Skip to content

Posts from Current questions and answers regarding the map editor.

5.0 (12 ratings)
In reply to antonag07
Auto-translated
antonag07
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.
I'll try it next time. I made it simpler - if you don't touch the area where the monsters run on the arena with bulk, dig, and similar tools that change the height, then by default, the offset of the blocked tiles occurs in a completely normal way, with +-1 along the axes.
In reply to JonnyP
User Avatar
Auto-translated
Does anyone know why ogo writes in his scripting guide 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!!
User Avatar
Auto-translated
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.
 

К А
Стикеры GBF в Telegram
In reply to Ment
User Avatar
Auto-translated
Ment
I don't understand... Any script with missing lines won't work as it should.
That's what I'm saying.
User Avatar
Auto-translated
Hello to all forum visitors!
I haven't been here for a while, and I have some questions. If possible, please answer if you know the answer to my question!
For example, when a hero levels up from level 1 to level 2, they are given 4 skills to choose from. Here's the question:
Is it possible to choose other skills besides those 4?
For example, luck, even though it's not among them? :smile45: :smile45: :smile45:
Thank you for your answers and attention! I'm looking forward to your response!
----------------------------------------------
Я начинающий картостроитель.Скоро буду
выкладывать карты, когда научусь всё делать.:smile01: :smile01:
In reply to Ment
User Avatar
Auto-translated
Hello again!!!! Ment, can you create such a script? I just want to create a map where there are specific skills and abilities. If you know how, please write the scripts and explain in detail where to insert the script, because I haven't created maps for a long time and have already forgotten what and how. So, if questions repeat, please excuse me in advance. Let's get back to the skills. I want the KNIGHT to have the following skills: when he reaches level 2 - Fundamentals of Leadership. when he reaches level 3 - Ghostly Luck. at level 4 - Soldier's Luck. at level 5 - Fundamentals of 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 - Skilled Leadership. at level 12 - Skilled Light Magic. at level 13 - Constant 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 - Basic Education. when he reaches level 3 - Fundamentals of Spellcasting. at level 4 - Secret Knowledge. at level 5 - Mana Replenishment. 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 - Fundamentals of Dark Magic. at level 12 - Strong Dark Magic. at level 13 - Skilled Dark Magic. After that, the skills don't matter. The WIZARD should have the following skills: when he reaches level 2 - Fundamentals of Chaos Magic. when he reaches level 3 - Fundamentals of Nature Magic. at level 4 - Fundamentals of Light Magic. at level 5 - Fundamentals of Spellcasting. at level 6 - Mana Replenishment. 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 - Skilled Chaos Magic. at level 13 - Skilled Nature Magic. at level 14 - Skilled 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 - Constant Luck. at level 5 - Soldier's Luck. at level 6 - Magic Resistance. at level 7 - Arrow Shower. 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 - Fundamentals of Spellcasting. when he reaches level 3 - Secret Knowledge. at level 4 - Mana Replenishment. at level 5 - Dark Power. at level 6 - Fluctuating Mana. at level 7 - Fundamentals of Chaos Magic. at level 8 - Fundamentals of Dark Magic. at level 9 - Strong Chaos Magic. at level 10 - Strong Dark Magic. at level 11 - Skilled Chaos Magic. at level 12 - Skilled Dark Magic. After that, the skills don't matter. Thank you very much for the scripts! I look forward to your answer! Added after 6 minutes And another question: for example, to pass through the gates of a neutral or enemy army, you can set in the map editor no more than 999 creatures in a squad, and there are 7 squads. Is it possible to make it so that there are 2000 creatures in one squad? And a total of 14000 creatures? If possible, 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!!!!
----------------------------------------------
Я начинающий картостроитель.Скоро буду
выкладывать карты, когда научусь всё делать.:smile01: :smile01:
In reply to Дункан
User Avatar
Auto-translated
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!!!!
Yes, it can be done without scripts, simply, if you use ObjectProperties, there is a limit, but in ObjectPropertiesTree you can insert any number, try it.
Regarding skills, there are two functions: HasHeroSkill(hero name, skill ID) and GiveHeroSkill, as well as a trigger for leveling up (HERO_LEVELUP_TRIGGER). That is, if you are not lazy, you can create this trigger, use it to track whether the hero has leveled up, check what he took when leveling up, remove this skill from him, and replace it with the one you need. Although, I think it's unlikely to be worth it.
I will move the topic; it doesn't belong here.
 

