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Towns can be customized in the following ways:
Towns can be customized in the following ways:
* General:
* General:
** Player: This denotes the owner of the town.  
: * Player: This denotes the owner of the town.  
** Name: The name of the town. By default, a random name is chosen.  
: * Name: The name of the town. By default, a random name is chosen.  
** Visiting Hero: A Hero may be added here. They will stand in the gate of the castle once the map is generated. The hero can be customized just like any other hero (including Patrol). (See: [[Map Editor - Objects#Heroes]]). This option is only available if the town has an owner. Note, that if the player already has 8 heroes, an attempt to transfer a town with a hero in garrison to his ownership will be met with a warning message.  
: * Visiting Hero: A Hero may be added here. They will stand in the gate of the castle once the map is generated. The hero can be customized just like any other hero (including Patrol). (See: [[Map Editor - Objects#Heroes]]). This option is only available if the town has an owner. Note, that if the player already has 8 heroes, an attempt to transfer a town with a hero in garrison to his ownership will be met with a warning message.  
* Garrison: An army standing in the Garrison can be added. By default, no creatures appear in the garrison.
* Garrison: An army standing in the Garrison can be added. By default, no creatures appear in the garrison.
** Formation: The Garrison army's formation (spread or grouped) can be set.  
: * Formation: The Garrison army's formation (spread or grouped) can be set.  
* Buildings: By default, towns have a fort, a tavern, and level 1 and 2 dwellings. Each building can be customized to be enabled (default), disabled (player cannot build it), not built (default) or already built. This can be quickly organized by using "Build All", "Demolish All", "Allow All" {{withmapedhota}} and "Forbid All" {{withmapedhota}} buttons. Note, that buildings may not be built without building their direct requirements (these are not actual building requirements, but rather the order buildings are placed in the expandable lists in the Map Editor. They usually include unupgraded versions of the same building, such as Mage Guild Level 1 being a direct requirement for the Mage Guild Level 2).  
* Buildings: By default, towns have a fort, a tavern, and level 1 and 2 dwellings. Each building can be customized to be enabled (default), disabled (player cannot build it), not built (default) or already built. This can be quickly organized by using "Build All", "Demolish All", "Allow All" {{withmapedhota}} and "Forbid All" {{withmapedhota}} buttons. Note, that buildings may not be built without building their direct requirements (these are not actual building requirements, but rather the order buildings are placed in the expandable lists in the Map Editor. They usually include unupgraded versions of the same building, such as Mage Guild Level 1 being a direct requirement for the Mage Guild Level 2).  
** Has fort: Changes the default to exclude (or include) the fort.  
: * Has fort: Changes the default to exclude (or include) the fort.  
* Spells: This allows for customization of spells appearing in the Mage Guild. Spells which "MUST appear" will always appear, while Spells which "MAY appear" will only appear if there are slots left once the mandatory spells have been given out. If no spells are available, and only some or none are necessary, the Mage Guild will use random available spells on the map. On the other hand, provided less spells than necessary are marked as possible and necessary to appear (and there is complete overlap between the two), the Mage Guild will contain empty spell slots that cannot be filled.  
* Spells: This allows for customization of spells appearing in the Mage Guild. Spells which "MUST appear" will always appear, while Spells which "MAY appear" will only appear if there are slots left once the mandatory spells have been given out. If no spells are available, and only some or none are necessary, the Mage Guild will use random available spells on the map. On the other hand, provided less spells than necessary are marked as possible and necessary to appear (and there is complete overlap between the two), the Mage Guild will contain empty spell slots that cannot be filled.  
** Spell Research {{withmapedhota}}: This allows the town to utilise the HotA's spell research mechanic. Note, that spells that "MUST appear" may ''not'' be replaced by spell research.  
: * Spell Research {{withmapedhota}}: This allows the town to utilise the HotA's spell research mechanic. Note, that spells that "MUST appear" may ''not'' be replaced by spell research.  
* Timed Events: In this section, Timed Events applying to the town can be added. Timed Events will always go one by one from the top to the bottom on the list, and only when their chosen day occurs. If two Timed Events have the same Day of occurrence, the one on the top of the list will take place first. Note, that town's timed events only apply to the player, who owns the town, provided they are of the right type (human or computer) as specified by the event.  
