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#2471
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Okay, I understand. Generally speaking, is it possible to control the amount of dark energy a player has?
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In reply to Markel the Imperor
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#2472
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Markel the Imperor
Okay, I understand. Generally speaking, is it possible to control the amount of dark energy a player has?
Again, no. During the game, you can only find out the amount.

And, of course, through DefaultStats.xdb, but that's a mod and it acts statically.
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#2473
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just, in theory, if it's possible to design the Bone Pillar as a building that can be captured, then it could be done... the question is how to do it=(
it would also be interesting to do the same with the Chaos Gates.
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#2474
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Markel the Imperor
the idea is, if it's possible to make the Bone Pillar a building that can be captured, then... the question is how to do it=(
No, it won't work that way. You can place a necromancer's amulet there; it gives a discount. :)
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In reply to RedHeavenHero
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#2475
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it would be great if you could set an absolute skill level using a script... because right now, it only allows you to increase it to the "expert" level. For example, train Marchel in perfect necromancy and give him a necromancer's amulet :smile14:
by the way, you can easily do this using the console.
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#2476
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Markel the Imperor
It would be great if you could use a script to set an absolute skill level... because right now, it only allows you to increase it to the "expert" level. For example, train Markel in perfect necromancy and give him a necromancer's amulet :smile14:
by the way, you can easily do this with the console.
If it's a single-player mission, you can use the console.
At the beginning of the script:
consoleCmd("enable_cheats")
Where it's needed:
consoleCmd(command, for example, "add_skill SKILL_OFFENCE")
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#2477
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So, a town is a single object, not multiple buildings?
By the way, it turns out that if you create an object and then want to add animation to it, you need to add at least sleep(1) after its creation; otherwise, it won't recognize that the object has been created.
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#2478
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In my humble opinion, a town is an object that provides various opportunities to its owner, depending on the buildings it contains. And the buildings themselves are simply non-functional models. The entire script that determines their presence and corresponding bonuses is already integrated within the town itself. Perhaps I am mistaken.

Whatever
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#2479
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It's been a while since I was here... So, I have a question: I want to create a video on a two-level map (of course, the underground level is created), but in the dialogue scene editing window, I can't switch to the underground level. How can I do that? And another question, for the future: How to play effects during a video in the underground. What height should I set?
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#2480
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And is it possible to do it underground? I thought it wasn't allowed...

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In reply to MasteR
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#2481
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Juss456
It's been a while since I was here... So, I have this question: I want to make a video on a two-level map (of course, the underground level is created), but in the dialog scene editing window, I can't switch to the underground. How can I do that? And another question, for the future) How to play effects during a video in the underground. What height should I set?
If you need to shoot on two levels (both on the surface and in the Dungeon), then you will have to design part of the surface as a Dungeon. Fence off part of the map with underground walls. You can see an example in the dialog
DialogScenes\A2Single\SM2\S2\DialogScene.xdb

Added 2 minutes ago
The second question then becomes irrelevant.

Added 7 minutes ago
If the surface is not needed, then
1. Open the map with Notepad
2. Change the InitialFloor parameter to 1.
3. Close
4. Save

When opening the map/dialog, the Dungeon should be displayed.

Then set the height to ≈17
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In reply to RedHeavenHero
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#2482
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my hero doesn't want to move when entering a region. `PlayObjectAnimation ('Nikolay','happy',ONESHOT);` but it worked with the monks... if anything, I even added all the combat animations to him in adventure mode.
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#2483
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Markel the Imperor
Something is wrong; my hero doesn't want to move when entering the region.
PlayObjectAnimation ('Nikolay','happy',ONESHOT);
However, this worked with the monks...
I even added all combat animations to him in adventure mode.
The function doesn't work on heroes.
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In reply to RedHeavenHero
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#2484
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And it seems like when Biara kills Tiera, she does move... but I didn't find anything in the script for that map.
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#2485
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Isn't there a video there too?

Whatever

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