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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-10 09:50:17 +02:00
Commit Graph

36 Commits

Author SHA1 Message Date
Ivan Savenko
408a632002 Deprecate artifact-related building types 2024-08-28 13:50:08 +00:00
Ivan Savenko
8ef8ffa5c4 Implemented configurable blacksmith. Deprecated ballistaYard type 2024-08-28 13:49:42 +00:00
SoundSSGood
0c5022cae8 Loading market modes from json 2024-08-24 11:51:57 +03:00
Ivan Savenko
6fa2bb7e91 Deprecate previously hardcoded buildings 2024-08-19 11:47:13 +00:00
Ivan Savenko
57430c101f Extracted common properties of buildings into a shared file 2024-08-19 11:47:13 +00:00
Ivan Savenko
358008fca9 It is now possible to define multiple town themes 2024-07-15 21:45:51 +00:00
Ivan Savenko
3913b8e98c Heroes placed on water in map will be automatically given boat 2023-06-20 19:37:27 +03:00
Ivan Savenko
c45d4f8d22 Few more fixes to building ordering 2023-05-15 22:22:54 +03:00
Ivan Savenko
191959ae05 Fixed moat identifiers requests - will now always request spells 2023-04-03 15:15:12 +03:00
Konstantin
aab5b47038 vcmi: setup moats using MoatAbility
Setup moats using moat ability, need playtest for now.
-3 to defence not added for now.
2023-03-31 01:01:25 +03:00
Ivan Savenko
5ae17cb1ff Moved tower shooters info to "vcmi" mod
Required for file presence validation checks to pass since tower shooter
icons reside in vcmi mod
2022-12-20 01:55:59 +04:00
Ivan Savenko
26a2ac72b8 Added default tower shooter icons to all standard factions 2022-11-29 15:14:57 +02:00
Dmitry Orlov
854a2e6c39 Feature: Mods system improvement, Part III. Bunusing buildings customization. 2021-01-14 01:02:13 +03:00
Dmitry Orlov
643cc00db6 Mod system improvement: Special buildings should work in the modders towns. Part II 2020-10-19 22:38:06 +03:00
Dmitry Orlov
934c4e511d Special buildings support : Patch 1 2020-10-15 15:03:01 +03:00
Dmitry Orlov
f4816b0824 Mod system improvement Part I : Special buildings should work in the modders towns 2020-10-07 12:35:11 +03:00
Arseniy Shestakov
25a68c3ca1 Add "citadel" and "fort" to all town templates. Lazy fix for issue 1911
Without this capitol appearance tend to be used by default.
HotA mod have all templates and actual different DEFs so it's was never affected.
2016-08-24 05:06:21 +03:00
Arseniy Shestakov
ffeb7f253b moatHexes: update faction schema and configuration files 2016-01-06 12:52:52 +03:00
Ivan Savenko
836c466f81 - Implementation of overrides for towns
- Converted dwellings.json into new format
- Implemented "mapObject" entry in town format
- Removed capital/fort/village fields from town in favor of overrides
2014-06-15 19:43:01 +03:00
Macron1Robot
4a6c9c8d1d Update rampart.json
Converted spaces to tabs
2014-04-29 22:11:33 +04:00
Macron1Robot
907caedb13 Added "produce" section in "building" structure. Changed dailyIncome. 2014-04-26 18:23:35 +04:00
Macron1Robot
b7b890acff Added "tavernVideo","guildBackground" to "faction" JSON config and schema. If "primaryResource" is set to "gold", silo will generate 500 gold per day 2014-04-24 23:36:18 +04:00
Ivan Savenko
29f4a12814 - fixed some evil memory leaks
- fixed recursive dependency of castles
2013-12-19 19:43:16 +00:00
Ivan Savenko
7d7e65a316 changes in hero class format:
- new property: affinity (might/magic) since in mods it is impossible to
rely on odd/even numeric indexes
- property commander is now part of hero class
2013-12-13 18:27:54 +00:00
Ivan Savenko
122db9963b More string ID's for buildings:
- town hall slots now use string ID's
- converted building requirements to new format
- "upgrades" property from buildings now uses string ID's
- several fixes for improved support of alternative creatures
- removed no longer needed "id" property from structures

Old mods should still work but will produce error messages during
validation
2013-12-04 10:36:39 +00:00
Ivan Savenko
ee1b0459e6 Extended building dependencies:
- buiding/structure lists must use object format. This may break some
outdated mods.
- generic support for logical expressions that consist from and/or/not
operators.
- string ID's for buidings are now actually used.
2013-12-02 11:58:02 +00:00
Ivan Savenko
c4716d0a9a - reordered files in cmake so files with long compile times will be
compiled first.
- changed format of modSettings.json, VCMI should properly update file
on the first run.
- implemented property "defaultTavern" that acts as default value for
"tavern" entry in hero class and town formats.
2013-11-03 12:07:23 +00:00
Ivan Savenko
b57b14b752 - fixed several bugs with siege graphics, including #1389
- removed "shooterHeight" property - seems to be same in all towns.
2013-07-31 22:24:44 +00:00
Ivan Savenko
4ac2a6e8b6 minor refactoring of VCMIDirs, bugfixing
- VCMIDirs represent XDG specification more closely (partial #1310)
- Minor bugfixing, including #1327 #1328 and #1306
2013-07-08 20:55:22 +00:00
Ivan Savenko
8273f323b1 - it is possible to edit data of another mod or H3 data via mods
- mods can access only ID's from dependenies, virtual "core" mod and itself (optional for some mods compatibility)
- metadata field for JsonNode, used to track source mod
- moved wog creatures into wog mod
- (linux) convertMP3 option for vcmibuilder for systems where SDL_Mixer can't play mp3's
2013-04-25 14:03:35 +00:00
Ivan Savenko
3285f1910b - finally, solution for imageIndex fields. All image lists will be generated in runtime
- iconIndex fields from json are no longer used
- simple check for missing icons on startup
2013-04-22 19:51:22 +00:00
Ivan Savenko
c6cc6e6301 Large changeset, first part of editing H3 objects via mods feature. Changes:
- loading of all objects (including H3 objects) will be directed by mod handlers
- common base for all handlers accessible from mod system (IHanderBase)
- json format changes: use struct with string ID's instead of vector

- fixed some gcc/clang errors and warnings
- fixed several cases of memory leaks and invalid memory access (mostly related to usage of bonus system and/or identifiers resolution)

Note that right now loading is much slower than before due to excessive json validation (or not fast enough validator)
2013-04-21 12:49:26 +00:00
mateuszb
9dd60b6dbe * refactoring
* moat damage went to config file
2013-02-08 21:17:39 +00:00
Ivan Savenko
8824f5e2d5 - H3 creatures use subset of mod creature format (todo - unify code)
- creatures configs moved into confg/creatures files, similar to factions.
 - creatures ID's use same camelCase format as the rest of the game
2012-12-22 16:47:12 +00:00
DjWarmonger
0e06ac15ad - Commanders are now a part of faction config
- Support for external dwellings for new towns
2012-12-19 16:35:58 +00:00
Ivan Savenko
04358ed0c6 multiple changes in config system, breaks existing mods. See upcoming post on forums.
- filesystem initialization works in conjuction with modHandler
- (config) split buildings.json in multiple files in "factions" directory
- (mods) merged filesystem.json and config/mod.json into mod.json
2012-12-12 11:13:57 +00:00