* Timed Events: In this section, Timed Events applying to the town can be added. Timed Events will always go one by one from the top to the bottom on the list, and only when their chosen day occurs. If two Timed Events have the same Day of occurrence, the one on the top of the list will take place first. Note, that town's timed events only apply to the player, who owns the town, provided they are of the right type (human or computer) as specified by the event.  
** General: The mapmaker can customize the event name, message, applicable players, whether human or computer players can benefit from the event (or both), the day of first occurrence, as well as how often the event repeats ("subsequent occurrences").  
: * General: The mapmaker can customize the event name, message, applicable players, whether human or computer players can benefit from the event (or both), the day of first occurrence, as well as how often the event repeats ("subsequent occurrences").  
** Resources: This determines which resources are given or taken away from the player to whom the event applies. If the supply of any resource is not enough to fulfill a "Take" event, instead it is set to zero: there cannot be a negative amount of resources.  
: * Resources: This determines which resources are given or taken away from the player to whom the event applies. If the supply of any resource is not enough to fulfill a "Take" event, instead it is set to zero: there cannot be a negative amount of resources.  
** Buldings: A building may be built as a town event. This includes buildings disabled in the "Buildings" section of the town. If the building has already been built, nothing happens (but the Event message still plays).  
: * Buldings: A building may be built as a town event. This includes buildings disabled in the "Buildings" section of the town. If the building has already been built, nothing happens (but the Event message still plays).  
** Creatures: Chosen creatures will be added to the available recruitment pool. No creatures may be added if the player does not own their appropriate Creature Generator. Only basic creatures can be added to the supply (but if the player has the Upgraded Creature Generator, they may upgrade them immediately once the Event occurs).  
: * Creatures: Chosen creatures will be added to the available recruitment pool. No creatures may be added if the player does not own their appropriate Creature Generator. Only basic creatures can be added to the supply (but if the player has the Upgraded Creature Generator, they may upgrade them immediately once the Event occurs).  
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* General:
* General:
** Quantity: Determines the amount of Monsters, placed when the game is generated or restarted. It is vital to set monster Quantity for monsters with large range in AI values (particularly level 7 and 7+ units, whose strength can be even 2-3 times greater between two stacks when the random quantity is chosen)
: * Quantity: Determines the amount of Monsters, placed when the game is generated or restarted. It is vital to set monster Quantity for monsters with large range in AI values (particularly level 7 and 7+ units, whose strength can be even 2-3 times greater between two stacks when the random quantity is chosen)
*** Quantity does not grow: This setting stops monsters from growing. By default it is off, which lets Monsters grow by around 10% per week.  
:: * Quantity does not grow: This setting stops monsters from growing. By default it is off, which lets Monsters grow by around 10% per week.  
*** Value {{withmapedhota}}: Instead of customizing amount of monsters, the value of the stack can be set. This is particularly useful for customizing random monsters. Value can be calculated from the AI value with the following equation: Value = AI_value / 2.5 + 2300. For calculating the AI value from value (including from value below 2300) the following equation is used: AI_value = max(Value - 500, 0) x 1.5 + max(Value - 5000, 0) x 1.  
:: * Value {{withmapedhota}}: Instead of customizing amount of monsters, the value of the stack can be set. This is particularly useful for customizing random monsters. Value can be calculated from the AI value with the following equation: Value = AI_value / 2.5 + 2300. For calculating the AI value from value (including from value below 2300) the following equation is used: AI_value = max(Value - 500, 0) x 1.5 + max(Value - 5000, 0) x 1.  
** Disposition: Here, likelihood to join the hero can be set. Note, that the likelihood of joining is not set in stone, and is affected by [[Diplomacy]], [[Diplomat's Cloak|Diplomacy artifacts]], and hero's army strength. Disposition takes a value of 1-10, where 1 means "will always join" (no matter what) and 10 is "will never join" (again, no matter the previously mentioned modifiers).  
