|
|
dydzio
Adventuring Hero
VCMI contributor
|
posted January 09, 2018 10:19 AM |
|
Edited by dydzio at 10:39, 09 Jan 2018.
|
|
fred79
Disgraceful
Undefeatable Hero
|
posted January 09, 2018 10:58 AM |
|
|
@ warmonger: looks nice. what faction is the green castle?
|
|
avatar
Promising
Supreme Hero
|
posted January 09, 2018 11:09 AM |
|
|
Preserve. Author: Turbanellos.
____________
|
|
fred79
Disgraceful
Undefeatable Hero
|
posted January 09, 2018 11:21 AM |
|
|
|
planetavril
Famous Hero
|
posted January 09, 2018 04:12 PM |
|
|
I would like to create a ring that increases the magic points, how do you make this option in the json file?
|
|
dydzio
Adventuring Hero
VCMI contributor
|
posted January 09, 2018 04:21 PM |
|
|
Do you man an artifact that will increase hero knowledge or do something similar?
|
|
majaczek
Supreme Hero
Work at Magic Dimmension
|
posted January 09, 2018 08:23 PM |
|
|
dydzio said: Do you man an artifact that will increase hero knowledge or do something similar?
I think he wants artifact which regenerate Mana daily
|
|
dydzio
Adventuring Hero
VCMI contributor
|
posted January 09, 2018 10:22 PM |
|
|
@avatar - I summon you
|
|
avatar
Promising
Supreme Hero
|
posted January 09, 2018 11:07 PM |
|
|
Just type this code in your artifact.json
"bonuses" :
[
{
"type" : "FULL_MANA_REGENERATION"
}
],
|
|
majaczek
Supreme Hero
Work at Magic Dimmension
|
posted January 10, 2018 02:38 PM |
|
|
avatar said: Just type this code in your artifact.json
"bonuses" :
[
{
"type" : "FULL_MANA_REGENERATION"
}
],
hmm it seems he wants only to regenerate SOME of mana
|
|
planetavril
Famous Hero
|
posted January 10, 2018 05:58 PM |
|
|
another question, how to add other soils such as grass, snow, etc.?
how to create new ones, like: cobweb, gold, bricks, and others
|
|
fred79
Disgraceful
Undefeatable Hero
|
posted January 10, 2018 06:28 PM |
|
|
planetavril said: how to create new ones, like: cobweb, gold, bricks, and others
use my objects patch.
|
|
planetavril
Famous Hero
|
posted January 10, 2018 09:19 PM |
|
|
objects format?
Object group format
{
"myCoolObjectGroup":
{
//numeric ID, mandatory for h3/wog objects, shall be unique if not defined
//used only for H3 objects, mods can not be used by mods
"index":123,
//Mandatory for new objects,
// human readable name, localized
//default for original objects from "OBJNAMES.TXT"
"name": "My cool object",
//defines C++/script class name that handles behavior of this object
"handler" : "mine",
// default values, will be merged with each type during loading
"base" : { <object type format> },
"types" : {
<list of object types, see below>
}
}
}
Object type format
{
"myCoolObject":
{
//numeric sub ID, mandatory for h3/wog objects, shall be unique if set
//used only for H3 objects, can not be used by mods
"index":123,
// parameters that will be passed over to class that controls behavior of the object
"producedResources" : "gold",
"producedValue" : 1000
// TODO: allow better selection of template for object, instead of just terrain
// field describes how object template will be selected if there are multiple possiblities
// exact behavior and format depends on object type
"filter" : { ... },
// Data for random map generator that describes how object should be placed.
// If this entry is missing object will not be placed by RMG
"rmg" : {
// How valuable this object is, 1k = worthless, 20k = relic level
"value" : 5000,
// Optional, how many of such objects can be placed on map
"mapLimit" : 25,
// Optional, how many of such objects can be placed in one zone
"zoneLimit" : 4,
// Rarity of object, 10 = rare, 100 = common
"rarity" : 50
}
// default values, will be merged with each template during loading
// mostly needed to avoid redefining whole template to change 1-2 fields
"base" : { <template format> },
"templates" : {
<templates description, see below>
}
}
}
Object template format
{
"myCoolObjectTemplate" :
{
// resource ID of animation, relative to SPRITES directory (def file or json file)
"animation":"DEFNAME.def",
// resource ID of animation for mapeditor, relative to SPRITES directory (def file or json file)
//0.98c+
"editorAnimation":"DEFNAME.def",
// directions from which hero can visit this object.
