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Posts from Current questions and answers regarding the map editor.

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In reply to Ment
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Ment
Okay... Try experimenting with the hotkeys; I'm afraid I can't offer any other advice. Perhaps I could suggest making videos on larger arenas so that everything fits on the surface.
I'm not making it on an arena, but on my own map.
However, you can make it out of two videos: first on the surface,
then in editor/builder/...map.xdb, change InitialFloor to 1 and make it in the underground.
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Готовится:Чума (40%), Сосиска(42%), Война Грааля
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Can anyone tell me the spell_id for the spells in the Tribes of the East version? I asked recently, and I was given a link to an archive of the forum, but it only contains the IDs for monsters and artifacts.

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I don't play on an arena, but on my own map.
Well, I didn't specify which arena, my own or not ;)
It's possible, but I'm afraid there will be a small pause between them.
Does anyone know the spell_id for the spells in the Tribes of the East version? I asked recently, and I was given a link to the forum archive, but it only contains the IDs for monsters and artifacts.
[game folder]/Editor Documentation/HOMM5_IDs_for_Scripts.pdf, section spell IDs (page 5)
There is also a file [game folder]/Editor Documentation/HOMM5_A2_IDs_for_Scripts.pdf, but it is less complete; it doesn't contain items from Tribes of the East.
 

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No, I don't just write each question on the forum for no reason. I almost know the entire "editor documentation" folder by heart. In both "ids" files, I have 239 spells each; the last one is "Hell Wave" from the "Hammers of Fate" expansion. The problem is that all the content in the folder ends with the "Hammers of Fate" add-on, but unfortunately, there's nothing from "Tribes of the East" there.

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Okay, so my files are better. )
Maybe it's because there's the latest 3.1 patch, or maybe Uplay provides better hero stats (I even have a fan manual). Here are the IDs that you don't have:
-- New spells in Tribes of the East
SPELL_SORROW = 277;
SPELL_VAMPIRISM = 278;
SPELL_DEEP_FREEZE = 279;
SPELL_REGENERATION = 280;
SPELL_DIVINE_VENGEANCE = 281;
SPELL_ARCANE_CRYSTAL = 282;
SPELL_SUMMON_HIVE = 283;
SPELL_BLADE_BARRIER = 284;
SPELL_WARCRY_RALLING_CRY = 290; -- Warcryes
SPELL_WARCRY_CALL_OF_BLOOD = 291;
SPELL_WARCRY_WORD_OF_THE_CHIEF = 292;
SPELL_WARCRY_FEAR_MY_ROAR = 293;
SPELL_WARCRY_BATTLECRY = 294;
SPELL_WARCRY_SHOUT_OF_MANY = 295;
 

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yes, this is exactly what I was looking for!
I'm more than sure that this was added in the latest patches. Although, I also have a fan-made manual.
It's a pity that I have a pirated version without the possibility of updating. On the other hand, it's even more convenient, as I can create universal maps, avoiding questions like "why doesn't it work for me?".
Thank you very much, I need to copy your message into a notepad.

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In reply to Heroist
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Is it possible to somehow reproduce the animation of a creature, but not on the creature itself, but on a hero with the creature's model? Or to make it so that the creature can move around the map. As far as I understand, these are mutually exclusive things?
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Yes, it seems possible. The main thing is to not forget to give the hero the animations of that creature in addition to the creature model. If it doesn't work, you can also try "disabling" the hero using SetObjectEnabled(nil), and then run the animation and, after a short delay, enable the hero again.
 

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In reply to Ment
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Ment
It seems like it should be possible; the main thing is to not forget to give the hero the animation of that creature in addition to the creature model. If it doesn't work, you can also try "disabling" the hero using SetObjectEnabled(nil), and then run the animation and, after a short delay, enable the hero again.


Unfortunately, neither of those methods helped.
In reply to Эритроцитоз
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What could be wrong with this script?

StartCombat("Brand", "Calid", 7, 19, 50, 18, 100, 20, 50, 22, 15, 24, 6, 26, 4, 133, 50, nil, "finishbattle", nil, nil);

The battle doesn't start, and nothing else happens. Under the same conditions, but without an enemy hero, the script works.
In reply to RedHeavenHero
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RedHeavenHero
Perhaps the hero is not assigned to any of the players.

Dear RedHeavenHero, what do you mean by "assigned"? If you mean that the hero belongs to a specific player, then yes – it belongs to a specific player. Or do you mean something else?
In reply to Эритроцитоз
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I mean that the hero must be in the list of reserved heroes, which can be found in the map options (not the tree), in the Player Properties tab. There, you select the desired player and add them to this list of heroes using the Add button.
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In reply to RedHeavenHero
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RedHeavenHero
What I mean is that the hero must be in the list of reserved heroes, which can be found in the map options (not the tree), in the Player Properties tab. There, you select the desired player and add them to this list of heroes using the Add button.

I didn't know about that. Thank you very much – it helped!
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I have a question about the image, not just a regular one (like the pwl/thumb, I've already figured that out), but about the creature icon. Specifically, I followed the example from the editor, the size, format, everything is correct, and I naturally specified the direction in the xdb file, moved it, and edited the image. However, instead of the image, I see a chessboard! I think the problem is with the incorrect format, but I'm not sure. If anyone has experience with this, please explain or (better yet) share a screenshot from the editor/text file showing which values need to be entered.

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