SFGameDataEditor
SpellForce game GameData.cff file editor, for modification and fixes creation
What is it
Java GUI editor of original SpellForce game (see http://spellforce.com/) Gamedata.cff files.
Allowing you to change almost any existing in-game ability parameter like mana usage, range, skill requirement,
ability effect, creature and unit parameters, some items parameters, buildings parameters.
IMPORTANT:
See "What it can't do" section below to be aware of restrictions.
What it can do
- Editing skill requirements, i.e how many strength you need to level-up your Heavy Combat Art skill to level 7
- Editing spell parameters, i.e. how far you can cast your "Fireball" or how many hops can make "Chain Pain"
- Editing creature common parameters, spells, equipment, loot drop, i.e. how many strength has "Blade Nightmare", how to make Lena/Urias mortal, how to make Eloni Watcher bite you with poisonous claw
- Editing unit common parameters, i.e. how change what blades hold dark elves assassin and how to make orc drummers mass heal instead of war crying
- Editing armor, weapons and miscellaneous parameters, i.e. how many strength "Amra's armor" gives you and for how much you can sell/buyout it or how far "Heartseeker" can shoot
- Editing buildings parameters, i.e. how many resources need to build human's Quarry or what buildings are needed to produce dwarves' Defender
- Editing spell scrolls and spells, i.e. how to make Pain level 1 scroll teach you Torture level 14
- Editing workers and heroes runes parameters i.e. how make Dwarves be revived at night like Dark Elves or how to add Warrior Kord more strength and fight speed
- Editing units and buildings plans, i.e. how to give elves ability to build Fishman's Hat or let Orcs summon Clerics
- Editing chest corpse loot, like chests, logs, corpses, skeletons etc.
- Editing player stats parameters, i.e. how many XP you should have to up to level 6 or what armor/health modifier you have on that level
- Creating compact sf-mod files, which stores your modifications
- Loading sf-mod files created by other users
- Merging sf-mod files with your GameData.cff files to get modificated data, which you can test in game
What it can't do
- Add new elements. It's tricky to explain easy, but game will crush if we will add anything into Gamedata.cff file
- Currently NO localization for gui on different languages (in progress)
- No other languages except English, Russian, German, French, Spanish, Italian, Polish
How to launch it
How to use it
- After launch you can select editor's language
- Then you must select, at least, original file (or already modificated file, see NOTE below); and sf-mod file optionally
- After changing different parameters you can create sfmod-file, which will consists of changes you made via "Create sf-mod file" button
- You can also load sf-mod-file during editing with "Load sf-mod file" button
WARNING:
This will erase all your current changes
- Also you can create so called ".mod" file which is simply your original file with changes, located in same directory as your original file
NOTE:
Because of compatibility, editor stores hash of original file based on which sf-mod-file created.
This is made to exclude file format errors.
So if you will try to load sf-mod file, which was created not based on original file, you selected, you will have corresponding message.
What YOU can do
- Create modified GameData.cff files for your own need, or distribute them with people, who can't access editor for some reasons
- Create sf-mod-files in terms of "mods" to original game, which people can use with ease, cause sf-mod-files have much lesser size
- Create collections of sf-mod-files with this action chain:
- Load original file, i.e. GameData.cff
- Load sf-mod-file_1 - on this stage you will have GameData.cff.mod with sf-mod-file_1 applied to it
- Exit
- Rename GameData.cff.mod to GameData.cff.mod1 i.e., for exclude name clashing
- Load GameData.cff.mod1
- Load sf-mod-file_2 - on this stage you will have GameData.cff.mod with sf-mod-file_1 AND sf-mod-file_2 applied to it
- ...
How YOU can help
- Report new issues about bugs, typos, code advises etc. via https://github.com/Hokan-Ashir/SFGameDataEditor/issues/new
- Report of spell parameters which you aware of, those which marked as "???"
- Correct i18n files
- Download source code, change, refactor it, write me to commit changes
- Fork this hub and make own version of editor
What inside
SfMod-files format
OriginalFile = file, you've chosen as original in file selection dialogue
ModificationFile = file which storing all your current changes
- SfMod-file creation procedure
- TmpFile = XDeltaEncoder(OriginalFile, ModificationFile, DIFF)
- HASH = SHA-512(OriginalFile)
- SfMod-file = winzipaes(TmpFile, HASH)
- SfMod-file loading procedure
- HASH = SHA-512(OriginalFile)
- TmpFile = winzipaes(SfMod-file, HASH)
- ModificationFile = XDeltaEncoder(OriginalFile, TmpFile, MERGE)
TODO
- Add more flexible ability to merge multiple sf-mod files
- Extend sf-mod-files format to include description, maybe picture
- Add filtration
- Add icons for objects and creatures (in progress)
Special thanks
Contacts