: * Disposition: Here, likelihood to join the hero can be set. Note, that the likelihood of joining is not set in stone, and is affected by [[Diplomacy]], [[Diplomat's Cloak|Diplomacy artifacts]], and hero's army strength. Disposition takes a value of 1-10, where 1 means "will always join" (no matter what) and 10 is "will never join" (again, no matter the previously mentioned modifiers).  
*** Compliant: Refers to a disposition value of 1.  
:: * Compliant: Refers to a disposition value of 1.  
*** Friendly: Refers to a disposition value randomly chosen from 1-7.  
:: * Friendly: Refers to a disposition value randomly chosen from 1-7.  
*** Aggesive: Refers to a disposition value randomly chosen from 1-10.  
:: * Aggesive: Refers to a disposition value randomly chosen from 1-10.  
*** Hostile: Refers to a disposition value randomly chosen from 4-10.  
:: * Hostile: Refers to a disposition value randomly chosen from 4-10.  
*** Savage: Refers to a disposition value of 10.  
:: * Savage: Refers to a disposition value of 10.  
*** Precise setup {{withmapedhota}}: A specific disposition value may be chosen.  
:: * Precise setup {{withmapedhota}}: A specific disposition value may be chosen.  
** Joining monster percentage of total count {{withmapedhota}}: If the monsters decide to join the hero, and the player agrees, their percentage, equal to this value, will end up in the hero's army. Only values of 25, 50, 75 or 100% may be chosen. This value is 100% by default (and always in the [[Shadow of Death]]).  
: * Joining monster percentage of total count {{withmapedhota}}: If the monsters decide to join the hero, and the player agrees, their percentage, equal to this value, will end up in the hero's army. Only values of 25, 50, 75 or 100% may be chosen. This value is 100% by default (and always in the [[Shadow of Death]]).  
** Monster never flees: The monster won't flee (but they may still decide to join the hero or attack him).  
: * Monster never flees: The monster won't flee (but they may still decide to join the hero or attack him).  
** Join only for money {{withmapedhota}}: Provided the monsters decide to join (see: [[Map Editor - Objects#Monster Properties|Disposition]]), they will ask for a monetary benefit. If this option is chosen, and the Joining monster percentage of total count is set to anything other than 100%, the monsters will ask for enough gold to pay for all of them, even though only a fraction will join the hero. Majority of standard multiplayer templates use these two options.<sup>{{unk}}</sup> This option is off by default (and always in the [[Shadow of Death]]).   
: * Join only for money {{withmapedhota}}: Provided the monsters decide to join (see: [[Map Editor - Objects#Monster Properties|Disposition]]), they will ask for a monetary benefit. If this option is chosen, and the Joining monster percentage of total count is set to anything other than 100%, the monsters will ask for enough gold to pay for all of them, even though only a fraction will join the hero. Majority of standard multiplayer templates use these two options.<sup>{{unk}}</sup> This option is off by default (and always in the [[Shadow of Death]]).   
** Stack count {{withmapedhota}}: Instead of letting the number of stacks be directly dependent on the army strength comparison, the number of stacks may be customized. This option is set to default, if not customized, and always in [[Shadow of Death]].  
: * Stack count {{withmapedhota}}: Instead of letting the number of stacks be directly dependent on the army strength comparison, the number of stacks may be customized. This option is set to default, if not customized, and always in [[Shadow of Death]].  
*** Average: This option does not differ from default.<sup>{{unk}}</sup>
:: * Average: This option does not differ from default.<sup>{{unk}}</sup>
*** One less, one more {{withmapedhota}}: The number of stacks will be calculated normally, and then an extra stackk will be removed / added.  
:: * One less, one more {{withmapedhota}}: The number of stacks will be calculated normally, and then an extra stackk will be removed / added.  
*** 1-7: The troops will split into this exact number of stacks.  
:: * 1-7: The troops will split into this exact number of stacks.  
** Custom message: This message will play before the fight. Note, that the message will ''not'' provide an option to back out from the battle.  
: * Custom message: This message will play before the fight. Note, that the message will ''not'' provide an option to back out from the battle.  
