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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
  • ** 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
  • [[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
  • * [[/Mod examples]]: Some mods I'm working on, mostly showcases of some new features. Some mods may need fresh build from trunk and won't work with lat * [[/Randomized Objects]] - Current description of scheme for loading random objects from Json
    686 bytes (96 words) - 15:52, 21 December 2022
  • * SERVICES - root "raw" access to all static game objects * {{wip}} '''!?OB''' (!$OB) visiting objects
    7 KB (696 words) - 21:55, 11 May 2020
  • * {{wip}} [[New map format]] * {{done}} objects
    2 KB (207 words) - 06:56, 12 May 2017
  • // either some new stringID or id from current Obj enum This will also allow us some more flexibility for some objects like star axis:
    7 KB (1,136 words) - 23:03, 4 January 2014
  • [[New map format]] * objects/object types
    717 bytes (108 words) - 06:19, 10 April 2013
  • Please do not add new entries. Get in contact with VCMI team to add a new mod. === Installing new mods ===
    49 KB (7,036 words) - 16:36, 16 July 2024
  • ...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
  • == New movement design for special movement support == #: Basically you shouldn't be able to visit any objects on water without a boat, but except you have free embark/disembark those wi
    10 KB (1,525 words) - 08:17, 24 October 2015