Help with mods - questions

What does “unlock a secondary upgrade” mean? Where upgraded creatures to be hired if:

  • upgraded dwelling is built
  • upgraded dwelling is not built or even disabled

by "unlocking " I only meant the Awakening would make available the secondary upgrade. In essence the Awakening structure would add an additional upgrade to each creature. Sorry sometimes things sound simpler in my head than in type.

So it adds 7 more creatures or one more independent population of existing upgrdes?

7 more, one for each dwelling.

You may try add 7 more dwelling buildings (without structures - invisible) with “auto” build mode, each depends on basic dwelling and Awakening.

Sounds like an idea!!! Thanks!

Is there a way to write a spell that works only for NON_LIVING creatures?

Use absoluteLimit: {"NON_LIVING" : true}

Thanks AVS. Spell format is most difficult for me and I’m slowly learning it. So one more question: Arrow Towers are set as ‘special’ creatures, so it is posiible to write a bonus that would be ‘heal’ towers?
Something like:

"healTowers":
		{
			"type": "HP_REGENERATION",
			"val" : 50,
			"subtype" : 1,
			"duration": "N_TURNS",
			"limiters": [ {
			"type":"CREATURE_TYPE_LIMITER",
			"parameters": [ "arrowTower", false ]
					} ]
	}

This should work, but was never tested such way.

Last question (for now:)) Is the a way to ‘ressurect’ or ‘animate’ non-living creatures? In bonus list I can’t see any [configurable] raising bonus for any creature (don’t count deamon summoning).

There is no hard limit on non-living creature revive, however there is no way to add new resurrection spell. May be I implement configurable resurrection in PR359

Yeah, I’m waiting patiently for this PR and configurable summon spells :slight_smile: Addind configurable ressurection would be great!

Before PR359 merged, you may try creating new resurrection spell by adding rising flag.

Maybe some example? Because rising flags are available in standard h3 spell json. I don’t know what to write in “levels” section to get raising bonus :frowning:

Rising flag by default make spell act like Resurrection or Animate dead. To make new spell, you have to write complete levels configuration, but no effects needed in this case. I have no examples of new spells :frowning: PM me your config and I`ll help to fix it.

Rising non living creatures stopped working in 0.98.
Before that “rising” and “absoluteLimit” worked well

{
	"repair":
	{
		"type": "combat", 
		"name": "Repair",
		"school":
		{
			"air": false,
			"earth": true,
			"fire": false,
			"water": false
		},
		"level": 4,
		"power": 30,
		"defaultGainChance": 3, 
		"gainChance":
		{
			"tower": 5
		},
		"animation":{
			"affect":["repair/repair"]
		},		
 
		"flags" : {"positive":true,"rising":true},
		
	//	"immunity":{"UNDEAD":true,"NON_LIVING":false},
 
		//flags structure of bonus names,any one of these bonus grants immunity
		"absoluteLimit":
		{
			"NON_LIVING" : true,
			"SIEGE_WEAPON" : true
		},
 		"limit":
		{
			"NON_LIVING" : true
		},
		//graphics - OPTIONAL; object;
		"graphics":
		{
			"iconBook": "repair/back0.bmp",
			"iconScroll": "repair/back1.bmp",
			"iconScenarioBonus": "repair/back2.bmp",
			"iconEffect": "repair/back3.bmp"
		},
		"sounds":
		{
			"cast":"spells/fixit"
		},
		"targetType" : "CREATURE",//_EXPERT_MASSIVE",
 
		"levels":
		{
			"none":
			{
				"description": "Repairs mechanisms, non-living creatures and siege weapons.",
	 
				"cost": 35,
				"power": 0,
				"aiValue": 17,
				"range": "0",
				"targetModifier":{"smart":true}
			},
			"basic":
			{
				"description": "Repairs mechanisms, non-living creatures and siege weapons.",
	 
				"cost": 35,
				"power": 200,
				"aiValue": 17,
				"range": "0",
				"targetModifier":{"smart":true}
				},
			"advanced":
			{
				"description": "Repairs mechanisms, non-living creatures and siege weapons.",
	 
				"cost": 35,
				"power": 300,
				"aiValue": 18,
				"range": "0",
				"targetModifier":{"smart":true}
			},
			"expert":
			{
				"description": "Repairs mechanisms, non-living creatures and siege weapons.",
	 
				"cost": 35,
				"power": 400,
				"aiValue": 19,
				"range": "0",
				"targetModifier":{"smart":true}
			}
		}
	}
 
}

You better to use [code] or ``` on own line around the blocks of JSON / code.
Discourse primary formatting is markdown so it’s works better here.

UPD: Or even better:

```json
{
	"test": 123
}
```

I’m such a fool.


I always thought that arrow towers have hp and they are destroyed when their hp=0. But no, mechanics is completelly different, there is chance to hit. Missing hit - towers shoot, hit - towers are destroying imidiatelly. So I can’t find a way to help towers via spell from destruction :frowning:

In Grove town one of the heroes (Velkyn) has specialty in spell Blind. Code is simple.

"specialty": //blind
		[
			{
				"bonuses":
				[
					{
						"type": "SPECIAL_SPELL_LEV",
						"subtype": "spell.blind",
						"addInfo": 0 //normal, like most of hereos
					}
				]
			}
		]

But what practically such specialisation gives?
Blind effect is:

So, specialty in Blind means that deactivating attack is retaliated at 49% of base attack rating.? Or such specialty is rather dump?