* Treasure: Any number of any resources, as well as a chosen artifact (including those banned in the Map Specifications) may be added to the monster's treasure. The treasure will be awarded to the hero, provided they won the battle. If both the monster and the hero is defeated (f.e. due to [[Armageddon]]), the treasure will be lost. By default, monsters do not have any treasure.  
* Treasure: Any number of any resources, as well as a chosen artifact (including those banned in the Map Specifications) may be added to the monster's treasure. The treasure will be awarded to the hero, provided they won the battle. If both the monster and the hero is defeated (f.e. due to [[Armageddon]]), the treasure will be lost. By default, monsters do not have any treasure.  
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* General:
* General:
** Class: Hero's class may ''not'' be altered. Instead, remove the hero from the map and replace him with one of the appropriate class.  
: * Class: Hero's class may ''not'' be altered. Instead, remove the hero from the map and replace him with one of the appropriate class.  
** Player: By default, this is set to the chosen player with the Player setting when placing the hero.  
: * Player: By default, this is set to the chosen player with the Player setting when placing the hero.  
** Identity: A specific hero out of the chosen class may be assigned, as long as they're allowed in the Map Specifications.  
: * Identity: A specific hero out of the chosen class may be assigned, as long as they're allowed in the Map Specifications.  
** [[Experience]]: The amount of experience when starting the game may be assigned.  
: * [[Experience]]: The amount of experience when starting the game may be assigned.  
*** Level {{withmapedhota}}: The hero's exact level may be set, instead of choosing to assign the experience points. An assigned level can cross the hero experience limit, as long as "Hero can't gain experience" is set to true.  
:: * Level {{withmapedhota}}: The hero's exact level may be set, instead of choosing to assign the experience points. An assigned level can cross the hero experience limit, as long as "Hero can't gain experience" is set to true.  
*** Always add skills {{withmapedhota}}: By default set to true, this setting allows for the automatic levelling up of a higher-level hero when the map is generated or restarted to no longer add any secondary skills. As a result, no matter the hero level, they will always have only the starting secondary and primary skills (be it customized or default).  
:: * Always add skills {{withmapedhota}}: By default set to true, this setting allows for the automatic levelling up of a higher-level hero when the map is generated or restarted to no longer add any secondary skills. As a result, no matter the hero level, they will always have only the starting secondary and primary skills (be it customized or default).  
*** Hero can't gain experience {{withmapedhota}}: This hero's level will never change (and may cross the maximum level threshold).  
:: * Hero can't gain experience {{withmapedhota}}: This hero's level will never change (and may cross the maximum level threshold).  
** Portrait: A portrait for any of the heroes in the game, including campaign heroes, may be chosen. In [[HotA|HotA 1.7.0]] {{withmapedhota}} portraits of all campaign heroes, including those from [[Heroes Chronicles]] {{withhc}} (such as [[Tarnum]]), have been added to the map Editor and are accessible for heroes. Portraits are organized by town, with Campaign heroes placed at the end.  
: * Portrait: A portrait for any of the heroes in the game, including campaign heroes, may be chosen. In [[HotA|HotA 1.7.0]] {{withmapedhota}} portraits of all campaign heroes, including those from [[Heroes Chronicles]] {{withhc}} (such as [[Tarnum]]), have been added to the map Editor and are accessible for heroes. Portraits are organized by town, with Campaign heroes placed at the end.  
** Gender: The hero's gender only changes their outward appearance on the adventure map.  
: * Gender: The hero's gender only changes their outward appearance on the adventure map.  
** Patrol: Patrol is an invisible statistic that does not apply to human players. AI will only move heroes with a set value of patrol onto tiles within the range of their Patrol. In other words, if an AI Hero has a patrol of 9, he can only move within the area with the center of his placement on the map, and the radius of 9 tiles. The maximum value of Patrol is 10 (changed in HotA {{withmapedhota}} for 99).  
: * Patrol: Patrol is an invisible statistic that does not apply to human players. AI will only move heroes with a set value of patrol onto tiles within the range of their Patrol. In other words, if an AI Hero has a patrol of 9, he can only move within the area with the center of his placement on the map, and the radius of 9 tiles. The maximum value of Patrol is 10 (changed in HotA {{withmapedhota}} for 99).  
