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.
Posts from Current questions and answers regarding the map editor.
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!!
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.
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!
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!!!!
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.
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!
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,
There are two functions for skills: HasHeroSkill(hero name, skill ID) and GiveHeroSkill, as well as a trigger for leveling up (HERO_LEVELUP_TRIGGER).
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:
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.
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:
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...
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.
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.
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...
Tiles-Terraforming-Water