// "+" means that object can be visited from that direction, or "-" othervice
// default not visitable
"visitableFrom" : [
"---",
"+++",
"+++"
],
// passability of the object
// 0=not visible, passable. Space symbol ' ' can be used as well
// V=visible, passable
// B=blocked, visible
// H=hidden - blocked, not visible tile
// A=activable, visible, passable depending on visitableFrom field
// T=trigger - visiting the tile will trigger the object, tile is not visible (e.g. event)
//top and left leading zeros are optional and in fact ignored
//bottom, right corner of mask = bottom right corner of animation frame
//animation can not be larger than size of mask
"mask":[
"00000000",
"00000000",
"00000000",
"0000VVVV",
"0000HBBB",
"0000HHAT"
],
// optional; default or if explicitly set to null: all terrains except rock
// allowed terrain types to place object too. Affects also RMG.
// Note that map editor will still allow to place object on other terrains
// allowed terrain types: "dirt", "sand", "grass", "snow", "swamp", "rough", "subterra", "lava", "water", "rock"
"allowedTerrains":["dirt", "sand"],
// TODO, default - empty
// tags from object type are always present (???)
// List of tags that can be used to locate object in map editor
"tags":["dirt", "sand", "mine"],
//zindex, defines order in which objects on same tile will be blit. optional, default is 0
//NOTE: legacy overlay objects has zindex = 100
"zIndex": 0
}
}
|
|
avatar
Promising
Supreme Hero
|
posted January 10, 2018 09:33 PM |
|
|
Yes, this is object format. Use it to configure fred's objects. But objects are not the same as soil. Adding new soils is impossible at the moment.
|
|
fred79
Disgraceful
Undefeatable Hero
|
posted January 10, 2018 09:55 PM |
|
|
yeah, the objects would have to be scripted for them to work accordingly. you'd also have to make 32x32 individual road defs to cover over top, if you want the appearance of an actual terrain. hence the "".
|
|
dydzio
Adventuring Hero
VCMI contributor
|
posted January 11, 2018 02:34 PM |
|
|
|
Winston
Known Hero
|
posted January 12, 2018 12:36 AM |
|
|
Really looking forward to VCMI. I imagine it wouldn't be too difficult for VCMI to have a HotA "port" that only brings over new content, without the removal or "balance" of the vanilla content?
|
|
dydzio
Adventuring Hero
VCMI contributor
|
posted January 12, 2018 01:20 AM |
|
Edited by dydzio at 01:25, 12 Jan 2018.
|
Winston said: Really looking forward to VCMI. I imagine it wouldn't be too difficult for VCMI to have a HotA "port" that only brings over new content, without the removal or "balance" of the vanilla content?
Actually yeah, it would not be too hard, and I mean adding modding support for unlimited terrains, with battlefields linked to them and appropiate obstacle types, as this is how we would implement that. Though there already is "HotA mod for VCMI" that adds cove town, cannon, artifacts and map objects, with a couple of missing features related to them, such as no artillery skill support for cannon. Latest version available here
|
|
Winston
Known Hero
|
posted January 12, 2018 02:05 AM |
|
Edited by Winston at 02:09, 12 Jan 2018.
|
That sounds great!
So I'm mostly feeling like VCMI looks solid now, my only concern is about the elephant in the room - AI. Do you have to redo AI with your own custom AI for VCMI? Is there no possible way to use the original game AI? I ask because I realize making a good AI, one that would allow for having a singleplayer game as good as the original, is probably quite difficult, if not from a programming perspective from an algorithm development perspective, because you would (ideally) be taking into account as many possibilities and branches for behavior given different situations in game for the AI to pose as a challenge and let you have fun. What is the state of the AI? Obviously with a singleplayer game, you can have every other feature implemented for the game mechanics, but if they can't be used by the AI, you're missing a game.
edit:
I just noticed the VCMI mod list has a heroes chronicles port as a mod. How does that work? HC is essentially separately released campaigns for heroes 3 by official devs, do you need the original HC games (e.g. the ones you get from the GOG version of HC installed) to use that mod?
|
|
dydzio
Adventuring Hero
VCMI contributor
|
posted January 12, 2018 02:52 AM |
|
Edited by dydzio at 02:55, 12 Jan 2018.
|
About heroes chronicles mod - check this: https://forum.vcmi.eu/t/heroes-chronicles/1094
About AI - do not worry, we are not overwhelmed by AI development. Considering some factors such as importance, productivity, effort, finishing placeholder stuff with real algorithms etc... there are bigger priorities than AI right now. Actually some minor tweaks (from Warmonger and me) to adventure AI after VCMI 0.99 made it A LOT better (at least this is what some people say), though still not very good imo.
Our current AI base is good, we do not consider remaking from scratch, only extend existing one. It is not possible to use original game AI.
PS. Give VCMI AI unlimited resources and cheat to view whole map and if the map "fits well" for AI then it will destroy you in no time
PS2. I would give more details but I need a sleep now. If I do not forget I may add more information by editing the post or some reply.
|
|
|
|