Changes you need to follow as Modder

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Stratego (dev)
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Re: Changes you need to follow

Post by Stratego (dev) »

new image for unit stat template
under gfx folder create a folder called "templates" and this image into it
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expand_triangle.png
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Stratego (dev)
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Re: Changes you need to follow

Post by Stratego (dev) »

in about a month i will remove the "catModifierRels" usage (in consts.json)

so you (as a main modder of the variant) need to
1. ask for me for a build so in dev version the new logics are available (AOS/AOF/AOW/AOG is updated today - done)
2. set all effect affect jsons (where abilities/spells changes unit properties like -2 speed) this

Code: Select all

"trnSpecUnitActions":["IS_EFFECT_AFFECT"]
3. set all techs that are property changers (where the tech changes unit properties like +1 armor) this

Code: Select all

"trnSpecUnitActions":["TECH_IS_PROP_CHANGER"],
4. change all IS_EFFECT_AFFECT and TECH_IS_PROP_CHANGER to use the new "trnValidTargets" settings to set the target of the given effect/ptopchanger tech

i strongly advise using notepad++ multi update tool (updating multiple files in one run) - i just made the above things in AOF that has the biggest assetpack (using that tool and saved me hours)
Stratego (dev)
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Re: Changes you need to follow as Modder

Post by Stratego (dev) »

new button and image TEXTURE_HUD_PASS_OWNERSHIP, i placed it there:

Code: Select all


		{
			"idString": "TEXTURE_HUD_BUTT_OBJECTIVES",
			"imgColumns": 1,
			"imgName": "hud/hud_button_objectives.png",
			"withColoring": false
		},
		{
			"idString": "TEXTURE_HUD_PASS_OWNERSHIP",
			"imgColumns": 1,
			"imgName": "hud/hud_button_pass.png",
			"withColoring": false
		},    
                {
			"idString": "TEXTURE_STANCE_INDICATOR_STAND_GROUND",
			"imgColumns": 1,
			"imgName": "indicators/stance_indicator_standground.png",
			"withColoring": false
		},

also my image in AOS
Attachments
hud_button_pass.png
hud_button_pass.png (1.69 KiB) Viewed 7147 times
Stratego (dev)
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Re: Changes you need to follow as Modder

Post by Stratego (dev) »

oh, i have playced these in AOS/AOF/AOW (in my assetpack) - all other variants needs their modders to put in.
thanks.
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makazuwr32
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Re: Changes you need to follow as Modder

Post by makazuwr32 »

so this option allows to pass ownership to neutral player of target unit?
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Stratego (dev)
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Re: Changes you need to follow as Modder

Post by Stratego (dev) »

no, only empty TCs
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makazuwr32
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Re: Changes you need to follow as Modder

Post by makazuwr32 »

i see. anyway that is good way to share at least them with ally.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Stratego (dev)
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Re: Changes you need to follow as Modder

Post by Stratego (dev) »

yep
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makazuwr32
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Re: Changes you need to follow as Modder

Post by makazuwr32 »

Actually here is a question:
Is this option exclusive to tc or i can share any capturable unit/building?

For example in aof we have ruined fortress, ruined castle and flag as capturable buildings. Can these be shared with ally?
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
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Stratego (dev)
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Re: Changes you need to follow as Modder

Post by Stratego (dev) »

only TC
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Re: Changes you need to follow as Modder

Post by Stratego (dev) »

in initialisation.json remove all lines that start with "IMG_HUD_MAPEDIT_GREY"
all those settings gott obsolete

and a new line in same file:
{"key":"IMG_UI_TEAMCOLOR_CHOOSER", "val":"ui/teamcolor_chooser.png"},

see attached image i use in aow:
Attachments
teamcolor_chooser.png
teamcolor_chooser.png (1.17 KiB) Viewed 7019 times
Stratego (dev)
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Re: Changes you need to follow as Modder

