From 704772d6cef9557152642398a0a1b478615444d2 Mon Sep 17 00:00:00 2001 From: Ivan Savenko Date: Fri, 1 Sep 2023 13:09:01 +0300 Subject: [PATCH] Added navigation to player and modders docs --- docs/Readme.md | 1 - docs/modders/Animation_Format.md | 2 + docs/modders/Bonus/Bonus_Duration_Types.md | 3 + docs/modders/Bonus/Bonus_Limiters.md | 2 + docs/modders/Bonus/Bonus_Propagators.md | 2 + docs/modders/Bonus/Bonus_Range_Types.md | 2 + docs/modders/Bonus/Bonus_Sources.md | 2 + docs/modders/Bonus/Bonus_Types.md | 2 + docs/modders/Bonus/Bonus_Updaters.md | 2 + docs/modders/Bonus/Bonus_Value_Types.md | 2 + docs/modders/Bonus_Format.md | 2 +- docs/modders/Building_Bonuses.md | 2 + docs/modders/Campaign_Format.md | 2 + .../Entities_Format/Artifact_Format.md | 2 + .../Entities_Format/Battle_Obstacle_Format.md | 2 + .../Entities_Format/Battlefield_Format.md | 2 + .../Entities_Format/Creature_Format.md | 2 + .../modders/Entities_Format/Faction_Format.md | 2 + .../Entities_Format/Hero_Class_Format.md | 2 + .../Entities_Format/Hero_Type_Format.md | 2 + docs/modders/Entities_Format/River_Format.md | 2 + docs/modders/Entities_Format/Road_Format.md | 2 + .../Entities_Format/Secondary_Skill_Format.md | 2 + docs/modders/Entities_Format/Spell_Format.md | 2 + .../modders/Entities_Format/Terrain_Format.md | 2 + docs/modders/Map_Editor.md | 2 + .../Map_Object_Format.md | 2 + docs/modders/Map_Objects/Creature_Bank.md | 2 + docs/modders/Map_Objects/Dwelling.md | 2 + .../Map_Objects/{Markets.md => Market.md} | 2 + docs/modders/Map_Objects/Rewardable.md | 2 + docs/modders/Mod_File_Format.md | 2 + .../Random_Map_Template.md | 2 + docs/modders/Readme.md | 20 ++++--- docs/modders/Translations.md | 2 + docs/players/Bug_Reporting_Guidelines.md | 2 + docs/players/Cheat_Codes.md | 59 ++++++++++++++++++- docs/players/Client_Commands.md | 49 --------------- docs/players/Game_Mechanics.md | 2 + docs/players/Installation_Android.md | 2 + docs/players/Installation_Linux.md | 2 + docs/players/Installation_Windows.md | 2 + docs/players/Installation_iOS.md | 2 + docs/players/Installation_macOS.md | 2 + docs/players/Manual.md | 2 + docs/players/Privacy_Policy.md | 2 + 46 files changed, 151 insertions(+), 63 deletions(-) rename docs/modders/{Entities_Format => }/Map_Object_Format.md (98%) rename docs/modders/Map_Objects/{Markets.md => Market.md} (96%) rename docs/modders/{Entities_Format => }/Random_Map_Template.md (96%) delete mode 100644 docs/players/Client_Commands.md diff --git a/docs/Readme.md b/docs/Readme.md index dc6127640..eff614370 100644 --- a/docs/Readme.md +++ b/docs/Readme.md @@ -35,7 +35,6 @@ Please see corresponding installation guide articles for details for your platfo - [Game mechanics](players/Game_Mechanics.md) - [Bug reporting guidelines](players/Bug_Reporting_Guidelines.md) - [Cheat codes](players/Cheat_Codes.md) -- [Cheat codes](players/Client_Commands.md) - [Privacy Policy](players/Privacy_Policy.md) ## Documentation and guidelines for game modders diff --git a/docs/modders/Animation_Format.md b/docs/modders/Animation_Format.md index fbb0c7438..17083f7d5 100644 --- a/docs/modders/Animation_Format.md +++ b/docs/modders/Animation_Format.md @@ -1,3 +1,5 @@ +< [Documentation](../Readme.md) / [Modding](Readme.md) / Animation Format + VCMI allows overriding HoMM3 .def files with .json replacement. Compared to .def this format allows: diff --git a/docs/modders/Bonus/Bonus_Duration_Types.md b/docs/modders/Bonus/Bonus_Duration_Types.md index 616af670d..53408d3c2 100644 --- a/docs/modders/Bonus/Bonus_Duration_Types.md +++ b/docs/modders/Bonus/Bonus_Duration_Types.md @@ -1,3 +1,6 @@ +< [Documentation](../../Readme.md) / [Modding](../Readme.md) / [Bonus Format](../Bonus_Format.md) / Bonus Duration Types + + Bonus may have any of these durations. They acts in disjunction. ## List of all bonus duration types diff --git a/docs/modders/Bonus/Bonus_Limiters.md b/docs/modders/Bonus/Bonus_Limiters.md index dda2f807c..c5b6cfa9d 100644 --- a/docs/modders/Bonus/Bonus_Limiters.md +++ b/docs/modders/Bonus/Bonus_Limiters.md @@ -1,3 +1,5 @@ +< [Documentation](../../Readme.md) / [Modding](../Readme.md) / [Bonus Format](../Bonus_Format.md) / Bonus Limiters + ## Predefined Limiters The limiters take no parameters: diff --git a/docs/modders/Bonus/Bonus_Propagators.md b/docs/modders/Bonus/Bonus_Propagators.md index 408229b4e..783355151 100644 --- a/docs/modders/Bonus/Bonus_Propagators.md +++ b/docs/modders/Bonus/Bonus_Propagators.md @@ -1,3 +1,5 @@ +< [Documentation](../../Readme.md) / [Modding](../Readme.md) / [Bonus Format](../Bonus_Format.md) / Bonus Propagators + ## Available propagators - BATTLE_WIDE diff --git a/docs/modders/Bonus/Bonus_Range_Types.md b/docs/modders/Bonus/Bonus_Range_Types.md index b5c131507..51274054a 100644 --- a/docs/modders/Bonus/Bonus_Range_Types.md +++ b/docs/modders/Bonus/Bonus_Range_Types.md @@ -1,3 +1,5 @@ +< [Documentation](../../Readme.md) / [Modding](../Readme.md) / [Bonus Format](../Bonus_Format.md) / Bonus Range Types + # List of all Bonus range types - NO_LIMIT diff --git a/docs/modders/Bonus/Bonus_Sources.md b/docs/modders/Bonus/Bonus_Sources.md index 320333957..bd6122241 100644 --- a/docs/modders/Bonus/Bonus_Sources.md +++ b/docs/modders/Bonus/Bonus_Sources.md @@ -1,3 +1,5 @@ +< [Documentation](../../Readme.md) / [Modding](../Readme.md) / [Bonus Format](../Bonus_Format.md) / Bonus Sources + # List of all possible bonus sources - ARTIFACT diff --git a/docs/modders/Bonus/Bonus_Types.md b/docs/modders/Bonus/Bonus_Types.md index 4def5a198..273eec7ac 100644 --- a/docs/modders/Bonus/Bonus_Types.md +++ b/docs/modders/Bonus/Bonus_Types.md @@ -1,3 +1,5 @@ +< [Documentation](../../Readme.md) / [Modding](../Readme.md) / [Bonus Format](../Bonus_Format.md) / Bonus Types + The bonuses were grouped according to their original purpose. The bonus system allows them to propagate freely betwen the nodes, however they may not be recognized properly beyond the scope of original use. diff --git a/docs/modders/Bonus/Bonus_Updaters.md b/docs/modders/Bonus/Bonus_Updaters.md index 2950448ef..20d6ae3d2 100644 --- a/docs/modders/Bonus/Bonus_Updaters.md +++ b/docs/modders/Bonus/Bonus_Updaters.md @@ -1,3 +1,5 @@ +< [Documentation](../../Readme.md) / [Modding](../Readme.md) / [Bonus Format](../Bonus_Format.md) / Bonus Updaters + # List of Bonus Updaters Updaters come in two forms: simple and complex. Simple updaters take no diff --git a/docs/modders/Bonus/Bonus_Value_Types.md b/docs/modders/Bonus/Bonus_Value_Types.md index 6aab87712..8cedfb28a 100644 --- a/docs/modders/Bonus/Bonus_Value_Types.md +++ b/docs/modders/Bonus/Bonus_Value_Types.md @@ -1,3 +1,5 @@ +< [Documentation](../../Readme.md) / [Modding](../Readme.md) / [Bonus Format](../Bonus_Format.md) / Bonus Value Types + Total value of Bonus is calculated using the following: - For each bonus source type we calculate new source value (for all diff --git a/docs/modders/Bonus_Format.md b/docs/modders/Bonus_Format.md index 63a5d5645..46f0f35c4 100644 --- a/docs/modders/Bonus_Format.md +++ b/docs/modders/Bonus_Format.md @@ -1,4 +1,4 @@ -Enumerative parameters are described in HeroBonus.h file. +< [Documentation](../Readme.md) / [Modding](Readme.md) / Bonus Format ## Full format diff --git a/docs/modders/Building_Bonuses.md b/docs/modders/Building_Bonuses.md index 74dfc0e3f..59804a915 100644 --- a/docs/modders/Building_Bonuses.md +++ b/docs/modders/Building_Bonuses.md @@ -1,3 +1,5 @@ +< [Documentation](../Readme.md) / [Modding](Readme.md) / Building Bonuses + Work-in-progress page do describe all bonuses provided by town buildings for future configuration. diff --git a/docs/modders/Campaign_Format.md b/docs/modders/Campaign_Format.md index ed13250ea..03ad124af 100644 --- a/docs/modders/Campaign_Format.md +++ b/docs/modders/Campaign_Format.md @@ -1,3 +1,5 @@ +< [Documentation](../Readme.md) / [Modding](Readme.md) / Campaign Format + # Introduction Starting from version 1.3, VCMI supports