Difference between revisions of "Spell Format"

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''Current version. WiP.''
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{{Template:MovedToWebpage|https://vcmi.eu/modders/Entities_Format/Spell_Format/}}
= Main format =
 
<syntaxhighlight lang="javascript">
 
{
 
"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
 
 
"animation":{<Animation format>},
 
 
//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},
 
 
 
//DEPRECATED | optional| no default | flags structure of bonus names,any one of these bonus grants immunity. Negatable by the Orb.
 
"immunity": {"BONUS_NAME":true, ...},
 
 
//DEPRECATED | optional| no default | flags structure of bonus names
 
//any one of these bonus grants immunity, cant be negated
 
"absoluteImmunity": {"BONUS_NAME": true, ...},
 
 
 
//DEPRECATED | optional| no default | flags structure of bonus names, presence of all bonuses required to be affected by. Negatable by the Orb.
 
"limit": {"BONUS_NAME": true, ...},
 
 
 
//DEPRECATED | optional| no default | flags structure of bonus names, presence of all bonuses required to be affected by. Cant be negated
 
"absoluteLimit": {"BONUS_NAME": true, ...},
 
 
//[WIP] optional | default no limit no immunity
 
//
 
"targetCondition" {
 
//at least one required to be affected
 
"anyOf" : {
 
//generic format
 
"mod:metaClassName.typeName":"absolute",//"normal", null or empty ignored - use for overrides
 
},
 
//all required to be affected (like [absolute]limit)
 
"allOf" : {
 
//bonus type format
 
"bonus.BONUS_TYPE":"absolute"//"normal" Short bonus type format
 
"modId:bonus.bonusTypeName":"absolute"//"normal" Future bonus format for configurable bonuses
 
},
 
//at least one grants immunity (like [absolute]immunity)
 
"noneOf": {
 
//some more examples
 
"core:creature.imp":"absolute", //[to be in initial version] this creature explicitly absolutely immune
 
"core:bonus.MIND_IMMUITY":"normal", // [to be in initial version] new format of existing mind spell immunity
 
"core:artifact.armorOfWonder":"absolute",  //[possible future extension] this artifact on target itself (!) explicitly grant absolute immune
 
"core:luck":["absolute", 3], // [possible future extension] lack value of at least 3 grant absolute immunity from this horrible spell
 
"core:custom":[<script>] // [possible future extension] script lines for arbitrary condition
 
}
 
}
 
 
 
 
 
//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; TODO
 
"sounds":
 
{
 
//OPTIONAL; resourse path, casting sound
 
"cast":"LIGHTBLT"
 
 
 
},
 
 
 
//Mandatory structure
 
//configuration for no skill, basic, adv, expert
 
"levels":{
 
"base": {Spell level base format},
 
"none": {Spell level format},
 
"basic":{Spell level format},
 
"advanced":{Spell level format},
 
"expert":{Spell level format}
 
}
 
}
 
 
 
}
 
 
 
</syntaxhighlight>
 
 
 
= Animation format =
 
<syntaxhighlight lang="javascript">
 
 
 
{
 
"projectile": [
 
{"minimumAngle": 0 ,"defName":"C20SPX4"},
 
{"minimumAngle": 0.60 ,"defName":"C20SPX3"},
 
{"minimumAngle": 0.90 ,"defName":"C20SPX2"},
 
{"minimumAngle": 1.20 ,"defName":"C20SPX1"},
 
{"minimumAngle": 1.50 ,"defName":"C20SPX0"}
 
],
 
"hit":["C20SPX"],
 
"affect":[{"defName":"C03SPA0", "verticalPosition":"bottom"}, "C11SPA1"]
 
}
 
 
 
</syntaxhighlight>
 
 
 
= Spell level base format =
 
 
 
Json object with data common for all levels can be put here. These configuration parameters will be default for all levels. All mandatory level fields become optional if they equal "base" configuration.
 
== Example ==
 
This will make spell affect single target on all levels except expert, where it is massive spell.
 
<syntaxhighlight lang="javascript">
 
 
 
"base":{
 
 
 
  "range": 0
 
},
 
"expert":{
 
"range": "X"
 
}
 
 
 
</syntaxhighlight>
 
 
 
= Spell level format =
 
 
 
<syntaxhighlight lang="javascript">
 
 
 
{
 
//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
 
"clearTarget": false,
 
"clearAffected": false,
 
}
 
//Mandatory
 
//spell range description in SRSL
 
// range "X" + smart modifier = enchanter casting, expert massive spells
 
// range "X" + no smart modifier = armageddon, death ripple, destroy undead
 
 
 
"range": "X",
 
 
 
//DEPRECATED, Optional, arbitrary name - bonus format map
 
//timed effects, overriding by name
 
"effects":
 
{
 
"firstEffect": {[bonus format]},
 
"secondEffect": {[bonus format]}
 
//...
 