Post by Stratego (dev) »

also in AOW i use these images for the mapeditor unit type selector
{"key":"IMG_HUD_MAPEDIT_RANGED", "val":"ui/mapeditor_ranged.png"},
{"key":"IMG_HUD_MAPEDIT_BUILDING", "val":"ui/mapeditor_buildings.png"},
{"key":"IMG_HUD_MAPEDIT_CLOSECOMBAT", "val":"ui/mapeditor_ground.png"},
{"key":"IMG_HUD_MAPEDIT_SHIPS", "val":"ui/mapeditor_ship.png"},
Attachments
mapeditor_types_border_AOW.png
mapeditor_types_border_AOW.png (2.08 KiB) Viewed 7030 times
mapeditor_ground.png
mapeditor_ground.png (4.36 KiB) Viewed 7037 times
mapeditor_ship.png
mapeditor_ship.png (4.87 KiB) Viewed 7037 times
mapeditor_buildings.png
mapeditor_buildings.png (6.8 KiB) Viewed 7037 times
mapeditor_ranged.png
mapeditor_ranged.png (3.71 KiB) Viewed 7037 times
Midonik
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Re: Changes you need to follow as Modder

Post by Midonik »

Can I have an empty box or a file for gimp with layers so I can adapt this to Aog?
Support new AoS variant, Age of Galaxy: http://ageofstrategy.net/viewforum.php? ... 608408ebc8
All help will be welcome.
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Re: Changes you need to follow as Modder

Post by Stratego (dev) »

also i use these in AOS and AOF for type selector (team selector is the same as above in AOW)

would be more fancy to be like in AOW (units oveflowing the border on the image) but i am lack of time hassleing with it (would need smaller image canvas and the border is being smaller so the non-scaled 32px unit is a little overflow the border - @Endru1241 @Savra if u feel it nicer please try)
Attachments
mapeditor_ranged.png
mapeditor_ranged.png (2.75 KiB) Viewed 7038 times
mapeditor_buildings.png
mapeditor_buildings.png (4 KiB) Viewed 7038 times
mapeditor_ship.png
mapeditor_ship.png (2.71 KiB) Viewed 7038 times
mapeditor_ground.png
mapeditor_ground.png (2.89 KiB) Viewed 7038 times
Stratego (dev)
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Re: Changes you need to follow as Modder

Post by Stratego (dev) »

ok i could not resist to make an overflowing version instead.
but feel free to make better.

also here is the small border if u want to play with it,.
Attachments
mapeditor_types_border_AOS.png
mapeditor_types_border_AOS.png (973 Bytes) Viewed 7034 times
mapeditor_ground.png
mapeditor_ground.png (1.48 KiB) Viewed 7035 times
mapeditor_ranged.png
mapeditor_ranged.png (1.34 KiB) Viewed 7035 times
mapeditor_buildings.png
mapeditor_buildings.png (1.54 KiB) Viewed 7035 times
mapeditor_ship.png
mapeditor_ship.png (1.61 KiB) Viewed 7035 times
Stratego (dev)
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Re: Changes you need to follow as Modder

Post by Stratego (dev) »

new items in graphics.json
put them right after "TEXTURE_WAYPOINT_ENTRY"

Code: Select all

		{
			"idString": "TEXTURE_MOVE_PATH_CORNER",
			"imgColumns": 1,
			"imgName": "hud/move_path_corner.png",
			"withColoring": false
		},     
		{
			"idString": "TEXTURE_MOVE_PATH_END",
			"imgColumns": 1,
			"imgName": "hud/move_path_arrow.png",
			"withColoring": false
		},  
with these files
Attachments
move_path_corner.png
move_path_corner.png (465 Bytes) Viewed 6935 times
move_path_arrow.png
move_path_arrow.png (489 Bytes) Viewed 6935 times
Stratego (dev)
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Re: Changes you need to follow as Modder

Post by Stratego (dev) »

oh images for 64px based games
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move_path_corner.png
move_path_corner.png (1.24 KiB) Viewed 6926 times
move_path_arrow.png
move_path_arrow.png (638 Bytes) Viewed 6926 times
Stratego (dev)
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Re: Changes you need to follow as Modder

Post by Stratego (dev) »

In all alternatives please remove old/obsolete 2 frame animation occupacy images.
so if a building had 2 images in one image file than that is not good you need to cut it in half and make a normal image and an occupied image and set image defintion accordignly.