its own campaign format. diff --git a/docs/modders/Entities_Format/Artifact_Format.md b/docs/modders/Entities_Format/Artifact_Format.md index 67614fd2a..f29274109 100644 --- a/docs/modders/Entities_Format/Artifact_Format.md +++ b/docs/modders/Entities_Format/Artifact_Format.md @@ -1,3 +1,5 @@ +< [Documentation](../../Readme.md) / [Modding](../Readme.md) / Entities Format / Artifact Format + Artifact bonuses use [Bonus Format](../Bonus_Format.md) TODO: diff --git a/docs/modders/Entities_Format/Battle_Obstacle_Format.md b/docs/modders/Entities_Format/Battle_Obstacle_Format.md index 30404ce4c..e0d64eeb4 100644 --- a/docs/modders/Entities_Format/Battle_Obstacle_Format.md +++ b/docs/modders/Entities_Format/Battle_Obstacle_Format.md @@ -1 +1,3 @@ +< [Documentation](../../Readme.md) / [Modding](../Readme.md) / Entities Format / Battle Obstacle Format + TODO \ No newline at end of file diff --git a/docs/modders/Entities_Format/Battlefield_Format.md b/docs/modders/Entities_Format/Battlefield_Format.md index 30404ce4c..bdbc098c5 100644 --- a/docs/modders/Entities_Format/Battlefield_Format.md +++ b/docs/modders/Entities_Format/Battlefield_Format.md @@ -1 +1,3 @@ +< [Documentation](../../Readme.md) / [Modding](../Readme.md) / Entities Format / Battlefield Format + TODO \ No newline at end of file diff --git a/docs/modders/Entities_Format/Creature_Format.md b/docs/modders/Entities_Format/Creature_Format.md index 747ea79f5..ce4268691 100644 --- a/docs/modders/Entities_Format/Creature_Format.md +++ b/docs/modders/Entities_Format/Creature_Format.md @@ -1,3 +1,5 @@ +< [Documentation](../../Readme.md) / [Modding](../Readme.md) / Entities Format / Creature Format + ## Required data In order to make functional creature you also need: diff --git a/docs/modders/Entities_Format/Faction_Format.md b/docs/modders/Entities_Format/Faction_Format.md index af04c7dc4..153cf05d6 100644 --- a/docs/modders/Entities_Format/Faction_Format.md +++ b/docs/modders/Entities_Format/Faction_Format.md @@ -1,3 +1,5 @@ +< [Documentation](../../Readme.md) / [Modding](../Readme.md) / Entities Format / Faction Format + ## Required data In order to make functional town you also need: diff --git a/docs/modders/Entities_Format/Hero_Class_Format.md b/docs/modders/Entities_Format/Hero_Class_Format.md index f3105bf6f..f92f2a765 100644 --- a/docs/modders/Entities_Format/Hero_Class_Format.md +++ b/docs/modders/Entities_Format/Hero_Class_Format.md @@ -1,3 +1,5 @@ +< [Documentation](../../Readme.md) / [Modding](../Readme.md) / Entities Format / Hero Class Format + ## Required data In order to make functional hero class you also need: diff --git a/docs/modders/Entities_Format/Hero_Type_Format.md b/docs/modders/Entities_Format/Hero_Type_Format.md index fec2358c4..7e1b7df25 100644 --- a/docs/modders/Entities_Format/Hero_Type_Format.md +++ b/docs/modders/Entities_Format/Hero_Type_Format.md @@ -1,3 +1,5 @@ +< [Documentation](../../Readme.md) / [Modding](../Readme.md) / Entities Format / Hero Type Format + ## Required data In order to make functional hero you also need: diff --git a/docs/modders/Entities_Format/River_Format.md b/docs/modders/Entities_Format/River_Format.md index 30404ce4c..8b157aa90 100644 --- a/docs/modders/Entities_Format/River_Format.md +++ b/docs/modders/Entities_Format/River_Format.md @@ -1 +1,3 @@ +< [Documentation](../../Readme.md) / [Modding](../Readme.md) / Entities Format / River Format + TODO \ No newline at end of file diff --git a/docs/modders/Entities_Format/Road_Format.md b/docs/modders/Entities_Format/Road_Format.md index 30404ce4c..a15c0af36 100644 --- a/docs/modders/Entities_Format/Road_Format.md +++ b/docs/modders/Entities_Format/Road_Format.md @@ -1 +1,3 @@ +< [Documentation](../../Readme.md) / [Modding](../Readme.md) / Entities Format / Road Format + TODO \ No newline at end of file diff --git a/docs/modders/Entities_Format/Secondary_Skill_Format.md b/docs/modders/Entities_Format/Secondary_Skill_Format.md index 