In the \MapObjects\Necropolis folder, all Necromancers, Necropolis creatures, and buildings are located; Necromancers have the marker .(AdvMapHeroShared)
The names mostly don't match the titles. Aberrar.(AdvMapHeroShared) is Zoltan, Berein.(AdvMapHeroShared) - Markel, Effig.(AdvMapHeroShared) - Raven...
The structure of the file using Zoltan as an example; I'll write about everything, but highlight what we need in redAberrar
- this is not used
- this line is usually not used
0
0
0
0
false
true
false
true
Aberrar - under no circumstances change the name in this line, otherwise scripts in campaigns might break
HERO_CLASS_NECROMANCER - this is the hero class
HERO_SPEC_MIND_CLEANER - this is the specialization (affects ONLY the effect, does not affect the icon and description of the specialization)
MASTERY_BASIC - skill level
HERO_SKILL_NECROMANCY - racial ability
- specialization name
- specialization description
- specialization icon //actually this is nice, you can give the same specialization to different races with different names and icons, I did that, for example, made a dwarf with the suzerain specialization, but due to the lack of 'retraining' he just brought in money, I called him a treasurer, such heroes were in Heroes 3
- this is the icon
<facetexturesmall href="/Textures/Icons/Heroes/Necropolis/Necropolis_Zoltan_128x128_64.(Texture).xdb#xpointe r(/Texture)"> this is the small icon, in the last expansion they were abandoned, you can just write in this line
TOWN_NECROMANCY - this is the hero's race
- hero name
- hero biography
0 - attack
1 - defense
3 - spell power
1 - knowledge
- skills
MASTERY_BASIC - mastery (basic)
HERO_SKILL_LEARNING - learning skill
- secondary skills
HERO_SKILL_EAGLE_EYE - eagle eye
- spells
SPELL_ANIMATE_DEAD - animate dead
false - ballista
false - first aid tent
false - ammo cart
- sworn enemy
0 - idk
- idk
- circle under the hero
- large army trail
- idk
- idk
false - this blocks the hero for multiplayer maps, here he is unlocked
- hero's musical theme, almost all campaign heroes have one
false - idk, better not touch
Lines important to us
- this is the battle model, for example, for a Knight it's a rider with a standard bearer
- this is the melee attack model, not everyone has it, there's none here... we won't need it either, because there's no animation
- this is the model for the adventure map
First, for these three lines, you need to write the path to the character file of the creature from the mod, it will look like this
<herocharacterarena href="/new_creatures/Necro/Vamplord/creature.(Character).xdb#xpointer(/Character)"/>
<herocharacteradventure href="/new_creatures/Necro/Vamplord/creature.(Character).xdb#xpointer(/Character)"/>
All creatures from Heroes 7 have one template, so the path will only differ in the unit name and faction
Now about the remaining lines
- this is a unique camera, such as Agrael, Biara, the Lord have... we have one too, we need to write it
<> href="/Cameras/Interface/HireCreatures/VampireHero.xdb#xpointer(/Camera)"/>
The next line is responsible for the projectile, we won't touch it, because the vampire has no projectile
HALF THE JOB IS DONE
The hero is displayed, BUT IN T-POSE
Stage 3
Fixing the hero
The structure of creature files is slightly different from the structure of hero files, we need to fix that
You need to start with that file we specified for the appearance - /new_creatures/Necro/Vamplord/creature.(Character).xdb
Open it, and you'll seecreature.(Character)
- animations for the adventure map, nothing is written here!
Fortunately, just above there is a line with animations for battle, copy the piece href="animset/creature.(AnimSet).xdb#xpointer(/AnimSet)"/> and paste it into the adventure map line like this
href="animset/creature.(AnimSet).xdb#xpointer(/AnimSet)"/>
THE HERO IS NO LONGER IN T-POSE
But he doesn't know how to shoot....
Get into the animations file - that one animset/creature.(AnimSet).xdbcreature.(AnimSet)
- these are animations, this one for example is death
death
hit
idle00
move
attack00
specability
happy
stir00
Global
As you can see, this is a list of animations, copy some and change the "kind", for example replace attack with ranged attack, and ability with cast
rangeattack
cast
This way the hero will learn to shoot and cast spells
That's it) I'm going to sleep
Is it possible to create a hero from the Rakshasa Raja unit?
Awesome! And how nicely he moves around the map, it's just amazing, and he also casts spells in battle, which is really cool!