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Help with mods - questions
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misiokles 

Joined: 12 Nov 2015
Posts: 182
Posted: 2016-12-06, 16:32   

You must remember that in mod.json file (below content folder) you must write patch do your hero.json.
For example:
Code:
"heroes" :
    [
        "config/fairy/heroes/yourHeroName.json",

        ]
 
     
Draeganfire 

Age: 45
Joined: 15 Sep 2016
Posts: 47
Posted: 2017-02-09, 01:23   Town Screen creation in regards to Death Valley project.

Okay, so I was looking through some mods at how the .json is set up for the townscreen and I noticed a lot of the buildings have "x:0 y:0 "...... This doesn't make sense to me unless the makers are saving each building as a transparent image the size of the whole background. Is that what I am seeing or am I just not understanding how it works?
 
     
val-gaav 

Joined: 24 Feb 2008
Posts: 186
Posted: 2017-02-09, 13:18   

Yes it is like that .

Town screens in vcmi support pngs and transparency. So you can just set it to x:0 y:0 and it will work for the same size as townscreen background images.
 
     
misiokles 

Joined: 12 Nov 2015
Posts: 182
Posted: 2017-02-09, 15:53   Re: Town Screen creation in regards to Death Valley project.

Draeganfire wrote:
his doesn't make sense to me unless the makers are saving each building as a transparent image the size of the whole background. Is that what I am seeing or am I just not understanding how it works?


Every def and every transparent png file has itw own resolutions. And x,y coordinates are top-left townscreen coordinate of every image. Townscreen has 800x374 resolution, so min x=0, min y = 0, max x = 800, max y = 374. So if your def (or transparent png) has 800x374 resolution, it's obvious that top-left pinnacle has x = 0, y = 0 coordinates (like in Asylum and Preserve mod). But look at the Grove mod. Defs are smaller, have smaller resolution so pnnacles must be set manually for proper viewing. I think this picture show you all about coordinates.


So it's up to you which metod you choose. x=0, y = 0 method is easier for modder, but mod is heavier and tends to lag (like Silaneo's NecroTown), second method is more time consuming, but final mod works better. If you work with defs and 8-bit graphic I suggest x=0, y=0 method. If you want work with transparent png, second method is reasonable.
 
     
Draeganfire 

Age: 45
Joined: 15 Sep 2016
Posts: 47
  Posted: 2017-02-09, 18:00   

Awesome guys~ Helps out a lot :-)
 
     
val-gaav 

Joined: 24 Feb 2008
Posts: 186
Posted: 2017-02-10, 21:49   

@misiokles:

Thanks for the info. While I use GIMP all the time I just never thought about getting coordinates with it. Certainly it is very easy . It was right there and I just never thought about it.

Do you have any idea how big would be the slowdown for x:0 y:0 method if town screen size was set to 1066x600 instead of standard 800x374?
 
     
Draeganfire 

Age: 45
Joined: 15 Sep 2016
Posts: 47
Posted: 2017-02-10, 22:28   

@val-gaav

I have been using Paint.net and it actually gives the coordinates of where the mouse icon is pointing at the bottom of the program screen, so I imagine most art programs have similar options built in
 
     
val-gaav 

Joined: 24 Feb 2008
Posts: 186
Posted: 2017-02-11, 00:15   

Yes GIMP has this too, Misiokles posted screenshot of GIMP BTW.

I simply expected this to be very hard to do, and didn't notice easy solution that was right there.
 
     
Draeganfire 

Age: 45
Joined: 15 Sep 2016
Posts: 47
Posted: 2017-02-12, 02:46   

I only noticed Paint.net after you asked the question....lol....so don't feel bad, I wasn't picking on you
 
     
misiokles 

Joined: 12 Nov 2015
Posts: 182
Posted: 2017-02-12, 19:10   

val-gaav wrote:

Do you have any idea how big would be the slowdown for x:0 y:0 method if town screen size was set to 1066x600 instead of standard 800x374?