So all alternatives (except AOS/AOF/AOW) need to use this new setting, othervise occupacy display will not work anymore!
(Midonik said AOG is already ready with this)
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makazuwr32
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Re: Changes you need to follow as Modder

Post by makazuwr32 »

@Savra.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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L4cus
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Re: Changes you need to follow as Modder

Post by L4cus »

Stratego (dev) wrote: Mon Feb 22, 2021 9:14 am in initialisation.json remove all lines that start with "IMG_HUD_MAPEDIT_GREY"
all those settings gott obsolete

and a new line in same file:
{"key":"IMG_UI_TEAMCOLOR_CHOOSER", "val":"ui/teamcolor_chooser.png"},

see attached image i use in aow:
Does this include those who have no "grey"?
Like "IMG_HUD_MAPEDIT_RANGED"
I haveto delete those too?
Extra ecclesiam nulla salus...
AOD, a new variant...
viewforum.php?f=230
Stratego (dev)
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Re: Changes you need to follow as Modder

Post by Stratego (dev) »

grayed verisons are not used anymore as i remember (u select them from list)
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Re: Changes you need to follow as Modder

Post by Stratego (dev) »

new features in unit statsheet
- here is a new template file (for 64 px based games)
- here are 3 image names to be placed under assets/gfx/templates folder
-- damage_vs_armor_default.png
-- damage_vs_armor_second.png
-- damage_vs_armor_none.png

also here are my images i used in AOS/AOF/AOW/AOG (in these alternatives i made these)
Attachments
damage_vs_armor_second.png
damage_vs_armor_second.png (225 Bytes) Viewed 5229 times
damage_vs_armor_default.png
damage_vs_armor_default.png (339 Bytes) Viewed 5229 times
damage_vs_armor_second.png
damage_vs_armor_second.png (681 Bytes) Viewed 5229 times
damage_vs_armor_default.png
damage_vs_armor_default.png (276 Bytes) Viewed 5229 times
damage_vs_armor_none.png
damage_vs_armor_none.png (126 Bytes) Viewed 5229 times
damage_vs_armor_second_save.png
damage_vs_armor_second_save.png (463 Bytes) Viewed 5229 times
damage_vs_armor_second_save2.png
damage_vs_armor_second_save2.png (346 Bytes) Viewed 5229 times
damage_vs_armor_default.png
damage_vs_armor_default.png (276 Bytes) Viewed 5229 times
damage_vs_armor_second.png
damage_vs_armor_second.png (242 Bytes) Viewed 5229 times
Stratego (dev)
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Re: Changes you need to follow as Modder

Post by Stratego (dev) »

the template file to be put under assets/templates (i can not upload so ask me in email for it.)
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L4cus
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Re: Changes you need to follow as Modder

Post by L4cus »

oh this one is new...
Extra ecclesiam nulla salus...
AOD, a new variant...
viewforum.php?f=230
Stratego (dev)
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Re: Changes you need to follow as Modder

Post by Stratego (dev) »

PLEASE all modders!

please avoid using trnInvalidTargets and trnCanNotCarryThese
istead use trnValidTargets and trnCanCarryThese options

(we have a little trouble showing these in helpfile and also probably the negative parts is not even needed. - maybe sometime i will make them obsolete and after remove from game)
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makazuwr32
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Re: Changes you need to follow as Modder

Post by makazuwr32 »

Can we in "cancarrythese" and "validtargets" use NOT operators excluding thus some categories?
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
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Midonik
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Re: Changes you need to follow as Modder

Post by Midonik »

Yes all logical operators can be used in those.
Support new AoS variant, Age of Galaxy: http://ageofstrategy.net/viewforum.php? ... 608408ebc8
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Re: Changes you need to follow as Modder

Post by Stratego (dev) »

yes but basically set the ones it "can"

eg. if you dont want something to hit flying than set to hit "u_ground" + "u_naval" instead of setting "not u_flying".


naturally you can say "u_ground" + "u_naval" except u_orcs or something.
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makazuwr32
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Re: Changes you need to follow as Modder

Post by makazuwr32 »

I want for one planned in future carrier unit to be able to carry «u_foot, u_land, NOT(u_melee)» since that unit is planned to be able to carry land foot non-melee units.
Will this setting be valid?
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
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Stratego (dev)
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Re: Changes you need to follow as Modder

Post by Stratego (dev) »

sure, however it is weird why a swordsman can not go in
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