|
|
(17 intermediate revisions by 3 users not shown) |
Line 1: |
Line 1: |
− | Current version of town description format.
| + | {{Template:MovedToWebpage|https://vcmi.eu/modders/Entities_Format/Faction_Format/}} |
− | == Faction node (root entry for town configuration) ==
| |
− | <syntaxhighlight lang="javascript">
| |
− | // Unique faction identifier. Should be unique.
| |
− | "myTown" :
| |
− | { | |
− | // Main part of town description, see below
| |
− | // Optional but it should be present for playable faction
| |
− | "town" : { ... },
| |
− | | |
− | // Native terrain for this town. See config/terrains.json for identifiers
| |
− | "nativeTerrain" : "grass",
| |
− | | |
− | // Localizable town name, e.g. "Rampart"
| |
− | "name" : "",
| |
− | | |
− | // Faction alignment. Can be good, neutral (default) or evil.
| |
− | "alignment" : "",
| |
− | | |
− | // Backgrounds for creature screen, two versions: 120px-height and 130-px height
| |
− | "creatureBackground"
| |
− | {
| |
− | // Paths to background images
| |
− | "120px" : "",
| |
− | "130px" : ""
| |
− | }
| |
− | | |
− | // Town puzzle map
| |
− | "puzzleMap" :
| |
− | {
| |
− | // Prefix for image names, e.g. "PUZCAS" for name "PUZCAS12.png"
| |
− | "prefix" : "",
| |
− | // List of map pieces. First image will have name <prefix>00, second - <prefix>01 and so on
| |
− | "pieces" :
| |
− | [
| |
− | {
| |
− | // Position of image on screen
| |
− | "x" : 0
| |
− | "y" : 0
| |
− | | |
− | //indicates order in which this image will be opened
| |
− | "index" : 0
| |
− | },
| |
− | ...
| |
− | ]
| |
− | ]
| |
− | }
| |
− | </syntaxhighlight>
| |
− | | |
− | == Town node ==
| |
− | <syntaxhighlight lang="javascript">
| |
− | {
| |
− | // Path to images of object on adventure map
| |
− | "adventureMap" :
| |
− | {
| |
− | "village": "", // village without built fort
| |
− | "castle" : "", // town with built fort
| |
− | "capitol": "" // town with capitol (usually have some additional flags)
| |
− | },
| |
− | | |
− | //icons, small and big. Built versions indicate constructed during this turn building.
| |
− | "icons" :
| |
− | {
| |
− | "small" : "",
| |
− | "smallBuilt" : "",
| |
− | "big" : "",
| |
− | "bigBuilt" : ""
| |
− | },
| |
− | // Path to town music theme, e.g. "music/castleTheme"
| |
− | "musicTheme" : "",
| |
− | | |
− | // List of structures which represents visible graphical objects on town screen.
| |
− | // See detailed description below
| |
− | "structures" :
| |
− | [
| |
− | { ... },
| |
− | ...
| |
− | { ... }
| |
− | ],
| |
− | | |
− | // List of names for towns on adventure map e.g. "Dunwall", "Whitestone"
| |
− | // Does not have any size limitations
| |
− | "names" : [ "", ""],
| |
− | | |
− | // Background scenery for town screen, size must be 800x374
| |
− | "townBackground": "",
| |
− | | |
− | // Small scenery for window in mage guild screen
| |
− | "guildWindow": "",
| |
− | | |
− | // Building icons for town hall
| |
− | "buildingsIcons": "HALLCSTL.DEF",
| |
− | | |
− | // Background image for town hall window
| |
− | "hallBackground": "",
| |
− | | |
− | // List of buildings available in each slot of town hall window
| |
− | // As in most cases there is no hard limit on number of columns, rows
| |
− | // or items in any of them, but size of gui is limited to 5 rows and 4 columns
| |
− | "hallSlots":
| |
− | [
| |
− | [ [ 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 ] ]
| |
− | ],
| |
− | // List of creatures available on each tier. Number of creatures on each tier
| |
− | // is not hardcoded but it should matchto number of dwelling for each level.
| |
− | // For example structure below would need buildings with these id's:
| |
− | // first tier: 30 and 37, second tier: 31, third tier: 32, 39, 46
| |
− | "creatures" :
| |
− | [
| |
− | ["centaur", "captainCentaur"],
| |
− | ["dwarf"],
| |
− | ["elf", "grandElf", "sharpshooter"],
| |
− | ...
| |
− | ],
| |
− | | |
− | // Buildings, objects in town that affect mechanics. See detailed description below
| |
− | "buildings" :
| |
− | [
| |
− | { ... },
| |
− | ...
