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− | ==Required data==
| + | {{Template:MovedToWebpage|https://vcmi.eu/modders/Entities_Format/Faction_Format/}} |
− | In order to make functional town you also need:
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− | ===Images===
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− | * Creature backgrounds images, 120x100 and 130x100 versions (2 images)
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− | * Set of puzzle map pieces (48 images)
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− | * Background scenery (1 image)
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− | * Mage guild window view (1 image)
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− | * Town hall background (1 image)
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− | | |
− | | |
− | * Set of town icons, consists from all possible combinations of: (8 images total)
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− | ** small and big icons
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− | ** village and fort icons
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− | ** built and normal icons
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− | | |
− | | |
− | * Set for castle siege screen, consists from:
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− | ** Background (1 image)
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− | ** Destructible towers (3 parts, 3 images each)
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− | ** Destructible walls (4 parts, 3 images each)
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− | ** Static walls (3 images)
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− | ** Town gates (5 images)
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− | ** Moat (2 images)
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− | ===Animation===
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− | * Adventure map images for village, town and capitol (3 def files)
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− | ===Music===
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− | * Town theme music track (1 music file)
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− | ===Buildings===
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− | Each town requires a set of buildings (Around 30-45 buildings)
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− | | |
− | * Town animation file (1 animation file)
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− | * Selection highlight (1 image)
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− | * Selection area (1 image)
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− | * Town hall icon (1 image)
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− | == Faction node (root entry for town configuration) ==
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− | <syntaxhighlight lang="javascript">
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− | // Unique faction identifier. Should be unique.
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− | "myTown" :
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− | { | |
− | // Main part of town description, see below
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− | // Optional but it should be present for playable faction
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− | "town" : { ... },
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− | | |
− | // Native terrain for this town. See config/terrains.json for identifiers
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− | "nativeTerrain" : "grass",
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− | | |
− | // Localizable town name, e.g. "Rampart"
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− | "name" : "",
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− | | |
− | // Faction alignment. Can be good, neutral (default) or evil.
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− | "alignment" : "",
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− | | |
− | // Backgrounds for creature screen, two versions: 120px-height and 130-px height
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− | "creatureBackground"
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− | {
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− | // Paths to background images
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− | "120px" : "",
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− | "130px" : ""
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− | }
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− | | |
− | // Town puzzle map
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− | "puzzleMap" :
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− | {
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− | // Prefix for image names, e.g. "PUZCAS" for name "PUZCAS12.png"
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− | "prefix" : "",
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− | // List of map pieces. First image will have name <prefix>00, second - <prefix>01 and so on
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− | "pieces" :
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− | [
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− | {
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− | // Position of image on screen
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− | "x" : 0
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− | "y" : 0
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− | | |
− | //indicates order in which this image will be opened
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− | "index" : 0
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− | },
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− | ...
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− | ]
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− | ]
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− | }
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− | </syntaxhighlight>
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− | | |
− | == Town node ==
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− | <syntaxhighlight lang="javascript">
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− | {
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− | // DEPRECATED, see "mapObject" field below | Path to images of object on adventure map
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− | "adventureMap" :
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− | {
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− | "village": "", // village without built fort
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− | "castle" : "", // town with built fort
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− | "capitol": "" // town with capitol (usually have some additional flags)
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− | },
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− | | |
− | // field that describes behavior of map object part of town. Town-specific part of object format
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− | "mapObject" :
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− | {
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− | // Optional, controls what template will be used to display this object.
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− | // Whenever player builds a building in town game will test all applicable templates using
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− | // tests with matching name and on success - set such template as active.
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− | // There are 3 predefined filters: "village", "fort" and "capitol" that emulate H3 behavior
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− | "filter" : {
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− | "capitol" : [ "anyOf", [ "capitol" ], [ "castle" ] ]
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− | },
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− | | |
− | // List of templates that represent this object. For towns only animation is required
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− | // See object template description for other fields that can be used.
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− | "templates" : {
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− | "village" : { "animation" : "" },
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− | "castle" : { "animation" : "" },
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− | "capitol" : { "animation" : "" }
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− | }
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− | },
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− | | |
− | //icons, small and big. Built versions indicate constructed during this turn building.