29b593457..c0eb2526c 100644 --- a/docs/modders/Entities_Format/Secondary_Skill_Format.md +++ b/docs/modders/Entities_Format/Secondary_Skill_Format.md @@ -1,3 +1,5 @@ +< [Documentation](../../Readme.md) / [Modding](../Readme.md) / Entities Format / Secondary Skill Format + ## Main format ``` javascript diff --git a/docs/modders/Entities_Format/Spell_Format.md b/docs/modders/Entities_Format/Spell_Format.md index 44518b7cc..3bd3882e3 100644 --- a/docs/modders/Entities_Format/Spell_Format.md +++ b/docs/modders/Entities_Format/Spell_Format.md @@ -1,3 +1,5 @@ +< [Documentation](../../Readme.md) / [Modding](../Readme.md) / Entities Format / Spell Format + # Main format ``` javascript diff --git a/docs/modders/Entities_Format/Terrain_Format.md b/docs/modders/Entities_Format/Terrain_Format.md index 30404ce4c..f8361514c 100644 --- a/docs/modders/Entities_Format/Terrain_Format.md +++ b/docs/modders/Entities_Format/Terrain_Format.md @@ -1 +1,3 @@ +< [Documentation](../../Readme.md) / [Modding](../Readme.md) / Entities Format / Terrain Format + TODO \ No newline at end of file diff --git a/docs/modders/Map_Editor.md b/docs/modders/Map_Editor.md index 9a430c6a1..69c40c95d 100644 --- a/docs/modders/Map_Editor.md +++ b/docs/modders/Map_Editor.md @@ -1,3 +1,5 @@ +< [Documentation](../Readme.md) / [Modding](Readme.md) / Map Editor + # Interface diff --git a/docs/modders/Entities_Format/Map_Object_Format.md b/docs/modders/Map_Object_Format.md similarity index 98% rename from docs/modders/Entities_Format/Map_Object_Format.md rename to docs/modders/Map_Object_Format.md index 621158fd5..82d035fbe 100644 --- a/docs/modders/Entities_Format/Map_Object_Format.md +++ b/docs/modders/Map_Object_Format.md @@ -1,3 +1,5 @@ +< [Documentation](../Readme.md) / [Modding](Readme.md) / Map Object Format + ## Description Full object consists from 3 parts: diff --git a/docs/modders/Map_Objects/Creature_Bank.md b/docs/modders/Map_Objects/Creature_Bank.md index 1e25111ac..e7107a488 100644 --- a/docs/modders/Map_Objects/Creature_Bank.md +++ b/docs/modders/Map_Objects/Creature_Bank.md @@ -1,3 +1,5 @@ +< [Documentation](../../Readme.md) / [Modding](../Readme.md) / [Map Object Format](../Map_Object_Format.md) / Creature Bank + This is description of fields for creature banks, part of [Object Format](Object_Format "wikilink") diff --git a/docs/modders/Map_Objects/Dwelling.md b/docs/modders/Map_Objects/Dwelling.md index 7eab2325a..2e8ed41ec 100644 --- a/docs/modders/Map_Objects/Dwelling.md +++ b/docs/modders/Map_Objects/Dwelling.md @@ -1,3 +1,5 @@ +< [Documentation](../../Readme.md) / [Modding](../Readme.md) / [Map Object Format](../Map_Object_Format.md) / Dwelling + This is description of fields for creature banks, part of [Object Format](Object_Format "wikilink") diff --git a/docs/modders/Map_Objects/Markets.md b/docs/modders/Map_Objects/Market.md similarity index 96% rename from docs/modders/Map_Objects/Markets.md rename to docs/modders/Map_Objects/Market.md index 70a4edd9c..2c95c5c6f 100644 --- a/docs/modders/Map_Objects/Markets.md +++ b/docs/modders/Map_Objects/Market.md @@ -1,3 +1,5 @@ +< [Documentation](../../Readme.md) / [Modding](../Readme.md) / [Map Object Format](../Map_Object_Format.md) / Market + # Market schema Since VCMI-1.3 it's possible to create customizable markets on adventure map. diff --git a/docs/modders/Map_Objects/Rewardable.md b/docs/modders/Map_Objects/Rewardable.md index f4b1b8d9b..30d339609 100644 --- a/docs/modders/Map_Objects/Rewardable.md +++ b/docs/modders/Map_Objects/Rewardable.md @@ -1,3 +1,5 @@ +< [Documentation](../../Readme.md) / [Modding](../Readme.md) / [Map Object Format](../Map_Object_Format.md) / Rewardable + ## Table of Contents - [Base object definition](#base-object-definition) - [Configurable object definition](#configurable-object-definition) diff --git a/docs/modders/Mod_File_Format.md b/docs/modders/Mod_File_Format.md index 23cae079a..769e13d7a 100644 --- a/docs/modders/Mod_File_Format.md +++ b/docs/modders/Mod_File_Format.md @@ -1,3 +1,5 @@ +< [Documentation](../Readme.md) / [Modding](Readme.md) / Mod File Format + ## Fields with description of mod ``` javascript diff --git a/docs/modders/Entities_Format/Random_Map_Template.md b/docs/modders/Random_Map_Template.md similarity index 96% rename from docs/modders/Entities_Format/Random_Map_Template.md rename to docs/modders/Random_Map_Template.md index ce0ff50a7..886ce5414 100644 --- a/docs/modders/Entities_Format/Random_Map_Template.md +++ b/docs/modders/Random_Map_Template.md @@ -1,3 +1,5 @@ +< [Documentation](../Readme.md) / [Modding](Readme.md) / Random Map Template Format + ## Template format ``` javascript diff --git a/docs/modders/Readme.md b/docs/modders/Readme.md index d44df4222..1b3e338a0 100644 --- a/docs/modders/Readme.md +++ b/docs/modders/Readme.md @@ -1,3 +1,5 @@ +< [Documentation](../Readme.md) / Modding + # Creating mod To make your own mod you need to create subdirectory in **/Mods/** with name that will be used as identifier for your mod. @@ -44,8 +46,10 @@ In order to create new object use following steps: ### List of supported new object types +Random Map Generator: - [Random Map Template](Entities_Format/Random_Map_Template.md) +Game Entities: - [Artifact](Entities_Format/Artifact_Format.md) - [Creature](Entities_Format/Creature_Format.md) - [Faction](Entities_Format/Faction_Format.md) @@ -54,13 +58,15 @@ In order to create new object use following steps: - [Spell](Entities_Format/Spell_Format.md) - [Secondary Skill](Entities_Format/Object_Format.md) -- [Map Objects](Entities_Format/Map_Object_Format.md) +Map objects: +- [Map Objects](Map_Object_Format.md) - - [Rewardable](Map_Objects/Rewardable.md) - - [Creature Bank](Map_Objects/Creature_Bank.md) - - [Dwelling](Map_Objects/Dwelling.md) - - [Market](Map_Objects/Markets.md) - - [Boat](Map_Objects/Boat.md) +Other: - [Terrain](Entities_Format/Terrain_Format.md) - [River](Entities_Format/River_Format.md) - [Road](Entities_Format/Road_Format.md) @@ -71,17 +77,13 @@ In order to create new object use following steps: VCMI uses strings to reference objects. Examples: -- Referencing H3 objects: `"nativeTerrain" : "sand"`. -Note: All mods can freely access any existing objects from H3 data. +- Referencing H3 objects: `"nativeTerrain" : "sand"`. All mods can freely access any existing objects from H3 data. -- Referencing object from another mod: `"nativeTerrain" : "asphalt"` -Note: Mods can only reference object from mods that are marked as dependencies +- 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"` -Note: Bonus system requires explicit definition of object type since different bonuses may require different identifier class. +- 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"` -Note: 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. +- 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. ### Modifying existing objects diff --git a/docs/modders/Translations.md b/docs/modders/Translations.md index 80619793b..40f62f6ac 100644 --- a/docs/modders/Translations.md +++ b/docs/modders/Translations.md @@ -1,3 +1,5 @@ +< [Documentation](../Readme.md) / [Modding](Readme.md) / Translations + ## For translators ### Adding new languages New languages require minor changes in the source code. Please contact someone from vcmi team if you wish to translate game into a new language diff --git a/docs/players/Bug_Reporting_Guidelines.md b/docs/players/Bug_Reporting_Guidelines.md index 4c13d26db..57352230f 100644 --- a/docs/players/Bug_Reporting_Guidelines.md +++ b/docs/players/Bug_Reporting_Guidelines.md @@ -1,3 +1,5 @@ +< [Documentation](../Readme.md) / Bug Reporting Guidelines + First of all, thanks for your support! If you report a bug we can fix it. But keep in mind that reporting your bugs appropriately makes our (developers') lifes easier. Here are a few guidelines that will help you write good bug reports. # Github bugtracker diff --git a/docs/players/Cheat_Codes.md