Changes you need to follow as Modder
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Re: Changes you need to follow
new image for unit stat template
under gfx folder create a folder called "templates" and this image into it
under gfx folder create a folder called "templates" and this image into it
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Re: Changes you need to follow
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
3. set all techs that are property changers (where the tech changes unit properties like +1 armor) this
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)
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"]
Code: Select all
"trnSpecUnitActions":["TECH_IS_PROP_CHANGER"],
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)
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Re: Changes you need to follow as Modder
new button and image TEXTURE_HUD_PASS_OWNERSHIP, i placed it there:
also my image in AOS
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
},
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- hud_button_pass.png (1.69 KiB) Viewed 7147 times
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Re: Changes you need to follow as Modder
oh, i have playced these in AOS/AOF/AOW (in my assetpack) - all other variants needs their modders to put in.
thanks.
thanks.
- makazuwr32
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Re: Changes you need to follow as Modder
so this option allows to pass ownership to neutral player of target unit?
AoF Dev Co-Leadermakazuwr32 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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Re: Changes you need to follow as Modder
no, only empty TCs
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Re: Changes you need to follow as Modder
i see. anyway that is good way to share at least them with ally.
AoF Dev Co-Leadermakazuwr32 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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Re: Changes you need to follow as Modder
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?
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?
AoF Dev Co-Leadermakazuwr32 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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Re: Changes you need to follow as Modder
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:
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:
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Re: Changes you need to follow as Modder
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"},
{"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"},
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- mapeditor_types_border_AOW.png (2.08 KiB) Viewed 7030 times
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- mapeditor_ground.png (4.36 KiB) Viewed 7037 times
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- mapeditor_ship.png (4.87 KiB) Viewed 7037 times
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- mapeditor_buildings.png (6.8 KiB) Viewed 7037 times
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- mapeditor_ranged.png (3.71 KiB) Viewed 7037 times
Re: Changes you need to follow as Modder
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
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All help will be welcome.
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Re: Changes you need to follow as Modder
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)
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)
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- mapeditor_ranged.png (2.75 KiB) Viewed 7038 times
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- mapeditor_buildings.png (4 KiB) Viewed 7038 times
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- mapeditor_ship.png (2.71 KiB) Viewed 7038 times
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- mapeditor_ground.png (2.89 KiB) Viewed 7038 times
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Re: Changes you need to follow as Modder
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,.
but feel free to make better.
also here is the small border if u want to play with it,.
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- mapeditor_types_border_AOS.png (973 Bytes) Viewed 7034 times
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- mapeditor_ground.png (1.48 KiB) Viewed 7035 times
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- mapeditor_ranged.png (1.34 KiB) Viewed 7035 times
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- mapeditor_buildings.png (1.54 KiB) Viewed 7035 times
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- mapeditor_ship.png (1.61 KiB) Viewed 7035 times
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Re: Changes you need to follow as Modder
new items in graphics.json
put them right after "TEXTURE_WAYPOINT_ENTRY"
with these files
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
},
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- move_path_corner.png (465 Bytes) Viewed 6935 times
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- move_path_arrow.png (489 Bytes) Viewed 6935 times
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Re: Changes you need to follow as Modder
oh images for 64px based games
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- move_path_corner.png (1.24 KiB) Viewed 6926 times
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- move_path_arrow.png (638 Bytes) Viewed 6926 times
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Re: Changes you need to follow as Modder
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)
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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Re: Changes you need to follow as Modder
@Savra.
AoF Dev Co-Leadermakazuwr32 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™.
Re: Changes you need to follow as Modder
Does this include those who have no "grey"?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:
Like "IMG_HUD_MAPEDIT_RANGED"
I haveto delete those too?
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Re: Changes you need to follow as Modder
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
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)
- 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)
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- damage_vs_armor_second.png (225 Bytes) Viewed 5229 times
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- damage_vs_armor_default.png (339 Bytes) Viewed 5229 times
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- damage_vs_armor_second.png (681 Bytes) Viewed 5229 times
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- damage_vs_armor_default.png (276 Bytes) Viewed 5229 times
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- damage_vs_armor_none.png (126 Bytes) Viewed 5229 times
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- damage_vs_armor_second_save.png (463 Bytes) Viewed 5229 times
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- damage_vs_armor_second_save2.png (346 Bytes) Viewed 5229 times
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- damage_vs_armor_default.png (276 Bytes) Viewed 5229 times
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- damage_vs_armor_second.png (242 Bytes) Viewed 5229 times
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Re: Changes you need to follow as Modder
the template file to be put under assets/templates (i can not upload so ask me in email for it.)
Re: Changes you need to follow as Modder
oh this one is new...
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Re: Changes you need to follow as Modder
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)
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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Re: Changes you need to follow as Modder
Can we in "cancarrythese" and "validtargets" use NOT operators excluding thus some categories?
AoF Dev Co-Leadermakazuwr32 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™.
Re: Changes you need to follow as Modder
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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All help will be welcome.
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Re: Changes you need to follow as Modder
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.
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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Re: Changes you need to follow as Modder
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?
Will this setting be valid?
AoF Dev Co-Leadermakazuwr32 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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Re: Changes you need to follow as Modder
sure, however it is weird why a swordsman can not go in