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− | "icons" :
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− | {
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− | "village" : {
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− | "normal" : {
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− | "small" : "modname/icons/hall-small.bmp",
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− | "large" : "modname/icons/hall-big.bmp"
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− | },
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− | "built" : {
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− | "small" : "modname/icons/hall-builded-small.bmp",
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− | "large" : "modname/icons/hall-builded-big.bmp"
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− | }
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− | },
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− | "fort" : {
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− | "normal" : {
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− | "small" : "modname/icons/fort-small.bmp",
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− | "large" : "modname/icons/fort-big.bmp"
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− | },
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− | "built" : {
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− | "small" : "modname/icons/fort-builded-small.bmp",
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− | "large" : "modname/icons/fort-builded-big.bmp"
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− | }
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− | }
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− | },
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− | // Path to town music theme, e.g. "music/castleTheme"
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− | "musicTheme" : "",
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− | | |
− | // List of structures which represents visible graphical objects on town screen.
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− | // See detailed description below
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− | "structures" :
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− | {
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− | "building1" : { ... },
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− | ...
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− | "building9" : { ... }
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− | },
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− | | |
− | // List of names for towns on adventure map e.g. "Dunwall", "Whitestone"
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− | // Does not have any size limitations
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− | "names" : [ "", ""],
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− | | |
− | // Background scenery for town screen, size must be 800x374
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− | "townBackground": "",
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− | | |
− | // Small scenery for window in mage guild screen
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− | "guildWindow": "",
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− | | |
− | // Background image for window in mage guild screen - since 0.95b
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− | "guildBackground" : "",
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− | | |
− | // Video for tavern window - since 0.95b
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− | "tavernVideo" : "",
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− |
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− | // Building icons for town hall
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− | "buildingsIcons": "HALLCSTL.DEF",
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− | | |
− | // Background image for town hall window
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− | "hallBackground": "",
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− | | |
− | // List of buildings available in each slot of town hall window
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− | // As in most cases there is no hard limit on number of columns, rows
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− | // or items in any of them, but size of gui is limited to 5 rows and 4 columns
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− | "hallSlots":
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− | [
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− | [ [ "buildingID1" ], [ "buildingID2", "buildingID3" ] ],
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− | ...
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− | ],
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− | // List of creatures available on each tier. Number of creatures on each tier
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− | // is not hardcoded but it should match with number of dwelling for each level.
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− | // For example structure below would need buildings with these id's:
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− | // first tier: 30 and 37, second tier: 31, third tier: 32, 39, 46
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− | "creatures" :
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− | [
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− | ["centaur", "captainCentaur"],
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− | ["dwarf"],
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− | ["elf", "grandElf", "sharpshooter"],
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− | ...
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− | ],
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− | | |
− | // Buildings, objects in town that affect mechanics. See detailed description below
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− | "buildings" :
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− | {
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− | "building1" : { ... },
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− | ...
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− | "building9" : { ... }
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− | },
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− | // Description of siege screen, see below
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− | "siege" : { ... },
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− | | |
− | // Chance for a hero class to appear in this town, creates pair with same field in class format
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− | // Used for situations where chance was not set in "tavern" field, chance will be determined as:
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− | // square root( town tavern chance * hero class tavern chance )
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− | "defaultTavern" : 5,
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− | | |
− | // Chance of specific hero class to appear in this town
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− | // Mirrored version of field "tavern" from hero class format
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− | "tavern" :
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− | {
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− | "knight" : 5,
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− | "druid" : 6
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− | },
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− | | |
− | // Chance of specific spell to appear in mages guild of this town
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− | // If spell is missing or set to 0 it will not appear unless set as "always present" in editor
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− | // Spells from unavailable levels are not required to be in this list
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− | // TODO: Mirrored version of field "guildSpells" from spell format
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− | "guildSpells" :
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− | {
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− | "magicArrow" : 30,
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− | "bless" : 10
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− | },
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− | | |
− | // TODO: Entries below should be replaced with autodetection
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− | | |
− | // Which tiers in this town have creature hordes. Set to -1 to disable horde(s)
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− | "horde" : [ 2, -1 ],
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− | | |
− | // Resource produced by resource silo, if not set silo will produce wood + ore
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− | "primaryResource" : "gems",
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− | | |
− | // maximum level of mage guild
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− | "mageGuild" : 4,
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− | | |
− | // war machine produced in town
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− | "warMachine" : "ballista"
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− | }
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− | </syntaxhighlight>
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− | | |
− | == Siege node ==
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− | <syntaxhighlight lang="javascript">
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− | // Describes town siege screen
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− | // Comments in the end of each graphic position indicate specify required suffix for image