* Biography
* Biography
* Creatures: Hero's starting army may be replaced. By default, the creatures will be appropriate to the hero's identity. If customized, only the creatures added in this tab will appear as the starting army. Ballista and First Aid Tent will still be given to heroes with appropriate specialties, even if their starting armies are customized.  
* Creatures: Hero's starting army may be replaced. By default, the creatures will be appropriate to the hero's identity. If customized, only the creatures added in this tab will appear as the starting army. Ballista and First Aid Tent will still be given to heroes with appropriate specialties, even if their starting armies are customized.  
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Hero placeholders may be customized only in the following ways:  
Hero placeholders may be customized only in the following ways:  
* General:
* General:
** Owner: See: [[Map Editor - Objects#Hero Properties|Hero Properties]]
: * Owner: See: [[Map Editor - Objects#Hero Properties|Hero Properties]]
** Identity: See: [[Map Editor - Objects#Hero Properties|Hero Properties]]
: * Identity: See: [[Map Editor - Objects#Hero Properties|Hero Properties]]
*** Any Hero -> Power rating: This option allows for placement of heroes in a next map of a campaign in order of their power, calculated using their experience level and primary skills.
:: * Any Hero -> Power rating: This option allows for placement of heroes in a next map of a campaign in order of their power, calculated using their experience level and primary skills.
*** Specific Hero: Here, a hero may be chosen (by class and identity).  
:: * Specific Hero: Here, a hero may be chosen (by class and identity).  
* Creatures: See: [[Map Editor - Objects#Hero Properties|Hero Properties]]
* Creatures: See: [[Map Editor - Objects#Hero Properties|Hero Properties]]
* Artifacts: See: [[Map Editor - Objects#Hero Properties|Hero Properties]]. Note that unlike normal heroes, Hero placeholders may ''not'' be given [[War Machine]]s as artifacts, but may instead start with [[Spell Scroll]]s.  
* Artifacts: See: [[Map Editor - Objects#Hero Properties|Hero Properties]]. Note that unlike normal heroes, Hero placeholders may ''not'' be given [[War Machine]]s as artifacts, but may instead start with [[Spell Scroll]]s.  
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* General:  
* General:  
** Message: This message will play out every time the artifact is interacted with. If the artifact is guarded, the player will be able to choose yes/no. The message should be worded in such a way, where answering "yes" should designate combat for the artifact, and "no" backing out. In [[Shadow of Death]], this feature is bugged and as a result the player may only choose to initiate combat (fixed in HotA {{withmapedhota}}).<sup>{{unk}}</sup>  
: * Message: This message will play out every time the artifact is interacted with. If the artifact is guarded, the player will be able to choose yes/no. The message should be worded in such a way, where answering "yes" should designate combat for the artifact, and "no" backing out. In [[Shadow of Death]], this feature is bugged and as a result the player may only choose to initiate combat (fixed in HotA {{withmapedhota}}).<sup>{{unk}}</sup>  
** Special artifact pickup conditions {{withmapedhota}}: The artifact may be made inaccessible to heroes without a certain skill (Wisdom or Leadership), or require payment of gold (and possibly resources). Each special artifact pickup condition chosen will be added to a pool, and one of the available conditions will be randomly chosen at the start (or restart) of a scenario. Note, that if "Combat with monsters" is not the applying pickup condition, the guards will not attack.  
: * Special artifact pickup conditions {{withmapedhota}}: The artifact may be made inaccessible to heroes without a certain skill (Wisdom or Leadership), or require payment of gold (and possibly resources). Each special artifact pickup condition chosen will be added to a pool, and one of the available conditions will be randomly chosen at the start (or restart) of a scenario. Note, that if "Combat with monsters" is not the applying pickup condition, the guards will not attack.  
* Guardians: Here, the artifact's guardians may be added. They will attack once combat is initiated, following an agreement to the artifact's message.  
* Guardians: Here, the artifact's guardians may be added. They will attack once combat is initiated, following an agreement to the artifact's message.  


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