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Posts from Current questions and answers regarding the map editor.

5.0 (12 ratings)
In reply to HAndOS
14 years ago
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zehir12
I managed to recreate Agrael (Agrael on a lizard)!! :D :D :D :D :D

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The animation of Arantir fits him, but he becomes headless! Agrael is a Necromancer!

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Does anyone have a script that gives a certain amount of experience when capturing a city?

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I did it!!!!!!!!!! I fixed it: Isabel without a horse, Tieru without a horse, Arantir without a horse!
Wow, you're awesome :D No one here knows how to do that :cool:
zehir12, everything that exists in the game (almost everything) can be found in the campaign, so I don't understand what kind of discovery you made :smile07:
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14 years ago
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Found it... Sorry for the inconvenience:smile15:
14 years ago
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Agrail is just moving around on his lizard.

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For himself, yes!

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Come on, someone give me the script!
In reply to Markel the Imperor
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14 years ago
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zehir, what animation did you use for them so they attack properly?

Added 1 minute ago
and try Agrael from Nikolai - the Vampire.
14 years ago
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Them, right?!

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You're making it for adv, not arena

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Have you tried Nicholas's?

Added after 1 minute
Nicholas doesn't want it, but he doesn't acknowledge his own animation!

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If anything, Nicholas's animation is for Agrael!

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Guys, please give me the script!
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14 years ago
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function ExpPlus(hero) SetHeroStat(hero,GetHeroStat(hero,STAT_EXPERIENCE)+1000); --+1000 experience Trigger(OBJECT_CAPTURE_TRIGGER, "city name in quotes", nil); end; Trigger(OBJECT_CAPTURE_TRIGGER, "city name in quotes", "ExpPlus");
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14 years ago
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There are issues with configuring the boss. The Yeti has the correct model, stats, and abilities, but for some reason, it occupies only one cell (instead of four, as expected for the creature the model is based on), and the name is not displayed. What needs to be changed to make the name appear? How can I make the boss occupy a 3x3 grid? How many .xdb files with modifications should there be? I only have three, but I've seen that in "The Tale of Igor's Campaign," there are many more.
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14 years ago
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There's a property called "size" there. You have it set to 1, but it should be 3. The number of files should be equal to the number required. I might not always create the most optimal version.
In reply to Ment
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14 years ago
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Does anyone know what the xdb files for 2D and 3D sound look like?
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14 years ago
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I'm doing it through the editor. There's nothing complicated in the xdb, the only small problem is getting the sound itself into the game's resources.
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14 years ago
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If you set CombatSize to more than 2, the monster won't appear on the battlefield, and the victory will be automatically recorded :(. So, it's better to keep it at 2x2.

Ment, what should I do about the monster's name? I remember when I simply rewrote the monster's stats, the same problem occurred, but I don't remember how I solved it.
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14 years ago
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if you do that, the monster won't appear on the battlefield, and the victory will be automatically recorded.
If you place a neighboring unit, everything will work correctly.
Ment, what should I do about the monster's name?
Do this: In the extended editor, select the Creatures tab, then Visual, and you'll see it there.
14 years ago
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I don't have cobatSize; my game version is 3.0!
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14 years ago
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That can’t be. You must be looking in the wrong place.
14 years ago
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By the way, what are passable Tiles?

Added 1 minute ago
Model Model:Characters\Heroes\Ghost
AnimSet AnimSet:Characters\Heroes\Ghost.(AnimSet)
blockedTiles
holeTiles
activeTiles
passableTiles
PossessionMarkerTile
PossessionMarkerTile.x 0
PossessionMarkerTile.y 0
Effect null
EffectWhenOwned null
messagesFileRef
messagesFileRef.[0]
WaterBased false
ApplyHeroTrace false
SoundEffect null sound for interaction hero with object
flybyMessageFileRef
ObjectTypeFileRef
TerrainAligned false
FlyPassable true
AdventureSoundEffect null sound for playing on adventure; if AnimSet exists, sound is taken from current anim
RazedStatic null
Icon128 null
Type MONSTER_RANDOM_L3
Creature CREATURE_SKELETON
Here is my new creature! There is no CombatSize!

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