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− | // Note: one not included image is battlefield background with suffix "BACK"
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− | {
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− | // shooter creature name
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− | "shooter" : "archer",
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− | | |
− | // prefix for all siege images. Final name will be composed as <prefix><suffix>
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− | "imagePrefix" : "SGCS",
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− | | |
− | // Descriptions for towers. Each tower consist from 3 parts:
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− | // tower itself - two images with untouched and destroyed towers
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− | // battlement or creature cover - section displayed on top of creature
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− | // creature using type from "shooter" field above
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− | "towers":
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− | {
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− | // Top tower description
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− | "top" :
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− | {
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− | "tower" : { "x": 0, "y": 0}, // "TW21" ... "TW22"
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− | "battlement" : { "x": 0, "y": 0}, // "TW2C"
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− | "creature" : { "x": 0, "y": 0}
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− | },
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− | // Central keep description
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− | "keep" :
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− | {
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− | "tower" : { "x": 0, "y": 0}, // "MAN1" ... "MAN2"
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− | "battlement" : { "x": 0, "y": 0}, // "MANC"
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− | "creature" : { "x": 0, "y": 0}
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− | },
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− | // Bottom tower description
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− | "bottom" :
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− | {
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− | "tower" : { "x": 0, "y": 0}, // "TW11" ... "TW12"
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− | "battlement" : { "x": 0, "y": 0}, // "TW1C"
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− | "creature" : { "x": 0, "y": 0}
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− | },
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− | },
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− | //Two parts of gate: gate itself and arch above it
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− | "gate" :
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− | {
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− | "gate" : { "x": 0, "y": 0}, // "DRW1" ... "DRW3" and "DRWC" (rope)
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− | "arch" : { "x": 0, "y": 0} // "ARCH"
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− | },
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− | // Destructible walls. In this example they are ordered from top to bottom
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− | // Each of them consist from 3 files: undestroyed, damaged, destroyed
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− | "walls" :
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− | {
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− | "upper" : { "x": 0, "y": 0}, // "WA61" ... "WA63"
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− | "upperMid" : { "x": 0, "y": 0}, // "WA41" ... "WA43"
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− | "bottomMid" : { "x": 0, "y": 0}, // "WA31" ... "WA33"
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− | "bottom" : { "x": 0, "y": 0} // "WA11" ... "WA13"
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− | },
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− | // Two pieces for moat: moat itself and shore
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− | "moat" : { "x": 0, "y": 0}, // moat: "MOAT", shore: "MLIP"
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− | | |
− | // Static non-destructible walls. All of them have only one piece
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− | "static" :
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− | {
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− | // Section between two bottom destructible walls
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− | "bottom" : { "x": 0, "y": 0}, // "WA2"
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− | | |
− | // Section between two top destructible walls
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− | "top" : { "x": 0, "y": 0}, // "WA5"
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− | | |
− | // Topmost wall located behind hero
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− | "background" : { "x": 0, "y": 0} // "TPWL"
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− | }
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− | }
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− | </syntaxhighlight>
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− | | |
− | == Building node ==
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− | <syntaxhighlight lang="javascript">
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− | {
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− | "id" : 0,
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− | "name" : "",
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− | "description" : "",
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− | "upgrades" : "baseBuilding", // optional, which building can be upgraded by this one
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− | "requires" : [ "allOf", [ "mageGuild1" ], [ "tavern" ] ], // building requirements, H3-style. See below for full format.
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− | "cost" : { ... }, //resources needed to buy building
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− | "produce" : { ... }, //resources produced each day by building - since 0.95b
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− | | |
− | //determine how this building can be built. Possible values are:
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− | // normal - default value. Fulfill requirements, use resources, spend one day
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− | // auto - building appears when all requirements are built
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− | // special - building can not be built manually
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− | // grail - building reqires grail to be built
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− | "mode" : "auto"
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− | }
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− | </syntaxhighlight>
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− | Building requirements can be described using logical expressions:
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− | <syntaxhighlight lang="javascript">
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− | "requires" :
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− | [
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− | "allOf", // Normal H3 "build all" mode
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− | [ "mageGuild1" ],
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− | [
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− | "noneOf", // available only when none of these building are built
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− | [ "dwelling5A" ],
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− | [ "dwelling5AUpgrade" ]
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− | ],
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− | [
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− | "anyOf", // any non-zero number of these buildings must be built
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− | [ "tavern" ],
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− | [ "blacksmith" ]
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− | ]
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− | ]
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− | </syntaxhighlight>
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− | | |
− | == Structure node ==
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− | <syntaxhighlight lang="javascript">
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− | {
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− | "animation" : "", // def file with animation
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− | "x" : 0,
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− | "y" : 0,
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− | "z" : 0, // used for blit order. Higher value places structure close to screen
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− | "border" : "", // selection highlight
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− | "area" : "" // used to detect building selection
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− | }
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− | </syntaxhighlight>
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− | | |
− | | |
− | {{Modding}}
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