Thanks, got it, and already took a look at it. Still there are many questions.
- The decorative objects like f.ex. the cacti have all “visitableFrom” set, so that these objects are visitable:
“visitableFrom” : [ “—”, “+++”, “+++” ]
And they have mask set to:
“mask” : [ “VV”,“VB”]
So, visitable only at the upper 2 tiles and at the left. Why is a cactus visitable? Or is this part of the “bugginess” of that mod?
As far as i can see these cacti are 1-tile objects. So the “visitableFrom should be omitted or set to “—”,”—","—", and the mask should simply be [“B”]?
Next there is a question regarding objects format. The wiki says here:
{
“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,
…
So this seems to be the ID of the object. Let’s take for example the subterranean gateway from the original H3 objects, assuming i would have to put it into a mod. The ID of the simple subterranean gate is 103. So far so good. The sub-ID of this object is 0. Now where to put this sub-ID?
There is another subterranean gate, the snow covered one. This has the same ID, but sub-ID is 1. So they obviously belong to the same objectGroup. There is a second ID in the object type format. What ID is this? It can not be the sub-ID, since the object type format is not associated with any DEFs. So what is this “index”?
Now there is the “template” format section. This contains all the DEFs. But there is no ID. I’m quite confused.
The goal is: Take the Era editor, make a map with those objects from Fred, and then play that map with vcmi. How is it ensured that those additional objects show up correctly in vcmi?
Just to clarify this a bit more: I used to experiment quite a little with erm. So once i tried to add a script that adds a terrain overlay patch after battle. I was quite surprised, that i could only place one of these patches. To place such an object with erm, you need to give the ID and the sub-ID. I investigated the ZEOBJTS.txt and found they all had the same ID and the same sub-ID. So i changed that, gave them all distinct sub-IDs while keeping the ID. Result was, i could place exactly that patch that i wanted to place. That change had no impact on gameplay. The patch still was the same patch type, giving still the same bonus.
So the ID seems to be somewhat related to what vcmi calls “handler”. It would be extremely useful to have a full list of available handlers. And the sub-ID seems to identify the DEF. To make such an object into vcmi, there should be somehow a possibility to put this sub-ID into that templates section.