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− | Schema in git: [https://github.com/vcmi/vcmi/blob/develop/config/schemas/creature.json config/schemas/creature.json]
| + | {{Template:MovedToWebpage|https://vcmi.eu/modders/Entities_Format/Creature_Format/}} |
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− | See thread http://forum.vcmi.eu/viewtopic.php?t=533 for discussion.
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− | ==Required data==
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− | In order to make functional creature you also need:
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− | ===Animation===
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− | * Battle animation (1 def file)
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− | * Set of rendered projectiles (1 def files, shooters only)
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− | * Adventure map animation (1 def file)
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− | ===Images===
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− | * Small portrait for hero exchange window (1 image)
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− | * Large portrait for hero window (1 image)
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− | ===Sounds===
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− | * Set of sounds (up to 8 sounds)
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− | ==Format==
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− | <syntaxhighlight lang="javascript">
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− | // camelCase unique creature identifier
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− | "creatureName" :
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− | {
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− | // translatable names
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− | "name" :
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− | {
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− | "singular" : "Creature",
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− | "plural" : "Creatures"
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− | },
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− | "level" : 0,
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− | | |
− | // if set to true creature will not appear in-game randomly (e.g. as neutral creature)
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− | "special" : true,
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− |
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− | // config name of faction. Examples: castle, rampart
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− | "faction" : "",
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− | // cost to recruit, zero values can be omitted.
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− | "cost" :
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− | {
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− | "wood" : 0,
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− | "mercury" : 0,
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− | "ore" : 0,
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− | "sulfur" : 0,
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− | "crystal" : 0,
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− | "gems" : 0,
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− | "gold" : 0
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− | },
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− | // "value" of creature, used to determine for example army strength
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− | "fightValue" : 0,
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− | // "ai value" - how valuable this creature should be for AI
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− | "aiValue" : 0,
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− |
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− | // normal growth in town or external dwellings
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− | "growth" : 0,
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− |
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− | // growth bonus from horde building
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− | // TODO: reconsider need of this field after configurable buildings support
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− | "hordeGrowth" : 0,
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− |
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− | // Creature stats in battle
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− | "attack" : 0,
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− | "defense" : 0,
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− | "hitPoints" : 0,
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− | "shots" : 0,
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− | "speed" : 0,
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− | "damage" :
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− | {
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− | "min" : 0,
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− | "max" : 0
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− | },
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− | // spellpoints this creature has, how many times creature may cast its spells
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− | "spellPoints" : 0,
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− | // initial size of creature army on adventure map
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− | "advMapAmount" :
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− | {
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− | "min" : 0,
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− | "max" : 0
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− | },
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− |
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− | // Creature to which this creature can be upgraded
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− | // Note that only one upgrade can be available from UI
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− | "upgrades" :
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− | [
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− | "anotherCreature"
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− | ],
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− | // Creature is 2-tiles in size on the battlefield
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− | "doubleWide" : false,
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− | | |
− | // All creature abilities, using bonus format
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− | "abilities" :
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− | [
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− | "someName1" : Bonus Format,
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− | "someName2" : Bonus Format
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− | ],
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− | "hasDoubleWeek": true,
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− |
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− | "graphics" :
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− | {
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− | // name of file with creature battle animation
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− | "animation" : "",
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− | // adventure map animation def
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− | "map" : "",
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− | // path to small icon for tooltips & hero exchange window
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− | "iconSmall" : "",
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− | // path to large icon, used on town screen and in hero screen
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− | "iconLarge" : "",
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− |
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− | // animation parameters
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− | // how often creature should play idle animation
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− | "timeBetweenFidgets" : 1.00,
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− | // unused H3 property
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− | "troopCountLocationOffset" : 0,
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− | "animationTime" :
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− | {
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− | // movement animation time.
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− | "walk" : 1.00,
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− | | |
− | // idle animation time. For H3 creatures this value is always 10
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− | "idle" : 10.00,
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− | | |
− | // ranged attack animation time. Applicable to shooting and casting animation
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− | // NOTE: does NOT affects melee attacks
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− | // This is H3 behaviour, for proper synchronization of attack/defense animations
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− | "attack" : 1.00,
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− | // How far flying creature should move during one "round" of movement animation
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− | // This is multiplier to base value (200 pixels)
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− | "flight" : 1.00
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− | },
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− | "missile" :
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− | {
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− | // name of file for missile
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− | "animation" : "",
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− | | |
− | // (VCMI 1.1 or later only) indicates that creature uses ray animation for ranged attacks instead of missile image (e.g. Evil Eye)
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− | "ray" :
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− | [
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− | { // definition of first (top-most) line in the ray
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− | "start" : [ 160, 192, 0, 255 ], // color (RGBA components) of ray at starting point
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− | "end" : [ 160, 192, 0, 64 ] // color (RGBA components) of ray at finishing point
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− | },
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− | {}, // definition of second from top line in the ray, identical format
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− | ... // definitions of remaining lines, till desired width of the ray
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− | ],
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− | // Frame at which shooter shoots his projectile (e.g. releases arrow)
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− | "attackClimaxFrame" : 0,
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− | // offsets between position of shooter and position where projectile should appear
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− | "offset" :
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− | {
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− | "upperX" : 0,
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− | "upperY" : 0,
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− | "middleX" : 0,
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− | "middleY" : 0,
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− | "lowerX" : 0,
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− | "lowerY" : 0
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− | },
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− | // angles from which frames in .def file were rendered, -90...90 range
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− | // Example below will work for file that contains following frames:
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− | // 1) facing top, 2) facing top-right, 3)facing right,
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− | // 4) facing bottom-right 5) facing bottom.
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− | "frameAngles" : [ -90, -45, 0, 45, 90]
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− | }
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− | },
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− | // names of sound files
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− | "sound" :
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− | {
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− | // Creature attack enemy in melee (counter-)attack
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− | "attack": "",
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− | // Creature in "defend mode" is attacked
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− | "defend": "",
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− | // Creature killed
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− | "killed": "",
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− | // Plays in loop during creature movement
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− | "move": "",
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− | // Shooters only, creature shoots
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− | "shoot" : "",
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− | // Creature not in "defend mode" is under attack
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− | "wince": "",
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− |
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− | // Creature start/end movement or teleports
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− | "startMoving" : "",
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− | "endMoving" : ""
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− | }
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− | }
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− | </syntaxhighlight>
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− | | |
− | {{Modding}}
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