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− | Current version of town description format.
| + | {{Template:MovedToWebpage|https://vcmi.eu/modders/Entities_Format/Faction_Format/}} |
− | == 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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− | {
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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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− | // 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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− | | |
− | //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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− | "small" : "",
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− | "smallBuilt" : "",
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− | "big" : "",
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− | "bigBuilt" : ""
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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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− | { ... },
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− | ...
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− | { ... }
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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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− | | |
− | // 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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− | [ [ 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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− | // List of creatures available on each tier. Number of creatures on each tier
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− | // is not hardcoded but it should matchto 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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− | { ... },
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− | ...
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− | { ... }
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− | ],
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− | // Description of siege screen, see below
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− | "siege" : { ... },
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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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− | { | |
− | "shooter" : "" // shooter creature name
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− | "shooterHeight" : 0, //crop height of the shooters
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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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− | },
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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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− | "gate" : { "x": 0, "y": 0},
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− | "arch" : { "x": 0, "y": 0}
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− | },
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− | "walls" : // destructible 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" : //static non-destructible walls
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− | {
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− | "bottom" : { "x": 0, "y": 0}, // sections between
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− | "top" : { "x": 0, "y": 0}, // destructible walls
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− | "background" : { "x": 0, "y": 0} //topmost wall behind hero
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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" : 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 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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− | } | |
− | </syntaxhighlight>
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− | == Structure node ==
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− | <syntaxhighlight lang="javascript">
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− | {
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− | "base" : 0, // building this structure is based on. If null - structure will be present always.
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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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