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Posts from Current questions and answers regarding the map editor.

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I don't know of any scripted or extravagant way to do this, but I solve this problem simply: I separate one corner of the map with stones or water, so that it cannot be reached, and I place a castle there so that it is not visible. That's all. You assign it to the desired player, and it looks like there is no castle, and there are no problems either. But I don't know of a script to disable income. And a script to disable the initial function of an object is unlikely to work.
Когда ты задумываешься о том, что ты задумался, ты перестаёшь задумываться ;)
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Hey everyone, urgent question: how do I prevent a player from losing if they don't have any towns?
I think it's in the player settings, and also in the objectives, all within MapPropertiesTree. The specific setting is called DieInWeekWithoutTowns or something similar, I don't remember exactly. You need to set it to false.
 

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Yes, this function is indeed available in the objectives. Thank you very much.
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I have a question: what is an attribute, and what is the attribute of an amulet (for the Prophet), and what are they used for?

Added 11 minutes later
And another question: how do I make it so that when the Prophet completes a quest, he gives a key? Because it's not in the rewards.

Added 13 minutes later
I figured out what an attribute is. But I don't understand why it's needed.

Added 5 minutes later
And a small addition to the second question. If the Prophet gives a key, will the error about the missing tent disappear? If not, how do I disable the error?

Added 17 minutes later
I have another question of secondary importance. Is it possible to make it so that when you place a random unit block, any unit can appear except for units from a specific faction?
Когда ты задумываешься о том, что ты задумался, ты перестаёшь задумываться ;)
Хаос во всём тоже порядок...
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Is anyone here? Could someone please answer my questions? Thank you in advance.
Когда ты задумываешься о том, что ты задумался, ты перестаёшь задумываться ;)
Хаос во всём тоже порядок...
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And here's a small addition to the second point. If the prophet gives a key, will the error about the missing tent disappear? If not, how do I disable the error?
Prophets are not key-giving tents; there will be no keys. You can make it so that the tower guarding the passage is removed by a script.
I have another secondary question. Is it possible to make it so that when you place a random unit, any unit can appear except for units from a specific faction?
You can place neutral units using scripts, and you can configure anything you want there.
 

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Okay, thank you. Then, could you provide a script for removing a Tower?

Added 3 minutes later
And by the way, what is the purpose of the Prophet's attribute?
Когда ты задумываешься о том, что ты задумался, ты перестаёшь задумываться ;)
Хаос во всём тоже порядок...
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Then, please provide a script to remove a tower.
RemoveObject("scripted object name");
However, you need to make sure that the IsRemovable property of the tower in the objectPropretiesTree is set to true.
And by the way, what is the purpose of the attribute for the Prophet?
I don't remember.
 

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Thank you.

Added 29 minutes later
Please explain: Nival has simple scripted functions, but there are also functions with the same name, but with "A2" added. What is the difference? And which ones are better to use?
Когда ты задумываешься о том, что ты задумался, ты перестаёшь задумываться ;)
Хаос во всём тоже порядок...
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What is the difference?
A2 contains the functions of the Tribes of the East.
And which ones are better to use?
A2 is more complete. But in the "simple" script functions, the table of contents is more convenient.
 

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Thank you, Ment.
Когда ты задумываешься о том, что ты задумался, ты перестаёшь задумываться ;)
Хаос во всём тоже порядок...
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I have a question. I can't figure out how the quest functions work. I write the name and description. Quest: Defeat hero. I enter the scripted in-game name of the hero in the target, but the quest isn't completed. Maybe it's because I set coordinates, and he's hidden in the city?
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In reply to OrnsteinDragonslayer
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Is it possible to decrease a hero's specific skill?

And is it possible to teach a hero a non-standard spell, like
Devil's Chain? :smile51:
I tried using the standard command: TeachHeroSpell(heroname, SPELL_UBER_CHAIN_LIGHTNING)

But it gives an error, saying the spell ID is incorrect.
:(

Although, when creating a map, if I give the hero the spell, it works. But I need it to work during gameplay.
Мои карты

Возрождённый v 1.5 (обновление от 25/09/2016) :smile24:

готовится продолжение.

Великая Пустыня ( 25%) - про Маркела
Тьма над Иролланом (0%) - про Николаса

Мои моды (скорректированы мод на чумных энтов и циклопов зомби)
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Maybe because I set the coordinates, and it's hidden in the city?
Where did you set the coordinates?
I'm entering the scripted in-game name of the hero into the target.
Without quotes? Where did you find the hero's name, in ObjectProperties?
Is it possible to lower a specific skill for a hero?
I don't think so. You can take away experience and rely on randomness. Or take away a lot of experience, enough so that the desired skill is definitely lowered.))
Is it possible to teach a hero a non-standard spell?
I don't know.
 

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Ment
Where did you put the coordinates?

Without quotes? And where did you look for the hero's name, in ObjectProperties?



In the map properties tree, in the quest, there's TargetGlance - Target - coords - cell, and there you'll find the x and y coordinates.
Without quotes. I checked in ObjectProperties.

Added 1 minute ago
Oh, and I also put the coordinates in the city itself.
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