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Posts from NHF – new heroes for Heroes V 3.1.

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RedHeavenHero
If the developers hadn't removed all the standard Lua functions, we could freely move mountains, but as it is - pfft!

Maybe try this:
Hero touches the portal,
turn on the portal
make interact
has the hero's position changed?
if yes, turn off the portal
otherwise, turn on everything within a 2-cell radius of the portal
make interact
turn off the portal.
Something's not right here, how do you determine what to activate? After all, it needs to activate within the portal's area. And what if there are simultaneous turns and simultaneous movement through the portal?

Added 2 minutes ago
Although, maybe we should temporarily block all portals at that moment? Because blocking the outgoing portal won't matter anymore.

Added 2 minutes ago
But then we'll have to definitely turn the portals back on later (both of them) after clearing the mobs. So that the path highlighting for heroes traveling through the portals is adequate. And what if the portals are in a more complex system of 3 or 4 in a group?

Added 4 minutes ago
And how is this any different from having the mobs around the portal activated?

Added 6 minutes ago
In IRMG, people sometimes complain during tournaments that they can't find out who's behind the portal without a test battle.
We could then temporarily remove all the mobs behind the portals (during contact) and after teleporting, return only those where the hero is not standing. Then throw the hero back to the old position, return the damaged mob with Haffad's effect, activate it, and offer a battle with whoever is behind the portal; if the battle is refused, return the squad to the original number.

Added 9 minutes ago
With the algorithm described above, we'll kill two birds with one stone: we'll know about the guard behind the portal, and Haffad's special ability will work. The question is, will it put too much strain on the system?

Added 8 minutes ago
Okay, never mind, let them be activated anyway)))

Added 1 minute ago
Is there an abbreviation for a word that defines all monoliths and portals on the surface? Besides the portal, everything is defined as MONO
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In reply to Dyrman
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Dyrman


Added 1 minute ago
Is there an abbreviation for a word that defines all monoliths and portals on the surface?
Besides portals, everything is defined as MONO.
Portals are defined as "SUBTERRANEAN_GATE"
correction: "SUBTERRA_GATE"
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Nothing too complicated. Just determine the proximity and don't cut it off.
True, despite the small number of guards, breaching the portal in Heroes of Might and Magic is a key part!
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In Heroes of Might and Magic, players sometimes get upset during tournaments because they can’t tell who’s behind a portal without a preliminary battle.
This raises the question: is it possible to track the creatures standing near portals/elevators?

For WGE, I want to implement a feature with mirrored portal/elevator guards, so that destroying one side also destroys the other, as if it were a single guard for regular passages between zones.
Разработчик Heroes 5.5 WarGame Edition.
Сайт проекта - пока неактивен
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In reply to Nargott
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Nargott
This raises the question: is it possible to track mobs standing near portals/elevators?

For WGE, I want to implement a feature with mirrored protection for portals/elevators, and destroying the other side when the first side is breached, as if it were the same single guard for regular passages between zones.
Groups of portals are not defined.
Despite this, I have already outlined the implementation of what is required above.
It is possible to create a single guard, provided that it is invisible - attach the battle to the portal. Or generate this invisible guard near the portal without the right to attack it.
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In reply to Dyrman
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Yeah!!! The mobs are identified correctly, but I can’t seem to move them properly. Maybe we should make a hidden guard? That is, delete the mob, add a trigger to the portal, and when the hero touches the portal, ask if they want to fight a certain creature in a certain quantity. How does that sound?

Added 23 minutes later
But what about the heroes???
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In reply to RedHeavenHero
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RedHeavenHero
Yeah!!! The mobs are identified correctly, but it’s not possible to move them correctly. Maybe it really makes sense to create a hidden guard? That is, delete the mob, attach a trigger to the portal, and when the hero touches the portal, ask if he wants to fight a certain creature in a certain quantity. How does that sound?

Added 23 minutes ago
But what about heroes???
Heroes block even without disabling! Check it. You approach the portal, and a message pops up like: "Sorry, something is blocking the way on the other side," that is, there is still no battle!
But when disabled, a pop-up appears instead of a message. The appearance is different, but the effect is the same. Therefore, it doesn’t make sense to argue with heroes; the result is essentially the same.
I talked to dwp about IRMG. He can assign the desired name to portals by group during generation, but only in the next version ;)
The maps remain. The easiest way is to make the second guard jump over and delete it, remembering the group.