К А
Стикеры GBF в Telegram
In reply to Дункан
User Avatar
Auto-translated
Duncan
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!
Scripts will only work with :smile30: :smile45:
1) For example, you can change the experience required for each level to an impossible value (e.g., 100000000 for level 1, 200000000 for level 2, etc.), and "increase" the level only through scripts,
Ment
There are two functions for skills: HasHeroSkill(hero name, skill ID) and GiveHeroSkill, as well as a trigger for leveling up (HERO_LEVELUP_TRIGGER).
, checking how much experience the hero has after each battle or visit to an obelisk (etc.). Give the desired skill or ability. The downside is that the level will remain at 1, but the progression will be there. Of course, you can also set the hero's maximum level immediately, but then how will the hero attack? Although, there was something in the scripts that allows you to increase the level without gaining all the experience (something like ChangeStat for experience), which would eliminate the static level.
2) Almost everything can also be implemented with a mod. You need to change the skill tree file, setting the linear sequence you specified. Place this file in the existing path in the map.
The only problem that may arise here is with obtaining skills (like light magic, dark magic, etc.), but by changing the initial requirements and making the threshold more flexible, you can achieve an acceptable result.
3) There is another option: replace the skill and ability icons with something unknown, and act according to Ment's scheme. This way, when a skill is increased, we won't even see the extra one, and we won't see the one we took either :smile04:
Ment
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.
I agree with the last sentence :)
4) This is already a complete perversion:
During or before the level up, pass the turn to the computer, it will choose the skill, and then return the hero to us, and then follow Ment's scheme. I don't know if it will work at all, but it's a cool idea)
But there will be a lot of trouble...:smile16:
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
User Avatar
Auto-translated
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 don't quite understand how a mod can 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.
 

К А
Стикеры GBF в Telegram
In reply to Ment
User Avatar
Auto-translated
Ment
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.
Each perk can be made dependent on another perk.
That is, "arrows in the wheel." If you cut off all other paths, then this will be the only one! For example, you take Fire Lord, and after that, only Pyromancy is available, because the others are cut off or already depend on Pyromancy, and nothing else can be offered.
And it's changed not in the HeroClass.xdb file, but in the Skills.xdb file in the same folder.
Моды для HeroesV:
NHF 0.90 : NHF - группа в VK

Карты для HeroesV:
Путешествие , Условие крови , Рука судьбы.Часть 1: В поход , Рука судьбы.Часть 2: Отчаянье , Рука судьбы.Часть 3: Восхождение , Стойкость
Абсолютная власть , Иду на Вы! , Корона Ургаша , На задворках
Мир надо уничтожить... Чтобы создать свой...
User Avatar
Auto-translated
Ah, I see what you mean. Yes, that's an interesting option.
 

К А
Стикеры GBF в Telegram
In reply to Ment
Auto-translated
Good day. This question might have been asked before, but I can’t browse through all ~50 pages of this forum right now, so I’ll ask anyway. Is it possible in the map editor to create water other than using: Tiles-Terraforming-Water or Tiles-.Rivers? I mean water like in the map editor for Heroes 3, the kind that is created by changing the terrain, and looks like a dug-out channel (it’s not very impressive). If it’s possible to create water in another way (increase the depth, use a different tool in the editor), please let me know and explain how. Thank you in advance; I want to start making maps as soon as possible. If my question is inappropriate here, please provide a link to a topic where I can ask it.
User Avatar
Auto-translated
Tiles-Terraforming-Water
But this is precisely the tool that is similar to the ternary one! Water with a steep bank is generated, and the width of the coastal strip is 1. A similar effect can be achieved using the lower tool.
 

К А
Стикеры GBF в Telegram
In reply to Ment
Auto-translated
That's very strange, because I'm comparing this water to the water I saw in one of the campaigns. That water is just water; it looks like a normal body of water, but this water looks like a dug-out channel (you can see the ground beneath it; I can even build a road along its bottom). Is this all that can be achieved in the editor?

Statistics