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I don't know, maybe this will help - I vaguely remember that the tiles are calculated in height as 2/3 of the regular horizontal tiles. Check this information.
New here? I'm Roha — want a quick tour?
I don't know, maybe this will help - I vaguely remember that the tiles are calculated in height as 2/3 of the regular horizontal tiles. Check this information.
Does anyone know why ogo writes in his scripting guide, for example, like this:
function kamillaf()
MessageBox...
end;
Trigger...
because if you skip even one line, the command won't work. I wasted a lot of time on this with my first script!!
I don't understand... Any script with missing lines won't work as it should.
And here's another question, for example, to pass through the gates of a neutral or enemy army, you can set in the map editor that a squad contains no more than 999 creatures, and there are 7 squads. Is it possible to somehow make it so that one squad has 2000 creatures???? And all the creatures together are 14000???
If possible, then how? Although I know it can be done with scripts!!! Please write such a script for me and explain where to insert it!!! Thank you for your attention and answers!!!!
Hello again!!!!
Let's get back to the skills. I want the KNIGHT to have the following skills:
when he reaches level 2 - Basic Leadership.
when he reaches level 3 - Ghostly Luck.
at level 4 - Soldier's Luck.
at level 5 - Basic Light Magic.
at level 6 - Advanced Leadership.
at level 7 - Magic Resistance.
at level 8 - Troop Gathering.
at level 9 - Strong Light Magic.
at level 10 - Great Luck.
at level 11 - Expert Leadership.
at level 12 - Expert Light Magic.
at level 13 - Permanent Luck.
at level 14 - Supervision.
at level 15 - Inspiration.
at level 16 - Empathy.
After that, the skills don't matter.
The NECROMANCER should have the following skills:
when he reaches level 2 - Elementary Education.
when he reaches level 3 - Basic Spellcasting.
at level 4 - Secret Knowledge.
at level 5 - Mana Restoration.
at level 6 - Fluctuating Mana.
at level 7 - Advanced Spellcasting.
at level 8 - Secret Advantage.
at level 9 - Intermediate Education.
at level 10 - Mana Attraction.
at level 11 - Basic Dark Magic.
at level 12 - Strong Dark Magic.
at level 13 - Expert Dark Magic.
After that, the skills don't matter.
The WIZARD should have the following skills:
when he reaches level 2 - Basic Chaos Magic
when he reaches level 3 - Basic Nature Magic
at level 4 - Basic Light Magic
at level 5 - Basic Spellcasting.
at level 6 - Mana Restoration.
at level 7 - Strong Chaos Magic.
at level 8 - Strong Nature Magic
at level 9 - Strong Light Magic.
at level 10 - Secret Knowledge.
at level 11 - Advanced Spellcasting.
at level 12 - Expert Chaos Magic.
at level 13 - Expert Nature Magic.
at level 14 - Expert Light Magic.
After that, the skills don't matter.
The ELF should have the following skills:
when he reaches level 2 - Ghostly Luck
when he reaches level 3 - Great Luck
at level 4 - Permanent Luck
at level 5 - Soldier's Luck
at level 6 - Magic Resistance
at level 7 - Arrow Barrage
at level 8 - Elven Luck
After that, the skills don't matter.
The DARK ELF should have the following skills:
when he reaches level 2 - Basic Spellcasting
when he reaches level 3 - Secret Knowledge
at level 4 - Mana Restoration
at level 5 - Dark Power
at level 6 - Fluctuating Mana
at level 7 - Basic Chaos Magic
at level 8 - Basic Dark Magic
at level 9 - Strong Chaos Magic
at level 10 - Strong Dark Magic
at level 11 - Expert Chaos Magic
at level 12 - Expert Dark Magic.
After that, the skills don't matter.
Thank you very much for the scripts!
I look forward to your reply!
There are two functions for skills: HasHeroSkill(hero name, skill ID) and GiveHeroSkill, as well as a trigger for leveling up (HERO_LEVELUP_TRIGGER).
You can create this trigger, use it to track whether the hero has leveled up, check what he took when he leveled up, remove that skill from him, and replace it with the one you need. However, I don't think it's worth it.
2) Also, all of this can be almost implemented with a mod. You need to modify the skill upgrade file, setting a linear sequence as intended. Then, place this file in the existing path within the map.
I can't quite imagine how a mod could help here. With a mod, you can change the probability of certain skills appearing for a specific hero class, but this probability doesn't depend on the hero's level.
Tiles-Terraforming-Water