 
 
 
},
 
//DEPRECATED, cumulative effects that stack while active
 
"cumulativeEffects":
 
{
 
"firstCumulativeEffect": {[bonus format]}
 
//...
 
 
 
},
 
"battleEffects":
 
{
 
"mod:firstEffect": {[effect format]},
 
"mod:secondEffect": {[effect format]}
 
//...
 
 
 
}
 
}
 
 
 
</syntaxhighlight>
 
 
 
= Configurable battle effects =
 
 
 
'''If spell have at least one special effect it become configurable spell and spell configuration processed different way'''
 
 
 
== Configurable spell ==
 
 
 
Configurable spells ignore ''offensive'' flag, ''effects'' and ''cumulativeEffects''. For backward compatibility ''offensive'' flag define Damage effect, ''effects'' and ''cumulativeEffects'' define Timed effect.
 
 
 
== Special effect common format ==
 
 
 
<syntaxhighlight lang="javascript">
 
 
 
"mod:effectId":{
 
 
 
"type":"mod:effectType", //identifier of effect type
 
"indirect": false, // effect will be deferred (f.e. land mine damage)
 
"optional": false // you can cast spell even if this effect in not applicable
 
 
 
//for unit target effects
 
"ignoreImmunity" : false,
 
"chainFactor" : 0.5,
 
"chainLength" : 4
 
 
 
//other fields depending on type
 
}
 
 
 
</syntaxhighlight>
 
 
 
== [WIP] Catapult ==
 
<syntaxhighlight lang="javascript">
 
 
 
"mod:effectId":{
 
 
 
"type": "core:catapult"
 
 
 
//not configurable yet, made for Earthquake spell
 
//TODO: options to unify with unit ability
 
 
 
}
 
 
 
</syntaxhighlight>
 
 
 
== Clone ==
 
Configurable version of Clone spell.
 
 
 
<syntaxhighlight lang="javascript">
 
 
 
"mod:effectId":{
 
 
 
"type": "core:clone"
 
 
 
"maxTier" : 3//unit tier
 
}
 
</syntaxhighlight>
 
 
 
== Damage effect ==
 
If effect is automatic, spell behave like offensive spell (uses power, levelPower etc)
 
<syntaxhighlight lang="javascript">
 
 
 
"mod:effectId":{
 
 
 
"type": "core:damage",
 
"killByCount": false, //if true works like Death Stare
 
"killByPercentage" : false, //if true works like DESTRUCTION ability
 
 
 
//TODO: options override
 
 
 
}
 
</syntaxhighlight>
 
 
 
== Destruction ==
 
* Spell-based Death stare and Destruction abilities.
 
 
 
== Dispel ==
 
 
 
{{todo}} documetation
 
 
 
== Heal ==
 
 
 
{{todo}} documetation
 
 
 
== Obstacle ==
 
 
 
{{todo}} documetation
 
 
 
== Remove obstacle ==
 
 
 
{{todo}} documetation
 
 
 
== Sacrifice ==
 
 
 
{{todo}} documetation
 
 
 
== Summon ==
 
 
 
{{todo}} documetation
 
 
 
== Teleport ==
 
 
 
{{todo}} documetation
 
 
 
== Timed ==
 
If effect is automatic, spell behave like [de]buff spell (effect and cumulativeEffects ignored)
 
<syntaxhighlight lang="javascript">
 
 
 
"mod:effectId":{
 
 
 
"type": "core:timed",
 
"cumulative": false
 
"bonus":
 
{
 
"firstBonus":{[bonus format]}
 
//...
 
}
 
}
 
 
 
</syntaxhighlight>
 
 
 
= Additional documentation =
 
 
 
== Targets, ranges, modifiers ==
 
 
 
* CREATURE target (only battle spells)
 
** range 0: smart assumed single creature target
 
** range "X" + smart modifier = enchanter casting, expert massive spells
 
** range "X" + no smart modifier = armageddon, death ripple, destroy undead
 
** any other range (including chain effect)
 
*** smart modifier: smth like cloud of confusion in H4 (if I remember correctly :) )
 
*** no smart modifier: like inferno, fireball etc. but target only creature
 
 
 
* NO_TARGET
 
** no target selection,(abilities, most adventure spells)
 
 
 
* LOCATION
 
** any tile on map/battlefield (inferno, fireball etc.), DD also here but with special handling
 
** clearTarget - destination hex must be clear (unused so far)
 
** clearAfffected - all affected hexes must be clear (forceField, fireWall)
 
 
 
* OBSTACLE target
 
** range 0: any single obstacle
 
** range X: all obstacles
 
 
 
{{Modding}}
 

Latest revision as of 16:25, 16 July 2024

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