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8 月之前 | |
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Bonus | 8 月之前 | |
Entities_Format | 9 月之前 | |
Map_Objects | 9 月之前 | |
Animation_Format.md | 10 月之前 | |
Bonus_Format.md | 10 月之前 | |
Building_Bonuses.md | 10 月之前 | |
Campaign_Format.md | 10 月之前 | |
Configurable_Widgets.md | 10 月之前 | |
Difficulty.md | 9 月之前 | |
File_Formats.md | 10 月之前 | |
Game_Identifiers.md | 10 月之前 | |
HD_Graphics.md | 8 月之前 | |
Map_Editor.md | 10 月之前 | |
Map_Object_Format.md | 10 月之前 | |
Mod_File_Format.md | 9 月之前 | |
Random_Map_Template.md | 10 月之前 | |
Readme.md | 9 月之前 |
To make your own mod you need to create subdirectory in /Mods/ with name that will be used as identifier for your mod. Main mod is file called mod.json and should be placed into main folder of your mod, e.g. Mods/myMod/mod.json All content of your mod should go into Content directory, e.g. Mods/myMod/Content/. Alternatively, it is possible to replace this directory with single .zip archive.
Example of how directory structure of your mod may look like:
Mods/
myMod/
mod.json
Content/
config/ - json configuration files
data/ - unorganized files, mostly bitmap images (.bmp, .png, .pcx)
maps/ - h3m maps added or modified by mod
music/ - music files. Mp3 and ogg/vorbis are supported
sounds/ - sound files, in wav format.
sprites/ - animation, image sets (H3 .def files or VCMI .json files)
video/ - video files, .bik, .smk, .ogv .webm
See File Formats page for more information on which formats are supported or recommended for vcmi
All VCMI configuration files use JSON format so you may want to familiarize yourself with it first. Mod.json is main file in your mod and must be present in any mod. This file contains basic description of your mod, dependencies or conflicting mods (if present), list of new content and so on. Minimalistic version of this file:
{
"name" : "My test mod",
"description" : "My test mod that add a lot of useless stuff into the game",
"version" : "1.00",
"modType" : "Graphical",
"contact" : "http://www.contact.example.com"
}
See Mod file Format for its full description.
In order to create new object use following steps:
Random Map Generator:
Game Entities:
Map objects:
Other:
VCMI uses strings to reference objects. Examples:
Referencing H3 objects: "nativeTerrain" : "sand"
. All mods can freely access any existing objects from H3 data.
Referencing object from another mod: "nativeTerrain" : "asphalt"
. Mods can only reference object from mods that are marked as dependencies
Referencing objects in bonus system: "subtype" : "creature.archer"
. Bonus system requires explicit definition of object type since different bonuses may require different identifier class.
Referencing object from specific mod: "nativeTerrain" : "hota.cove:sorceress"
. In some cases, for example to resolve conflicts when multiple mods use same object name you might need to explicitly specify mod in which game needs to look up an identifier. Alternatively, you can use this form for clarity if you want to clearly specify that object comes from another mod.
Alternatively to creating new objects, you can edit existing objects. Normally, when creating new objects you specify object name as:
"newCreature" : {
// creature parameters
}
In order to access and modify existing object you need to specify mod that you wish to edit:
/// "core" specifier refers to objects that exist in H3
"core:archer" : {
/// This will set health of Archer to 10
"hitPoints" : 10,
},
/// Modifying object named "jumpSoldier" in mod "forge"
"forge:jumpSoldier" : {
/// Set attack of Jump Soldiers to 20
"attack": 20
},
/// Modifying object named "sorceress" in submod "cove" of mod "hota"
"hota.cove:sorceress" : {
/// Set speed of Sorceresses to 10
"speed" : 10
},
Note that modification of existing objects does not requires a dependency on edited mod. Such definitions will only be used by game if corresponding mod is installed and active.
This allows using objects editing not just for rebalancing mods but also to provide compatibility between two different mods or to add interaction between two mods.
Any graphical replacer mods fall under this category. In VCMI directory /Content acts as mod-specific game root directory. So for example file /Content/Data/AISHIELD.PNG will replace file with same name from H3Bitmap.lod game archive.
Any other files can be replaced in exactly same way.
Note that replacing files from archives requires placing them into specific location:
This includes archives added by expansions (e.g. H3ab_bmp.lod uses same rules as H3Bitmap.lod) Heroes III uses custom format for storing animation: def files. These files are used to store all in-game animations as well as for some GUI elements like buttons and for icon sets.
These files can be replaced by another def file but in some cases original format can't be used. This includes but not limited to: Replacing animation with fully-colored 32-bit images
In VCMI these animation files can also be replaced by json description of their content. See Animation Format for full description of this format.
Example: replacing single icon This will allow players to install mods directly from VCMI Launcher without visiting any 3rd-party sites. Mods list hosted under main VCMI organization: vcmi-mods-repository.
Each mod hosted in it's own repository under separate organization vcmi-mods. This way if engine become more popular in future we can create separate teams for each mod and accept as many people as needed. It's solve a lot of problems: Our mod list in vcmi-mods-repository had "develop" as primary branch. Daily builds of VCMI use mod list file from this branch.
Once VCMI get stable release there will be branching into "1.0.0", "1.1.0", etc. Launcher of released version will request mod list for particular version.
Same way we can also create special stable branch for every mod under "vcmi-mods" organization umbrella once new stable version is released. So this way it's will be easier to maintain two versions of same mod: for stable and latest version. Before your mod can be accepted into official mod list you need to get it into repository under "vcmi-mods" organization umbrella. To do this contact one of mod repository maintainers. If needed you can get own team within "vcmi-mods" organization.
Link to our mod will looks like that: https://github.com/vcmi-mods/adventure-ai-trace For sanity reasons mod identifier must only contain lower-case English characters, numbers and hyphens. Sub-mods can be named as you like, but we strongly encourage everyone to use proper identifiers for them as well. Once you submitted certain commit into official mod list you are not allowed to rewrite history before that commit. This way we can make sure that VCMI launcher will always be able to download older version of any mod.
Branches such as "develop" or stable branches like "1.0.0" should be marked as protected on GitHub. Once mod ready for general public maintainer to make PR to vcmi-mods-repository. Right now main requirements for a mod to be accepted into VCMI mods list are:
Replacing .def animation files
{
// List of replaced images
"images" :
[
{
"frame" : 0, // Index of replaced frame
"file" : "HPS000KN.bmp" //name of file that will be used as replacement
}
]
}
Publishing mods in VCMI Repository
Where files are hosted
Why Git / GitHub?
On backward compatibility
Getting into vcmi-mods organization
Rules of repository
Allowed name for mod identifier
my-mod-name
2000-new-maps
Rewriting History
Submitting mods to repository
Requirements