Difference between revisions of "User:AVS/Spell Format Version2"
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< User:AVS
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//Mandatory, spell target type | //Mandatory, spell target type | ||
− | "targetType":"NO_TARGET",//"CREATURE","OBSTACLE" | + | "targetType":"NO_TARGET",//"CREATURE", "OBSTACLE", "LOCATION" |
//Mandatory | //Mandatory | ||
Line 227: | Line 227: | ||
// iconScroll- mandatory, string, image resource path | // iconScroll- mandatory, string, image resource path | ||
//resource path of icon for spell scrolls | //resource path of icon for spell scrolls | ||
− | "iconScroll": "MYSPELL_E" | + | "iconScroll": "MYSPELL_E" |
− | |||
− | |||
− | |||
}, | }, | ||
− | //OPTIONAL; object; | + | //OPTIONAL; object; |
"sounds": | "sounds": | ||
{ | { |
Revision as of 11:46, 8 March 2015
Current version. WiP.
Contents
Effect format
Bonus
"effectName":{[bonus format]}
Direct damage
"effectName":{
"effect":"directDamage",
}
Summon
"effectName":{
"effect":"summon",
"id":"core:creature.airElemental",
"amount":10,
"permanent": false
}
Heal
"effectName":{
"effect":"heal",
"resurrect":true,//false
"permanent":true //false
}
Obstacles
"effectName":{
"effect":"placeObstacle",
"type":"QUICKSAND", //"LAND_MINE", "FIRE_WALL", "FORCE_FIELD"
"turnsRemaining": 2, //0 = infinite ( (!) -1 inside engine)
"visibleForOtherSide": true, //false
}
"effectName":{
"effect":"removeObstacle"
}
Special
Describes effect, implemented inside engine or mod scripts. No configuration possible except disabling/enabling it. Effect identifies by "effectName".
"effectName":
{
"effect":"special",
//mandatory, boolean,
"enabled": true //false
}
Level format
{
//Mandatory, localizable description
//Use {xxx} for formatting
"description": "",
//Mandatory, number,
//cost in mana points
"cost": 1,
//Mandatory, number
"power": 10,
//Mandatory, number
"aiValue": 20,
//Mandatory, flags structure //TODO
// modifiers make sense for creature target
//
//
"targetModifier":
{
"smart": false //true: friendly/hostile based on positiveness; false: all targets
}
//Mandatory
//spell range description in SRSL
"range": "X",
//Optional, arbitrary name - bonus format map
//timed effects, overriding by name
"effects":
{
[effect format],
//[...]
}
Animation format
Localization format
Spell format
{
"spellName":
{ //numeric id of spell required only for original spells, prohibited for new spells
"index": 0,
//Original Heroes 3 info
//Mandatory, spell type
"type": "adventure",//"adventure", "combat", "ability"
//Mandatory, spell target type
"targetType":"NO_TARGET",//"CREATURE", "OBSTACLE", "LOCATION"
//Mandatory
"name": "Localizable name",
//Mandatory, flags structure of school names, Spell schools this spell belongs to
"school": {"air":true, "earth":true, "fire":true, "water":true},
//number, mandatory, Spell level, value in range 1-5
"level": 1,
//Mandatory, base power
"power": 10,
//Mandatory, default chance for this spell to appear in Mage Guilds
//Used only if chance for a faction is not set in gainChance field
"defaultGainChance": 0,
//Optional, chance for it to appear in Mage Guild of a specific faction
//NOTE: this field is linker with faction configuration
"gainChance":
{
"factionName": 3
},
//VCMI info
//<SCRIPT RELATED> For a bit distant future. Just ideas.
//
// script identifier
"mechanicsClient":"myClientScript",
"mechanicsServer":"myServerScript",
//dictionary: mod-id (string) - arbitrary data (object)
//Initialized here, r/w accessible in-game, persistent.
"modData":{
"firstModID":{},
"secondModID":{}
// [...]
},
//</SCRIPT RELATED>
//countering spells, flags structure of spell ids (spell. prefix is required)
"counters": {"spell.spellID1":true, ...}
//Mandatory,flags structure:
// indifferent, negative, positive - Positiveness of spell for target (required)
// damage - spell does damage (direct or indirect)
// offensive - direct damage (implicitly sets damage and negative)
// rising - rising spell (implicitly sets positive)
// summoning //todo:
// special - can be obtained only with bonus::SPELL
"flags" : {"flag1": true, "flag2": true},
//flags structure of bonus names,any one of these bonus grants immunity
"immunity": {"BONUS_NAME":true, ...},
//optional| no default |flags structure of bonus names
//any one of these bonus grants immunity, cant be negated
"absoluteImmunity": {"BONUS_NAME": true, ...},
//flags structure of bonus names, presence of all bonuses required to be affected by
"limit": {"BONUS_NAME": true, ...},
//flags structure of bonus names, presence of all bonuses required to be affected by,cant be negated
"absoluteLimit": {"BONUS_NAME": true, ...},
"animation": {[animation format]},
"texts": {[localization format]},
//graphics; mandatory; object;
"graphics":
{
// ! will be moved to bonus type config in next bonus config version
// iconImmune - OPTIONAL; string;
//resource path of icon for SPELL_IMMUNITY bonus (relative to DATA or SPRITES)
"iconImmune":"ZVS/LIB1.RES/E_SPMET",
// iconScenarioBonus- mandatory, string, image resource path
//resource path of icon for scenario bonus
"iconScenarioBonus": "MYSPELL_B",
// iconEffect- mandatory, string, image resource path
//resource path of icon for spell effects during battle
"iconEffect": "MYSPELL_E",
// iconBook- mandatory, string, image resource path
//resource path of icon for spellbook
"iconBook": "MYSPELL_E",
// iconScroll- mandatory, string, image resource path
//resource path of icon for spell scrolls
"iconScroll": "MYSPELL_E"
},
//OPTIONAL; object;
"sounds":
{
//OPTIONAL; resourse path, casting sound
"cast":"LIGHTBLT"
},
//Mandatory structure
//configuration for no skill, basic, adv, expert
"levels":{
"none":{ [level format]
},
"basic":{...},"advanced":{...},"expert":{...}
}
}
}
Main articles | |||
---|---|---|---|
Modding changelog | Modding guidelines | How to create a town mod | Mod Handler |
Formats | ||
---|---|---|
Mod file Format | ||
Town Format | Creature Format | Hero Classes Format |
Artifact Format | Animation Format | Hero Format |
Bonus Format | Object Format | Spell Format |
Work-in-progress formats | ||
---|---|---|
Building bonuses | Map format | |
Bonus Type Format | Random map template |
Outdated pages | ||
---|---|---|
Mod system proposal |