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add resources mod type
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@@ -65,7 +65,7 @@
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},
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"modType" : {
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"type" : "string",
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"enum" : [ "Translation", "Town", "Test", "Templates", "Spells", "Music", "Maps", "Sounds", "Skills", "Other", "Objects", "Mechanics", "Interface", "Heroes", "Graphical", "Expansion", "Creatures", "Compatibility", "Campaigns", "Artifacts", "AI" ],
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"enum" : [ "Translation", "Town", "Test", "Templates", "Spells", "Music", "Maps", "Sounds", "Skills", "Other", "Objects", "Mechanics", "Interface", "Heroes", "Graphical", "Expansion", "Creatures", "Compatibility", "Campaigns", "Artifacts", "AI", "Resources" ],
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"description" : "Type of mod, e.g. Town, Artifacts, Graphical."
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},
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"author" : {
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@@ -31,7 +31,7 @@
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// Type of mod, list of all possible values:
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// "Translation", "Town", "Test", "Templates", "Spells", "Music", "Maps", "Sounds", "Skills", "Other", "Objects",
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// "Mechanics", "Interface", "Heroes", "Graphical", "Expansion", "Creatures", "Compatibility", "Campaigns", "Artifacts", "AI"
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// "Mechanics", "Interface", "Heroes", "Graphical", "Expansion", "Creatures", "Compatibility", "Campaigns", "Artifacts", "AI", "Resources"
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//
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// Some mod types have additional effects on your mod:
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// Translation: mod of this type is only active if player uses base language of this mod. See "language" property.
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@@ -54,6 +54,7 @@ QString ModStateItemModel::modTypeName(QString modTypeID) const
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QT_TR_NOOP("Campaigns"),
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QT_TR_NOOP("Artifacts"),
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QT_TR_NOOP("AI"),
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QT_TR_NOOP("Resources"),
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};
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if (modTypes.contains(modTypeID))
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@@ -807,7 +807,10 @@ void ModDependenciesResolver::tryAddMods(TModList modsToResolve, const ModsStora
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{
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resolvedOnCurrentTreeLevel.insert(*it); // Not to the resolvedModIDs, so current node children will be resolved on the next iteration
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assert(!vstd::contains(sortedValidMods, *it));
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sortedValidMods.push_back(*it);
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if(storage.getMod(*it).getValue("modType").String() == "Resources") // Resources needs to load before core to make it possible to override core elements with new resources
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sortedValidMods.insert(sortedValidMods.begin(), *it);
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else
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sortedValidMods.push_back(*it);
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it = modsToResolve.erase(it);
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continue;
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}
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