Hard to say, because we have only one (ufinished) town using full (800x374) png transparency files. Check Silaneo's Necro Town:
http://heroescommunity.co...D=1401358#focus

I edited most these png's by cutting them to smaller "rectangles" files, and slowdown reduced dramatically! But you must test it by yourself.
 
     
misiokles 

Joined: 12 Nov 2015
Posts: 182
Posted: 2017-03-16, 20:15   

What is difference betweend Dispel and dispelHelpfull spell? A what is difference between SPECIAL_PECULIAR_ENCHANT, SPECIAL_BLESS_DAMAGE, SPECIAL_SPELL_LEV and SPECIFIC_SPELL_DAMAGE ?
 
     
Warmonger 
VCMI programmer


Age: 28
Joined: 07 Jun 2008
Posts: 1545
Location: Warsaw, Poland
Posted: 2017-03-16, 20:34   

dispelHelpfull is Dragonfly's ability, which dispells only positive spells.

SPECIAL_PECULIAR_ENCHANT is or peculiar enchantment spells as stated in Strategija:
Quote:
Loynis' Prayer specialty gives an additional +3 speed, attack and defense to levels 1-2, +2 levels 3-4, +1 levels 5-6 and no bonuses to level 7.
Terek/Cyra/Brissa's Haste specialty gives an additional +3 speed to level 1-2, +2 levels 3-4, +1 levels 5-6 and no speed to level 7.
Coronius' Slayer specialty gives an additional +4 attack to level 1, +3 level 2, +2 level 3, +1 level 4, no attack to levels 5-6-7.
Zubin's Precision specialty gives an additional +3 attack to ranged levels 1-2, +2 levels 3-4, +1 levels 5-6, no attack to level 7.
Daremyth and Melodia's Fortune specialty enables them to cast a +3 Luck Fortune spell regardless of Air magic expertise.
Xsi, Darkstorn, Merist and Labetha's Stoneskin specialty gives an additional +3 defense to levels 1-2, +2 levels 3-4, +1 levels 5-6 and no defense to level 7.
Ash and Inteus' Bloodlust specialty gives an additional +3 attack to levels 1-2, +2 levels 3-4, +1 levels 5-6 and no attack to level 7.

And so on.

SPECIAL_BLESS_DAMAGE is Adela's ability
Quote:
Adela's Bless specialty adds BD * 0,03 * Hero level / Unit level damage to all units on top of the Bless spell. E.g., at level 18, Adela will provide (in average) 54% bonus damage to Halberdiers, 27% to Marksmen, 18% to Royal Griffins, 13,5% to Crusaders, 10,8% to Zealots, 9% to Champions, and 7,1% to Archangels.

But can work with other spells too.

SPECIAL_SPELL_LEV is Solmyr & pals bonus.

SPECIFIC_SPELL_DAMAGE is flat % damage bonus as Ciele and Luna.
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misiokles 

Joined: 12 Nov 2015
Posts: 182
Posted: 2017-03-17, 08:14   

So, all there four commands work with other spells, right?
 
     
Draeganfire 

Age: 45
Joined: 15 Sep 2016
Posts: 47
Posted: 2017-05-02, 17:28   Team Death Valley Question

Hey new problem..... Our town has a structure built on the castle called Awakening. I had wanted it to have the ability to unlock a secondary upgrade to each of the seven monster tiers, but it seems there may be some coding issues with trying to do that with just the one structure as opposed to having to add to each dwelling structure. Any suggestions?
 
     
AVS 

Joined: 25 Feb 2011
Posts: 561
Location: Russia
Posted: 2017-05-02, 19:24   Re: Team Death Valley Question

Draeganfire wrote:
Hey new problem..... Our town has a structure built on the castle called Awakening. I had wanted it to have the ability to unlock a secondary upgrade to each of the seven monster tiers, but it seems there may be some coding issues with trying to do that with just the one structure as opposed to having to add to each dwelling structure. Any suggestions?

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
 
     
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