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I'm more interested in what the purpose of all this is.
There's nothing else to do, so I'm just messing around! :D With 'charisma,' the idea is that several heroes would visit the object, and each would receive a bonus to their charisma. Art won't work for this.
There's simply nothing else to do, so I'm just messing around! :D The idea is that multiple heroes visit an object, and each one receives a bonus to their 'charisma'. Art won't work for this.
So, we take any object. When touched, we check if a hero is in the array of heroes who have touched it, and if not, we add charisma. We then add the hero who touched it to the array. Does this not work?
So, we take any object. Upon contact, we check if a hero is in the array of heroes that have touched it, and if not, we add charisma. We then add the hero who touched it to the array. Won't that work?
I don't have the brainpower to do that :smile04:. Never mind, I've already figured out how to organize all of this – thanks for the tip.
He didn't understand me. We need a copy, not a dolmen (meaning it won't have the properties of a dolmen), and we need to change the copy's appearance to look like a dolmen. For example, the Crystal of Knowledge. We copy it, change its appearance. (the side effect is +1 to knowledge) and so on. Moreover, we can take away this knowledge from heroes, and this procedure is less harmful for the hero who is affected than the procedure of taking away experience. Or we can find another object that is more suitable.
regarding different types of objects (for the player and for the heroes, I didn't know, maybe we really need to look for such ones), the Crystal of Knowledge most likely belongs to the first type, because I checked it, and it is applied to the entire player
Added 1 minute ago JonnyP
Yes, I was trying to use the hero's name in the MARK. Everything is ready now. The result - I personally like it :)
and can you show how you did it? I'm interested, for example. Maybe someone else will be too
regarding different types of objects (for the player and for the heroes, I didn't know if I should really look for such ones) the Crystal of Knowledge most likely belongs to the first category, because I checked, and it applies to the entire player
Added 1 minute ago
and can you show how you did it? I'm interested, and maybe someone else too.
Yes, I just slightly changed the result of what was needed - but now it works with visits. (I wouldn't have figured it out myself; smart people gave me the idea :). I left the object enabled and added a trigger. I will have 4 types with the same model (correspondingly, in the object description +1 to defense, attack, magic, or knowledge + charisma bonus). That's all! Regarding experience, it had to be removed because heroes will gain the main experience in quests, and an additional bonus to parameters will only increase the importance of obelisks.
Yes, I just slightly modified the result of what needed to be done – but now it works with the visitor count. (I wouldn't have figured it out myself; smart people gave me the idea :). I left the object enabled and added a trigger. I will have 4 types with the same model (correspondingly, in the object description, there is +1 to defense, attack, magic, or knowledge + a charisma bonus). That's all! Regarding experience, it should have been removed because heroes will gain the main experience in quests, and the additional bonus to parameters will only increase the importance of obelisks.
So, the object is only disabled when the trigger is activated?
Dear forum members, has anyone had experience working with the **MoveHeroRealTime** command? I'm having a problem with it, specifically:
I have coordinates (example): x = 2, y = 3.
And I have, say, 4 heroes who should arrive at this point on the map at a certain interval. The problem is that the first hero reaches point 2, 3 (where my trigger catches him and starts the next action – in my case, a battle), and the second hero reaches point 2, 4 and stops, the third reaches 2, 5 and stops, and so on.
After the first hero is defeated, the tile should be freed, right? Or not? Judging by the fact that the other heroes can't reach the destination after the hero's death, the hero (in fact) remains in the place where he arrived.
(The **problem is that, besides the first hero, no one else can be delivered to the destination...**)
Dear forum members, those who have experience working with the MoveHeroRealTime team, I have a problem with it, namely: I have coordinates (example): x = 2, y = 3 And there are, say, 4 heroes who should arrive at this point on the map after a certain period of time. The problem is that the first hero reaches point 2, 3 (where my trigger catches him, launching the next action (in my case, a battle)), and the second hero reaches point 2, 4 and stops, the third reaches 2, 5 and stops, and so on. After the first hero is defeated, the tile should be freed, right? Or not, judging by the fact that the other heroes cannot reach it after the hero's death (in fact) he remains in the place where he arrived.
(The problem is that, apart from the first hero, no one else can be delivered to the destination...)
Do you really need all of them to arrive at the point? Maybe you can make the region larger and add a trigger? (This will catch those who didn't make it)
That’s exactly the problem; they don’t reach the trigger. I’m starting to think that the region acts as an obstacle for them… even though there are absolutely no region-based restrictions (the larger I make the region, the further away from the destination the heroes stop).