Difference between revisions of "Town Format"

From VCMI Project Wiki
Jump to: navigation, search
(Town node)
(Replaced content with "{{Template:MovedToWebpage|https://vcmi.eu/modders/Entities_Format/Faction_Format/}}")
 
(30 intermediate revisions by 5 users not shown)
Line 1: Line 1:
Current version of town description format.
+
{{Template:MovedToWebpage|https://vcmi.eu/modders/Entities_Format/Faction_Format/}}
 
 
= Remaining tasks =
 
* Remove usage of numeric ID's. Long-term goal due to heavy usage of id's in VCMI code.
 
* Collect any remaining hardcoded data
 
 
 
== Split faction description from town description ==
 
Town will be split into two parts:
 
* faction: stores all information that can be separated from town (e.g. puzzle map, hero classes, creatures)
 
* town: stores only information required for town (e.g. buildings and recruitable creatures)
 
 
 
= Current config structure =
 
== Faction node (root entry for town configuration) ==
 
<pre>
 
{
 
"town" : { ... }, //optional. Should be present for playable faction
 
"nativeTerrain" : "",
 
"creatureBackground"
 
{
 
"120px" : "",
 
"130px" : ""
 
}
 
"puzzleMap" :
 
[
 
{
 
"image" : "",
 
"x" : 0
 
"y" : 0
 
"index" : 0 //when this piece will be opened
 
},
 
{ ... },
 
  ...
 
{ ... }
 
]
 
}
 
</pre>
 
== Town node ==
 
<pre>
 
{
 
"adventureMap" : // adventure map object animations
 
{
 
"village": "",
 
"castle" : "", // town with fortifications
 
"capitol": "" // town with both fort and capitol
 
},
 
"icons" : //icons, small and big. Built versions indicate constructed during this turn building.
 
{
 
"small" : "",
 
"smallBuilt" : "",
 
"big" : "",
 
"bigBuilt" : ""
 
},
 
"musicTheme" : "",
 
"structures" : // Structures. Represents visible graphical objects on town screen.
 
[
 
{ ... },
 
  ...
 
{ ... }
 
],
 
"townName" : "", // localized town name.
 
"townNames" : [ "", ""], // list of names for towns on adventure map
 
"townBackground": "", // background scenery
 
"guildWindow": "", // mage guild window
 
 
 
"buildingsIcons": "HALLCSTL.DEF", // Not sure what to do with this
 
 
 
"hallBackground": "", // Background image for town hall window
 
"hallSlots": // list of buildings available in each slot of town hall window
 
[
 
[ [ 10, 11, 12, 13 ], [ 7, 8, 9 ], [ 5, 22 ], [ 16 ] ],
 
[ [ 14, 15 ], [ 0, 1, 2, 3 ], [ 6, 17 ] ],
 
[ [ 21 ], [ 18, 19 ] ],
 
[ [ 30, 37 ], [ 31, 38 ], [ 32, 39 ], [ 33, 40 ] ],
 
[ [ 34, 41 ], [ 35, 42 ], [ 36, 43 ] ]
 
],
 
"creatures" : [ [0, 1], [2, 3] ], // List of creatures available on each tier
 
 
 
"buildings" : // Buildings, objects in town that affect available options
 
[
 
{ ... },
 
  ...
 
{ ... }
 
],
 
"siege" : { ... },
 
 
 
// Entries that should be replaced with autodetection
 
 
 
"horde" : [ 2, -1 ], // Which tiers in this town have creature hordes
 
"primaryResource" : 127, // Resource produced by resource silo, 127 = wood + ore
 
"mageGuild" : 4, // maximum level of mages guild
 
"warMachine" : 4 // war machine produced in town
 
}
 
</pre>
 
 
 
== Siege node ==
 
<pre>
 
{
 
"towers":
 
{
 
"top" :
 
{
 
"tower" :      { "x": 0, "y": 0, "image" : "" },
 
"battlement" : { "x": 0, "y": 0, "image" : "" },
 
"creature" :  { "x": 0, "y": 0, "cropHeight" : 0 },
 
"shooter" : "" // shooter creature name
 
},
 
"keep" : { ... },
 
"bottom" : { ... }
 
},
 
"gate" :
 
{
 
"upperWall" : { "x": 0, "y": 0, "image" : "" },
 
"bottomWall": { "x": 0, "y": 0, "image" : "" },
 
 
"gate" : { "x": 0, "y": 0, "image" : "" },
 
"arch" : { "x": 0, "y": 0, "image" : "" }
 
},
 
"walls" : // destructible walls
 
{
 
"upper" : { "x": 0, "y": 0, "image" : "" },
 
"upperMid" : { "x": 0, "y": 0, "image" : "" },
 
"bottomMid" : { "x": 0, "y": 0, "image" : "" },
 
"bottom" : { "x": 0, "y": 0, "image" : "" }
 
},
 
"moat" : { "x": 0, "y": 0, "image" : "" },
 
"static" : //static non-destructible walls
 
{
 
"bottom" : { "x": 0, "y": 0, "image" : "" },
 
"top" : { "x": 0, "y": 0, "image" : "" },
 
"background" : { "x": 0, "y": 0, "image" : "" }
 
}
 
}
 
</pre>
 
== Building node ==
 
<pre>
 
{
 
"id" : 0,
 
"name" : "",
 
"description" : "",
 
"upgrades" : 0, // optional, which building can be upgraded by this one
 
"requires" : [], // building requirements
 
"cost" : { ... },
 
 
 
//determine how this building can be built. Possible values are:
 
// normal  - default value. Fulfill requirements, use resources, spend one day
 
// auto    - building appears when all requirements are built
 
// special - building can not be built manually
 
// grail  - building reqires grail to be built
 
"mode" : "auto"
 
}
 
</pre>
 
== Structure node ==
 
<pre>
 
{
 
"base" : 0, // building this structure is based on. If null - structure will be present always.
 
"animation" : "", // def file with animation
 
"x" : 0,
 
"y" : 0,
 
"z" : 0, // used for blit order. Higher value places structure close to screen
 
"border" : "", // selection highlight
 
"area" : "" // used to detect building selection
 
}
 
</pre>
 

Latest revision as of 16:26, 16 July 2024

Logo256.png    Page moved to VCMI-Homepage