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  • ...tch, giving it new and extended possibilities. We hope to support mods and new towns already made by fans but abandoned because of game code limitations. It does not aim to add new content or modify original mechanics. However, in the future it will be a b
    5 KB (792 words) - 09:15, 15 January 2024
  • ...GameState class object and everything that's accessible from it: map (with objects), player statuses, game options, etc. ...that is basically a base class for our library of GUI components and other objects.
    6 KB (971 words) - 15:28, 26 September 2022
  • ** Handling of all adventure map objects * Evaluating game objects
    5 KB (711 words) - 14:55, 26 September 2022
  • * No limit of number of map objects, such as dwellings and stat boosters * New flexible [[Bonus system|bonus system]]
    666 bytes (99 words) - 07:32, 18 May 2014
  • ...ayers and units easier. The system consists of a set of nodes representing objects that can be a source or a subject of a bonus and two directed acyclic graph ...es from some node in the bonus system, and may have propagator and limiter objects attached to it. Bonuses are shared around as follows:
    5 KB (718 words) - 02:20, 20 September 2017
  • When defining a method, use a new line for the brace, like this: ...to avoid c++ most vexing parse and use parentheses for creating heap-based objects.
    18 KB (2,609 words) - 13:31, 15 January 2023
  • * Objects. Black market changes artifacts every month like town artifact merchants do *[http://www.4shared.com/document/F_3NbdTI/New_WoG_Features.html? New WoG features]
    2 KB (366 words) - 11:59, 29 January 2023
  • [[Packages]] are made of [[Python]] scripts. Teir purpose is to add new conetnt to the game, such as creatures or artifacts. Conversions are also made of [[Python]] scripts. Alter original objects and behaviour of the game. They may be content replacement, alter mechanics
    3 KB (498 words) - 16:07, 29 December 2013
  • *Script defining [[new objects]] and requesting Mod Handler to put them in game. Mods folder in main VCMI directory is scanned upon entering "new game" menu in search of mod.py files.
    4 KB (547 words) - 09:09, 17 April 2012
  • =Objects identifiers= ...These IDs are assigned dynamically at game start. Original Shadow of Death objects are considered fixed.
    2 KB (338 words) - 18:16, 30 January 2013
  • This article is a proposal of new map format editor / random map genrator of modded VCMI. ** Map objects, possibly split by level as well
    11 KB (1,393 words) - 15:11, 16 January 2017
  • ...turn, heroes who have remaining movement points try to visit all unvisited objects within their range (wander function). There is a list of reserved objects tied to heroes. If a hero tries to visit an object but can't reach it this
    3 KB (424 words) - 17:44, 4 August 2018
  • ...wn", "Test", "Templates", "Spells", "Music", "Sounds", "Skills", "Other", "Objects", //List of changes/new features in each version
    5 KB (591 words) - 14:47, 17 April 2023
  • * Object group - set of objects that have similar behavior and share same identifier in H3 (towns, heroes, ...t type - object with fixed behavior but without fixed appearance. Multiple objects types may share same group
    5 KB (647 words) - 19:53, 5 July 2023
  • ...s living in our code (like int or CGameState*) and stream of bytes. Having objects represented as a stream of bytes is useful. Such bytes can send through the ...ns(ok, they aren't available in c++, but you know what I mean:) or invalid objects loading(too much elements in a vector, etc...) This should be avoided at le
    10 KB (1,554 words) - 17:06, 29 December 2013
  • === Installing new mods === |description=New expansion with alternate creatures and lots of new stuff.
    49 KB (7,009 words) - 13:09, 9 November 2023
  • ...ling|dwelling format]] for details. File with this code must be listed in "objects" entry in mod.json * New fields to indicate license used by mod: "licenseURL" and "licenseName".
    7 KB (953 words) - 13:13, 27 July 2014