Entered the portal, appeared BEHIND the second guard. Deleted the second guard. Remembered the group. This way, there will be single, non-mirrored guards. But there is also a BUT. What if the guard is initially single ((

Added 6 minutes ago
You can pass that the map is IRMG through a global variable, the script of which is also created when the map is generated.

Added 1 minute ago
It turns out that it’s easier not to disable the mobs :(
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In reply to Dyrman
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By the way, I just tried a mod for version 60. By the middle of the game, the AI took 15 minutes per turn, and the console was filled with messages:
[Script warning!] Value was NIL when getting global with name 'NHF_Knaud_F'
(Script) ERROR: attempt to call a nil value.
I checked, and the case doesn't match.
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In reply to RedHeavenHero
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RedHeavenHero
By the way, I just tried the mod for version 60. By the middle of the game, the AI took 15 minutes per turn, and the console was filled with messages:
[Script warning!] Value was NIL when getting global with name 'NHF_Knaud_F'
(Script) ERROR: attempt to call a nil value.
I checked, and the case doesn't match.
I'll fix it. I've already had several problems with the case of nhf_ and NHF_ :(
In general, all NHF should be replaced with all nhf in all files (or vice versa). In principle, you just need to click "replace all" ))

Added 9 minutes ago
If you don't disable the starting monsters, then it's necessary to describe this artificial bug with Hafad's special ability not working :(
But portal opening is sometimes very important, so it's frustrating that the special ability doesn't work on such an important thing.
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Dyrman
I'll correct that. I've already had a few issues with the nhf_ and NHF_ registers :(
In general, all NHF should be replaced with all nhf in all files (or vice versa). Basically, just click "replace all" ))

Added 9 minutes later
If you don't disable the monsters at the start, then it's necessary to describe this artificial bug where Hafad's special ability doesn't work :(
But opening portals is sometimes very important, so it's frustrating that the special ability doesn't work on such an important thing.

It's better to use prefixes like NHF ;)
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Could you write a program that modifies a specific string within the map file located in the game's resources, between two tags (it should simply read and rewrite the file within the zip archive)? If possible, users could convert any custom map into a format supported by NHF and even assign names to portals.
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Dyrman
Could you write a program that modifies a string between two tags in the map file within the game's resources? If so, users could convert any custom map into a format supported by NHF, and even assign names to portals.
I initially wanted to create something like that, but providing support for maps directly within the game doesn't seem ideal. A better approach would be a sandbox-like program with a Lua console and a corresponding script.
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RedHeavenHero
I initially wanted to create something like that, but providing support for maps within my own system doesn't look very good: a program similar to a sandbox with a Lua console and a corresponding script.
The replacement always goes to the same thing. Couldn't we standardize it and adapt it to the user?
Something like an NHF generator.
The program could also include a script that would set the NHF function/variable to ENABLE, so that at the start of the map, it would check if the map is compatible.
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Dyrman
The replacement always happens in the same way. Wouldn't it be possible to standardize it and adapt it to the user?
Like a kind of NHF converter.
It's possible. But, I repeat, it looks terrible (see Powder Toy) in the sense that the program isn't designed for that and weighs 4 MB. There are programmers on the forum who know how to create executables. If not, then, yes, we'll have to do it through Powder Toy.

Added 3 minutes later
Besides, preliminary unpacking is needed.

Added 4 minutes later
But, in fact, you can extract the map, group of portals, and rotation angles, and anything else from it.
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RedHeavenHero
It's possible. But, I repeat, it looks terrible (see Powder Toy) in the sense that the program isn't designed for that and it's 4MB in size. There are programmers on the forum who can create executables. If not, then, yes, we'll have to do it through Powder Toy.

Added 3 minutes ago
Besides, preliminary unpacking is required.

Added 4 minutes ago
But, in general, you can extract the map, group of portals, and rotation angles, and anything else you want.
But with this program, we can create even more new specializations!

Added 57 seconds ago
And can't we create executables from simple programs in C/Delphi, where we simply unpack, read, change, and repack?

Added 10 minutes ago
And some of them can even read files directly in the archive.

Added 11 minutes ago
That is, the NHFization would take place before launching the game, with a couple of lines added to the map and script names, indicating that it has been done.

Added 11 minutes ago
After all, we need to read and modify text files, where tag conditions are found.
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