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Posts from Current questions and answers regarding the map editor.

5.0 (12 ratings)
17 years ago
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Who knows what happened – I deleted all the heroes/cities, added them back, and everything started working again...
In reply to Н’Гаста
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17 years ago
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Probably they were all in the same group, because when filling it out again, it seems like they are all set against each other by default.
17 years ago
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Ugh... I'm setting the music in the map properties tree for the map, but it won't play...
In reply to Н’Гаста
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17 years ago
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Well... I'm not really an advisor here. I tried to delve into these functions, but didn't really achieve anything. And while the editor's manual is in English, I don't have the time to translate it:smile24:
17 years ago
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My English is more than good, let's take a look, maybe there's something...

Added after 22 hours and 43 minutes
Yeah, and why can't I place heroes like Markel, Nicholas the Vampire, and Agrael on the map? Is there a plugin for the editor?
In reply to Н’Гаста
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17 years ago
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N'Gasta
Yeah, but why can’t we place heroes like Markel, Nicholas the Vampire, and Agrael on the map? Is there some plugin for the editor?
It is described in detail here:
/topic/at/141266/
In reply to Imaris
17 years ago
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Cr@zy Wolf
Here's a detailed description:
/topic/at/141266/
Oh, thank you so much, I don’t even know how to express my gratitude! I would shake your hand if I could! :)

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Holy moly…you can change everything about the hero here…skills and everything else.
The map will be ready tomorrow ;)
In reply to Н’Гаста
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17 years ago
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So, that's where he got it from:smile54: I didn't know, thanks a lot:smile12:
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17 years ago
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Does anyone know how to view the number of steps a hero has taken in numerical form?
In reply to LordViRuS
17 years ago
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LordViRuS
Does anyone know how to view the number of movement points a hero has in numerical form?
using a script.

local MovHero = GetHeroStat("heroName", STAT_MOVE_POINTS);
print(MovHero);

