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Macron1 

Joined: 02 Apr 2013
Posts: 576
Posted: 2013-05-31, 09:13   

Ivan wrote:
Quote:
Is there a possibility to "clone" standard castles (for example take "castle" faction, make a copy as "castlex" faction), and then modify it same way?

No. And this is unlikely to change.

Why?
I don't think it's hard to copy structure data to one place to another. One copy operation is so hard?
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Ivan 
VCMI programmer

Age: 25
Joined: 08 May 2009
Posts: 1438
Location: Ukraine
Posted: 2013-05-31, 09:25   

Because this is far more complex than a simple copy. If you indeed looked in sources this should have been obvious.
 
     
Macron1 

Joined: 02 Apr 2013
Posts: 576
Posted: 2013-05-31, 09:47   

Ivan wrote:
Because this is far more complex than a simple copy. If you indeed looked in sources this should have been obvious.

I didn't looked for this part.
So it's harder, that to load external mod?
OK, I already have standard towns externationalized as json files. Just proceed old way to clone castles...
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Macron1 

Joined: 02 Apr 2013
Posts: 576
Posted: 2013-06-15, 22:20   

I have a question.
In examples of conflux-tweaks there I can modify classic creatures like

"core:psychicElemental" :
{
... replaced parametres...
}


But how can I address creatures from other mods?
Record like

"diabloScorcher"{"faction":"newfaction"}

in new mod in creatures section don't displayed as error, but faction alignment of creatures stays the same in game.
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Ivan 
VCMI programmer

Age: 25
Joined: 08 May 2009
Posts: 1438
Location: Ukraine
Posted: 2013-06-17, 10:11   

Quote:
But how can I address creatures from other mods?

Replace "core" with name of your mod:
<mod name>:<object name>
 
     
Macron1
Guest
Posted: 2013-06-17, 10:55   

Ivan wrote:
Quote:
But how can I address creatures from other mods?

Replace "core" with name of your mod:
<mod name>:<object name>

You said earlier this adression will be ripped off in next release. Is it not so?
 
     
Ivan 
VCMI programmer

Age: 25
Joined: 08 May 2009
Posts: 1438
Location: Ukraine
Posted: 2013-06-17, 11:09   

What I'd like to have in next release is:
1) Mods MUST use format <mod>:<object> to access any other mod
2) Mods can access ONLY mods mentioned in mod dependencies ("depends" entry)

In current version this will cause warning and *may* work correctly. In next version this will be considered as error meaning that game won't even start.

So accessing (for example) WoG creature possible only if
1) WoG is dependency
2) access done in wog:<creature> format
 
     
Macron1 

Joined: 02 Apr 2013
Posts: 576
Posted: 2013-07-01, 14:51   

By the way I wanted to ask:
will Silo work, if I point that it produces "gold"? And what amount of gold it produce per day?
Same for "mythril"?
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Macron1 

Joined: 02 Apr 2013
Posts: 576
Posted: 2013-07-26, 04:47   

1) Will repeat my question, maybe someone can say something:
will Silo in town work, if I point that it produces "gold"? And what amount of gold it produce per day?
Same for "mythril"?


2) In Wiki there are some bonuses without vals, for example;
MOVEMENT
LAND_MOVEMENT
SEA_MOVEMENT
SIGHT_RADIOUS

In some mods I saw that, for example, SIGHT_RADIOUS is getting some value trough "val".
Can someone correct Wiki, if this and other bonuses require val, and what's it's meaning?

3) I want to reproduce artifact from HMM1, which gives additional shot to ballista during siege. Is it possible right now, or not? If possible, what should I write in Bonuses?

4) If I want to create creature artifact, that allows creature to rise creatures from dead allies, I must wrote this, right?
:
Code:
        "bonuses":
        [
            {
                "type": "DAEMON_SUMMONING",
                "subtype": "creature.demon",
                "val": 50
            }
        ]


5) Is there a way to point % of happening of DEATH_STARE ability?
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Ivan 
VCMI programmer

Age: 25
Joined: 08 May 2009
Posts: 1438
Location: Ukraine
Posted: 2013-07-26, 10:54   

1) Unlikely. And if it will it will produce 1 gold / day.

2) sight radius and movement bonuses obviously need distance to function. Probably Warmonger decided not to document something that is obvious.

5) val
 
     
Macron1 

Joined: 02 Apr 2013
Posts: 576
Posted: 2013-07-26, 11:20   

Ivan wrote:

2) sight radius and movement bonuses obviously need distance to function. Probably Warmonger decided not to document something that is obvious.

It's not obvious for me. What to write to them? % of bonus to base of points/cells on adventure map?

Warmonger, can it be added to Wiki? And MORALE/LUCK also.

Ivan wrote:

5) val

val is already reserved for

Quote:
val: if subtype is 0, its the (average) percentage of killed creatures related to size of attacking stack
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Warmonger 
VCMI programmer


Age: 28
Joined: 07 Jun 2008
Posts: 1541
Location: Warsaw, Poland
Posted: 2013-07-26, 11:29   

Added some triial descriptions for these.

Just in case, everone can edit wiki :P

DAEMON_SUMMONING require creature CASTS to work.
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Macron1 

Joined: 02 Apr 2013
Posts: 576
Posted: 2013-07-26, 11:32   

Warmonger wrote:

DAEMON_SUMMONING require creature CASTS to work.


When I tried it, creature summoned creatures without casts unlimitedly.
CAST only limited ability to 1 (in my case).

And 6th question:

IMPROVED_NECROMANCY
allows Necropolis units other than skeletons to be raised by necromancy

When I added it to hero with "subtype":"creature.someCreature", it didn't work (trivial sceletons were rased). Can you also describe it more fully?
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Warmonger 
VCMI programmer


Age: 28
Joined: 07 Jun 2008
Posts: 1541
Location: Warsaw, Poland
Posted: 2013-07-26, 11:44   

Well, at the moment it's hardcoded to work just like Cloak of the Undead King. I may change that later to allow more customization.
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DJ Warmonger blog
beegee wrote:
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Macron1 

Joined: 02 Apr 2013
Posts: 576
Posted: 2013-07-26, 11:49   

Warmonger wrote:
Well, at the moment it's hardcoded to work just like Cloak of the Undead King. I may change that later to allow more customization.


And I earlier proposed ability like DAEMON_SUMMONING, but it works only on enemy stacks (like RAISE_DEAD).
I looked to code, it requires only new "if" (stack is enemy). Can It be implemented later?
It will emerge brand new tactics, so player with Resurrection will no longer be happy.
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