b/docs/players/Cheat_Codes.md index cbacf7a01..c54299e5a 100644 --- a/docs/players/Cheat_Codes.md +++ b/docs/players/Cheat_Codes.md @@ -1,10 +1,12 @@ -See also: [Client Commands](Client_Commands.md) +< [Documentation](../Readme.md) / Cheat Codes + +# Cheat Codes Similar to H3, VCMI provides cheat codes to make testing game more convenient. To use cheat code, press `Tab` key or click/tap on status bar to open game chat and enter code. Most cheat codes have several alternative names, including name of this cheat code in H3:SoD -## List of cheat codes +## List of Cheat Codes ### Spells @@ -80,4 +82,55 @@ Note: These commands are not a cheats, and can be used in multiplayer by host pl - `game exit/quit/end` - finish the game - `game save ` - save the game into the specified file - `game kick red/blue/tan/green/orange/purple/teal/pink` - kick player of specified color from the game -- `game kick 0/1/2/3/4/5/6/7/8` - kick player of specified ID from the game (_zero indexed!_) (`0: red, 1: blue, tan: 2, green: 3, orange: 4, purple: 5, teal: 6, pink: 7`) \ No newline at end of file +- `game kick 0/1/2/3/4/5/6/7/8` - kick player of specified ID from the game (_zero indexed!_) (`0: red, 1: blue, tan: 2, green: 3, orange: 4, purple: 5, teal: 6, pink: 7`) + + +# Client Commands + +Client commands are set of predefined commands that are supported by VCMI, but unlike cheats they perform utility actions that do not alter state of the gameplay. As of release 1.2 client commands can work by typing them in-game like cheats, preceded by symbol / (for example `/controlai blue`) + +Alternative way, the only one working for older releases is typing them in console: +Console is separated from game window on desktop versions of VCMI Client. +Windows builds of VCMI run separate console window by default, on other platforms you can access it by running VCMI Client from command line. + +Below a list of supported commands, with their arguments wrapped in `<>` + +#### Game Commands +`die, fool` - quits game +`save ` - saves game in given file (at the moment doesn't work) +`mp` - on adventure map with a hero selected, shows heroes current movement points, max movement points on land and on water +`bonuses` - shows bonuses of currently selected adventure map object + +#### Extract commands +`convert txt` - save game texts into json files +`get config` - save game objects data into json files +`get scripts` - dumps lua script stuff into files (currently inactive due to scripting disabled for default builds) +`get txt` - save game texts into .txt files matching original heroes 3 files +`def2bmp <.def file name>` - extract .def animation as BMP files +`extract ` - export file into directory used by other extraction commands + +#### AI commands +`setBattleAI ` - change battle AI used by neutral creatures to the one specified, persists through game quit +`gosolo` - AI takes over until the end of turn (unlike original H3 currently causes AI to take over until typed again) +`controlai <[red][blue][tan][green][orange][purple][teal][pink]>` - gives you control over specified AI player. If none is specified gives you control over all AI players +`autoskip` - Toggles autoskip mode on and off. In this mode, player turns are automatically skipped and only AI moves. However, GUI is still present and allows to observe AI moves. After this option is activated, you need to end first turn manually. Press `[Shift]` before your turn starts to not skip it + +#### Settings +`set ` - sets special temporary settings that reset on game quit. Below some of the most notable commands: +-`autoskip` - identical to `autoskip` option +-`onlyAI` - run without human player, all players will be _default AI_ +-`headless` - run without GUI, implies `onlyAI` is set +-`showGrid` - display a square grid overlay on top of adventure map +-`showBlocked` - show blocked tiles on map +-`showVisitable` - show visitable tiles on map +-`hideSystemMessages` - suppress server messages in chat + +#### Developer Commands +`crash` - force a game crash. It is sometimes useful to generate memory dump file in certain situations, for example game freeze +`gui` - displays tree view of currently present VCMI common GUI elements +`activate <0/1/2>` - activate game windows (no current use, apparently broken long ago) +`redraw` - force full graphical redraw +`screen` - show value of screenBuf variable, which prints "screen" when adventure map has current focus, "screen2" otherwise, and dumps values of both screen surfaces to .bmp files +`unlock pim` - unlocks specific mutex known in VCMI code as "pim" +`not dialog` - set the state indicating if dialog box is active to "no" +`tell hs ` - write what artifact is present on artifact slot with specified ID for hero with specified ID. (must be called during gameplay) diff --git a/docs/players/Client_Commands.md b/docs/players/Client_Commands.md deleted file mode 100644 index bdab419b1..000000000 --- a/docs/players/Client_Commands.md +++ /dev/null @@ -1,49 +0,0 @@ -See also: [Cheat Codes](Cheat_Codes.md) - -Client commands are set of predefined commands that are supported by VCMI, but unlike cheats they perform utility actions that do not alter state of the gameplay. As of release 1.2 client commands can work by typing them in-game like cheats, preceded by symbol / (for example `/controlai blue`) - -Alternative way, the only one working for older releases is typing them in console: -Console is separated from game window on desktop versions of VCMI Client. -Windows builds of VCMI run separate console window by default, on other platforms you can access it by running VCMI Client from command line. - -Below a list of supported commands, with their arguments wrapped in `<>` - -#### Game Commands -`die, fool` - quits game -`save ` - saves game in given file (at the moment doesn't work) -`mp` - on adventure map with a hero selected, shows heroes current movement points, max movement points on land and on water -`bonuses` - shows bonuses of currently selected adventure map object - -#### Extract commands -`convert txt` - save game texts into json files -`get config` - save game objects data into json files -`get scripts` - dumps lua script stuff into files (currently inactive due to scripting disabled for default builds) -`get txt` - save game texts into .txt files matching original heroes 3 files -`def2bmp <.def file name>` - extract .def animation as BMP files -`extract ` - export file into directory used by other extraction commands - -#### AI commands -`setBattleAI ` - change battle AI used by neutral creatures to the one specified, persists through game quit -`gosolo` - AI takes over until the end of turn (unlike original H3 currently causes AI to take over until typed again) -`controlai <[red][blue][tan][green][orange][purple][teal][pink]>` - gives you control over specified AI player. If none is specified gives you control over all AI players -`autoskip` - Toggles autoskip mode on and off. In this mode, player turns are automatically skipped and only AI moves. However, GUI is still present and allows to observe AI moves. After this option is activated, you need to end first turn manually. Press `[Shift]` before your turn starts to not skip it - -#### Settings -`set ` - sets special temporary settings that reset on game quit. Below some of the most notable commands: --`autoskip` - identical to `autoskip` option --`onlyAI` - run without human player, all players will be _default AI_ --`headless` - run without GUI, implies `onlyAI` is set --`showGrid` - display a square grid overlay on top of adventure map --`showBlocked` - show blocked tiles on map --`showVisitable` - show visitable tiles on map --`hideSystemMessages` - suppress server messages in chat - -#### Developer Commands -`crash` - force a game crash. It is sometimes useful to generate memory dump file in certain situations, for example game freeze -`gui` - displays tree view of currently present