This will display the number of movement points in the console.
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17 years ago
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Please teach me how to create maps!!! :smile45:
In reply to Palach1
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17 years ago
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/forum/section/76/ - this section is dedicated to creature building in HoMM V. Before creating a new topic, we recommend that you familiarize yourself with the forum first
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17 years ago
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Could you please tell me how to give a hero specific tasks (capture a town, obtain an artifact, etc.)?
In reply to Progruzovik
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17 years ago
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Progruzovik
Please tell me, how do you give a hero specific tasks (capture a town, obtain an artifact, etc.)???
It is more convenient to do all this via script (for the most part), but it can also be done like this: go to properties (the window is located at the bottom left of the editor; if it's not there, click the Map Properties Tree button), then Objectives, and choose Primary (main tasks) or Secondary. From there, you do what you need: go into PlayerSpecific; the number 0 there represents player 1.
Name — set the name of the task, which is later used in the script. For example,
Pimary_01 (as seen in the screenshot).
CamptionFileRef — creates a file (object) with the task's name. This name is displayed
in the task list in-game.
ObscureCaptionFileRef — not used.
DescriptionFileRef — creates a file (object) with the task description. This description
is displayed in the task list in-game.
ProgressCommentsFileRef — as one or several parameters, a file (object) is created
with a description of the completion stage (progress) of the task. This description
is displayed according to the script. There can be several such completion stages
(depending on the number of parameters/created description files).
Kind — type of task. Essentially determines what the player must do to complete
the task.
It has several different types.
In principle, it's clear from the name of each type what that particular type does.
Only two task types involve defining task conditions via script.
These are:
Objective_Kind_Scenario_Info and Objective_Kind_Manual.
Objective_Kind_Scenario_Info — displays values of the CaptionFileRef and
DescriptionFileRef parameters from the ScenarionInformation branch in the map properties as the name and
description of the task. Such a task is configured via script. As a rule, it is not used
when creating single-player maps.
Objective_Kind_Manual — the name, description, and configuration of the task
are handled entirely via script.
All other task types are configured right here. Usually, you can infer from the type
name whether additional parameters are required for that task type.
For example, a Defeat_All type task implies the complete destruction of all enemy heroes,
no matter how many there are. Accordingly, no additional parameters are required.
But in the case of, for example, Hero_Must_Survive, it is necessary to specify the script name
of the hero in question.
The list of task types and parameters required for their configuration follows.
Parameters
All task types and parameters that require additional configuration.
Scenario Info — no additional configuration needed.
Manual — no additional configuration needed.
Stay Undefeated — no additional configuration needed.
Defeat All — no additional configuration needed.
Capture All Towns — no additional configuration needed.
Build Graal — no additional configuration needed.
Assemble Army — requires additional configuration. There must be an even
number of parameters: first is the unit ID, second is the quantity.
Collect Resources — requires additional configuration. There must be two
parameters: the resource index number and its quantity.
Hero Must Survive — script name of the hero
Capture Any Town In Week — not needed
Capture Object — script name of the castle
Defeat Neutrals — script name of a group of units on the map. There can be several parameters.
Defeat Hero — script name of the hero
Build Building In town — first parameter is the script name of the city, second is the building ID,
third is the building level.
Obtain Artifact — artifact ID
Open Border Guard — script name of the border guard
Advance Heroes — upgrade a hero to a certain level; first parameter is the name,
second is the level.
Kill Creatures — does not work.
Defend Object – castle name (script). The castle must be captured at the time
the task is issued (see Dependence).
Capture Any Town — no additional configuration needed.
Capture 9 Towns — not used.
Timeout — number of turns after which the task must be completed. "-1" means — no limit.
Holdout — number of turns during which the conditions necessary for
completing the task must be maintained. Used for tasks where, for example,
a certain town must be captured. After capturing such a town, the task is considered
completed only when the player has held the target object for as many turns as
defined by this parameter. "-1" means — no limit.
Dependencies — enter the name (script name from the Name field) of the task that must be
completed before this task is issued to the player. There can be several tasks
that must be completed.
InstantVictory — if the value is "true", upon completion of this task,
regardless of other tasks, the mission is considered won.
TargetGlance — allows automatically showing the area of the map where the target object
is located. Triggers once when the task is issued.
Target — several parameters determining what and how to show the player.
Type — determines how the demonstration object is selected — by name or
by coordinates.
Name — if the demonstrated object is selected by name, its script name
must be specified here.
Coords — if we are showing a map area, enter the coordinates
FloorID — floor ID (0 — surface, normal level; 1 —
underground)
Cell — tile coordinates (can be seen in the editor's status bar).
Radius — radius of the opened space (Fog of War is removed).
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Duration — time during which the point at selected coordinates or a specified object will be demonstrated. Specified in milliseconds.
Award — define what reward the player's main hero will receive.
Type — define the reward type. Depending on the selected type, change
the corresponding parameters. If a reward type is selected but parameters are not
configured, it will not work. If parameters for one reward type are configured but another type is selected, it also won't work.
Experience — amount of experience granted.
Resources — configure which and how many resources to give the hero.
Attribute — select the attribute to be changed for the hero.
AttributeAmount — numerical value — by how much the attribute will be changed.
Negative values are not allowed.
ArtifactID — select the artifact with which the hero will be rewarded.
SpellID — select the spell with which the hero will be rewarded.
Armyslot — select units that will join the hero.
Creature — unit type
Count — quantity
SpellPoints — define by how much the hero's mana pool will be changed (not the Knowledge attribute, but specifically the current mana value).
Morale — modify the hero's morale.
Luck — modify the hero's luck.
SkillWithMastery — modify (add) a hero skill.
Mastery — specify the level of the skill.
SkillID — select the skill.
TakeContribution — when "true", some types of rewards specified above will not be
added, but rather subtracted (taken away) from the hero (player). This does not apply,
for example, to experience, attributes, spells, skills, luck, morale.
CanUncomplete — when "true", this task can be issued again multiple times if the situation on the map stops satisfying the conditions for completing
the task.
IsInitialyActive — when "true", this task is in the hero's task list from the very beginning of the mission, i.e., it has already been received.
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IsInitialyVisible — when "true", this task is visible in the task list even if
it hasn't been received yet and isn't being checked for completion. Use with caution.
IsHidden — when "true", this task will never appear in the task list, regardless of whether it was received, completed, or failed.
Ignore — when "true", it is not considered during the win/loss check.
ShowCompleted — when "true", this task will initially be marked as completed,
regardless of map conditions.
NeedComplete — not used.
Good luck :) . Apologies for the very long post. :(
Drake
I am currently mastering the scripting manual by Ogo-i.
You can also read Novik's manual; all functions are divided by sections there, which is very convenient. In general, scripters should have this thing I uploaded... It's available on All4heroes.net.
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