| |
− | { ... }
| |
− | ],
| |
− | // Description of siege screen, see below
| |
− | "siege" : { ... },
| |
− | | |
− | // Chance of specific hero class to appear in this town
| |
− | // Mirrored version of field "tavern" from hero class format
| |
− | "tavern" :
| |
− | {
| |
− | "knight" : 5,
| |
− | "druid" : 6
| |
− | },
| |
− | | |
− | | |
− | // Chance of specific spell to appear in mages guild of this town
| |
− | // If spell is missing or set to 0 it will not appear unless set as "always present" in editor
| |
− | // Spells from unavailable levels are not required to be in this list
| |
− | // TODO: Mirrored version of field "guildSpells" from spell format
| |
− | "guildSpells" :
| |
− | {
| |
− | "magicArrow" : 30,
| |
− | "bless" : 10
| |
− | },
| |
− | | |
− | // TODO: Entries below should be replaced with autodetection
| |
− | | |
− | // Which tiers in this town have creature hordes. Set to -1 to disable horde(s)
| |
− | "horde" : [ 2, -1 ],
| |
− | | |
− | // Resource produced by resource silo, if not set silo will produce wood + ore
| |
− | "primaryResource" : "gems",
| |
− | | |
− | // maximum level of mage guild
| |
− | "mageGuild" : 4,
| |
− | | |
− | // war machine produced in town
| |
− | "warMachine" : "ballista"
| |
− | }
| |
− | </syntaxhighlight>
| |
− | | |
− | == Siege node ==
| |
− | <syntaxhighlight lang="javascript">
| |
− | // Describes town siege screen
| |
− | // Comments in the end of each graphic position indicate specify required suffix for image
| |
− | // Note: one not included image is battlefield background with suffix "BACK"
| |
− | {
| |
− | // shooter creature name
| |
− | "shooter" : "archer",
| |
− | | |
− | //crop height of the shooters, usually around 225
| |
− | "shooterHeight" : 225,
| |
− | | |
− | // prefix for all siege images. Final name will be composed as <prefix><suffix>
| |
− | "imagePrefix" : "SGCS",
| |
− | | |
− | // Descriptions for towers. Each tower consist from 3 parts:
| |
− | // tower itself - two images with untouched and destroyed towers
| |
− | // battlement or creature cover - section displayed on top of creature
| |
− | // creature using type from "shooter" field above
| |
− | "towers":
| |
− | {
| |
− | // Top tower description
| |
− | "top" :
| |
− | {
| |
− | "tower" : { "x": 0, "y": 0}, // "TW21" ... "TW22"
| |
− | "battlement" : { "x": 0, "y": 0}, // "TW2C"
| |
− | "creature" : { "x": 0, "y": 0}
| |
− | },
| |
− | // Central keep description
| |
− | "keep" :
| |
− | {
| |
− | "tower" : { "x": 0, "y": 0}, // "MAN1" ... "MAN2"
| |
− | "battlement" : { "x": 0, "y": 0}, // "MANC"
| |
− | "creature" : { "x": 0, "y": 0}
| |
− | },
| |
− | // Bottom tower description
| |
− | "bottom" :
| |
− | {
| |
− | "tower" : { "x": 0, "y": 0}, // "TW11" ... "TW12"
| |
− | "battlement" : { "x": 0, "y": 0}, // "TW1C"
| |
− | "creature" : { "x": 0, "y": 0}
| |
− | },
| |
− | },
| |
− | //Two parts of gate: gate itself and arch above it
| |
− | "gate" :
| |
− | {
| |
− | "gate" : { "x": 0, "y": 0}, // "DRW1" ... "DRW3" and "DRWC" (rope)
| |
− | "arch" : { "x": 0, "y": 0} // "ARCH"
| |
− | },
| |
− | // Destructible walls. In this example they are ordered from top to bottom
| |
− | // Each of them consist from 3 files: undestroyed, damaged, destroyed
| |
− | "walls" :
| |
− | {
| |
− | "upper" : { "x": 0, "y": 0}, // "WA61" ... "WA63"
| |
− | "upperMid" : { "x": 0, "y": 0}, // "WA41" ... "WA43"
| |
− | "bottomMid" : { "x": 0, "y": 0}, // "WA31" ... "WA33"
| |
− | "bottom" : { "x": 0, "y": 0} // "WA11" ... "WA13"
| |
− | },
| |
− | // Two pieces for moat: moat itself and shore
| |
− | "moat" : { "x": 0, "y": 0}, // moat: "MOAT", shore: "MLIP"
| |
− | | |
− | // Static non-destructible walls. All of them have only one piece
| |
− | "static" :
| |
− | {
| |
− | // Section between two bottom destructible walls
| |
− | "bottom" : { "x": 0, "y": 0}, // "WA2"
| |
− | | |
− | // Section between two top destructible walls
| |
− | "top" : { "x": 0, "y": 0}, // "WA5"
| |
− | | |
− | // Topmost wall located behind hero
| |
− | "background" : { "x": 0, "y": 0} // "TPWL"
| |
− | }
| |
− | }
| |
− | </syntaxhighlight>
| |
− | | |
− | == Building node ==
| |
− | <syntaxhighlight lang="javascript">
| |
− | {
| |
− | "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"
| |
− | }
| |
− | </syntaxhighlight>
| |
− | == Structure node ==
| |
− | <syntaxhighlight lang="javascript">
| |
− | {
| |
− | "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
| |
− | }
| |
− | </syntaxhighlight>
| |
− | | |
− | | |
− | {{Modding}}
| |