VCMI common GUI elements -`activate <0/1/2>` - activate game windows (no current use, apparently broken long ago) -`redraw` - force full graphical redraw -`screen` - show value of screenBuf variable, which prints "screen" when adventure map has current focus, "screen2" otherwise, and dumps values of both screen surfaces to .bmp files -`unlock pim` - unlocks specific mutex known in VCMI code as "pim" -`not dialog` - set the state indicating if dialog box is active to "no" -`tell hs ` - write what artifact is present on artifact slot with specified ID for hero with specified ID. (must be called during gameplay) diff --git a/docs/players/Game_Mechanics.md b/docs/players/Game_Mechanics.md index ab0ffd50b..c4c045e68 100644 --- a/docs/players/Game_Mechanics.md +++ b/docs/players/Game_Mechanics.md @@ -1,3 +1,5 @@ +< [Documentation](../Readme.md) / Game Mechanics + # List of features added in VCMI Some of game features have already been extended in comparison to Shadow of Death: diff --git a/docs/players/Installation_Android.md b/docs/players/Installation_Android.md index c3fb67202..0c1fa2ac9 100644 --- a/docs/players/Installation_Android.md +++ b/docs/players/Installation_Android.md @@ -1,3 +1,5 @@ +< [Documentation](../Readme.md) / Installation on Android + ## Step 1: Download and install VCMI **This app requires original heroes 3 sod / complete files to operate, they are not supplied with this installer. it is recommended to purchase version from gog.com. Heroes 3 "hd edition" (steam version) files are not supported !!!** diff --git a/docs/players/Installation_Linux.md b/docs/players/Installation_Linux.md index c98db17c3..bfbf8aaf2 100644 --- a/docs/players/Installation_Linux.md +++ b/docs/players/Installation_Linux.md @@ -1,3 +1,5 @@ +< [Documentation](../Readme.md) / Installation on Linux + VCMI requires data from original Heroes 3: Shadow of Death or Complete editions. Data from native Linux version made by LOKI will not work. # Step 1: Binaries installation diff --git a/docs/players/Installation_Windows.md b/docs/players/Installation_Windows.md index 42fa35209..28cd8a319 100644 --- a/docs/players/Installation_Windows.md +++ b/docs/players/Installation_Windows.md @@ -1,3 +1,5 @@ +< [Documentation](../Readme.md) / Installation on Windows + # Step 1: Download and install VCMI Install one of following into new folder, same as when installing new game: diff --git a/docs/players/Installation_iOS.md b/docs/players/Installation_iOS.md index aa6be7c83..95bfc557b 100644 --- a/docs/players/Installation_iOS.md +++ b/docs/players/Installation_iOS.md @@ -1,3 +1,5 @@ +< [Documentation](../Readme.md) / Installation on iOS + You can run VCMI on iOS 12.0 and later, all devices are supported. If you wish to run on iOS 10 or 11, you should build from source, see [How to build VCMI (iOS)](How_to_build_VCMI_(iOS) "wikilink"). ## Step 1: Download and install VCMI diff --git a/docs/players/Installation_macOS.md b/docs/players/Installation_macOS.md index 6e35b619c..2a1e484e2 100644 --- a/docs/players/Installation_macOS.md +++ b/docs/players/Installation_macOS.md @@ -1,3 +1,5 @@ +< [Documentation](../Readme.md) / Installation on macOS + **For iOS installation look here: ** diff --git a/docs/players/Manual.md b/docs/players/Manual.md index d1d12be8a..d0bf3ba04 100644 --- a/docs/players/Manual.md +++ b/docs/players/Manual.md @@ -1,3 +1,5 @@ +< [Documentation](../Readme.md) / Manual + # Introduction The purpose of VCMI project is to rewrite entire HoMM3: WoG engine from scratch, giving it new and extended possibilities. We are hoping to support mods and new towns already made by fans, but abandoned because of game code limitations. diff --git a/docs/players/Privacy_Policy.md b/docs/players/Privacy_Policy.md index 25a884435..6e6803a07 100644 --- a/docs/players/Privacy_Policy.md +++ b/docs/players/Privacy_Policy.md @@ -1,3 +1,5 @@ +< [Documentation](../Readme.md) / Privacy Policy + **Last Updated: 24th December, 2022** ### Glossary