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− | Current version of town description format.
| + | {{Template:MovedToWebpage|https://vcmi.eu/modders/Entities_Format/Faction_Format/}} |
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− | = Remaining tasks =
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− | * Remove usage of numeric ID's. Long-term goal due to heavy usage of id's in VCMI code.
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− | * Collect any remaining hardcoded data
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− | | |
− | == Split faction description from town description ==
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− | Currently there is no separation between "faction" and "town" concepts.
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− | This results in several issues:
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− | * Neutral creatures have invalid faction - no town with such description is present
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− | * Loading towns requires creatures and loading creatures requires towns
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− | | |
− | This should be split into several parts:
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− | * faction: stores all information that can be separated from town (e.g. puzzle map, hero classes, creatures)
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− | * town: stores only information required for town (e.g. buildings and recruitable creatures)
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− | * (optional) town gui: separate structure will all gui-specific data (e.g. structures)
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− | | |
− | == Merge in remaining json configs ==
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− | * (DONE) buildings.json (used as base for this configuration)
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− | * (DONE) creatures_backgrounds.json
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− | * (DONE) hall.json
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− | * (DONE) town_pictures.json
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− | * (DONE) towns_defs.json
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− | * (DONE) wall_pos.json (needs removing hardcoded name)
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− | * puzzle_map.json (needs removing hardcoded name)
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− | | |
− | Won't be used:
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− | * commanders.json (leave it as it?)
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− | * terrains.json (movement speed should be left in terrain configuration I think)
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− | | |
− | == Merge in data from HoMM3 txt files ==
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− | * (DONE) BldgNeut.txt
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− | * (DONE) BldgSpec.txt
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− | * (DONE) Dwelling.txt
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− | * (DONE) Building.txt
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− | * (DONE) TownName.txt
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− | * (DONE) TownType.txt
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− | | |
− | = Current config structure =
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− | == Town node ==
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− | <pre>
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− | { | |
− | "adventureMap" : // adventure map object animations
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− | {
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− | "village": "",
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− | "castle" : "", // town with fortifications
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− | "capitol": "", // town with both fort and capitol
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− | },
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− | "icons" : //icons, small and big. Built versions indicate constructed during this turn building.
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− | {
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− | "small" : "",
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− | "smallBuilt" : "",
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− | "big" : "",
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− | "bigBuilt" : "",
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− | },
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− | "structures" : // Structures. Represents visible graphical objects on town screen.
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− | [
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− | { ... },
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− | ...
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− | { ... }
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− | ],
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− | "townName" : "", // localized town name.
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− | "townNames" : [ "", ""], // list of names for towns on adventure map
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− | "townBackground": "", // backgound scenery
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− | "guildWindow": "", // mages guild window
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− | | |
− | "buildingsIcons": "HALLCSTL.DEF", // Not sure what to do with this
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− | | |
− | "hallBackground": "", // Background image for town hall window
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− | "hallSlots": // list of buildings available in each slot of town hall window
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− | [
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− | [ [ 10, 11, 12, 13 ], [ 7, 8, 9 ], [ 5, 22 ], [ 16 ] ],
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− | [ [ 14, 15 ], [ 0, 1, 2, 3 ], [ 6, 17 ] ],
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− | [ [ 21 ], [ 18, 19 ] ],
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− | [ [ 30, 37 ], [ 31, 38 ], [ 32, 39 ], [ 33, 40 ] ],
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− | [ [ 34, 41 ], [ 35, 42 ], [ 36, 43 ] ]
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− | ],
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− | "creatures" : [ [0, 1], [2, 3] ], // List of creatures available on each tier
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− |
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− | "creatureBackground"
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− | {
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− | "120px" : "",
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− | "130px" : ""
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− | },
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− | | |
− | "buildings" : // Buildings, objects in town that affect available options
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− | [
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− | { ... },
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− | ...
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− | { ... }
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− | ],
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− | "siege" : { ... },
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− | | |
− | // Entries that should be replaced with autodetection
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− | | |
− | "horde" : [ 2, -1 ], // Which tiers in this town have creature hordes
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− | "primary_resource" : 127, // Resource produced by resource silo, 127 = wood + ore
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− | "mage_guild" : 4, // maximum level of mages guild
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− | "war_machine" : 4, // war machine produced in town
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− | }
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− | </pre>
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− | == Siege node ==
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− | <pre>
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− | {
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− | "towers":
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− | {
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− | "top" :
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− | {
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− | "tower" : { "x": 0, "y": 0 },
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− | "battlement" : { "x": 0, "y": 0 },
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− | "creature" : { "x": 0, "y": 0 },
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− | "shooter" : { "name" : "", "cropHeight" : 0}
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− | },
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− | "keep" : { ... },
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− | "bottom" : { ... }
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− | },
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− | "gate" :
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− | {
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− | "upperWall" : { "x": 0, "y": 0 },
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− | "bottomWall": { "x": 0, "y": 0 },
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− |
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− | "gate" : { "x": 0, "y": 0 },
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− | "arch" : { "x": 0, "y": 0 }
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− | }
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− | "walls" :
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− | {
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− | "upper" : { "x": 0, "y": 0 },
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− | "upperMid" : { "x": 0, "y": 0 },
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− | "bottomMid" : { "x": 0, "y": 0 },
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− | "bottom" : { "x": 0, "y": 0 }
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− | }
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− | "moat" : { "x": 0, "y": 0 },
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− | "static"
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− | {
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− | "bottom" : { "x": 0, "y": 0 },
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− | "top" : { "x": 0, "y": 0 },
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− | "background" : { "x": 0, "y": 0 }
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− | }
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− | }
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− | </pre>
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− | == Buildings node ==
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− | <pre>
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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" : 0, // optional, which building can be upgraded by this one
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− | "requires" : [], // building requirements
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− | "cost" : { ... },
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− | //determine how this building can be built. Possible values are:
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− | // normal - default
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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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− | </pre>
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− | == Structure node ==
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− | <pre>
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− | {
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− | "base" : 0 // building this structure is based on
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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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− | </pre>
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