Difference between revisions of "Creature Format"
From VCMI Project Wiki
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// animation parameters | // animation parameters | ||
− | // | + | |
+ | // how often creature should play idle animation | ||
"timeBetweenFidgets" : 1.00, | "timeBetweenFidgets" : 1.00, | ||
+ | // unused H3 property | ||
"troopCountLocationOffset" : 0, | "troopCountLocationOffset" : 0, | ||
"animationTime" : | "animationTime" : | ||
{ | { | ||
+ | // movement animation time. | ||
"walk" : 1.00, | "walk" : 1.00, | ||
+ | |||
+ | // ranged attack animation time. Applicable to shooting and casting animation | ||
+ | // NOTE: does NOT affects melee attacks | ||
+ | // This is H3 behaviour, for proper synchronization of attack/defense animations | ||
"attack" : 1.00, | "attack" : 1.00, | ||
+ | |||
+ | // How far flying creature should move during one "round" of movement animation | ||
+ | // This is multiplier to base value (200 pixels) | ||
"flight" : 1.00 | "flight" : 1.00 | ||
}, | }, | ||
Line 106: | Line 116: | ||
// name of file for missile | // name of file for missile | ||
"animation" : "", | "animation" : "", | ||
− | // Frame at which projectile should appear | + | // Frame at which projectile should appear. At this frame attacker animation |
+ | // will be paused until projectile hits its target | ||
"attackClimaxFrame" : 0, | "attackClimaxFrame" : 0, | ||
+ | |||
+ | // offsets between position of shooter and position where projectile should appear | ||
"offset" : | "offset" : | ||
{ | { |
Revision as of 11:32, 28 July 2013
See thread http://forum.vcmi.eu/viewtopic.php?t=533 for discussion.
// camelCase unique creature identifier
"creatureName" :
{
// translatable names
"name" :
{
"singular" : "Creature",
"plural" : "Creatures"
},
"level" : 0,
// if set to true creature will not appear in-game randomly (e.g. as neutral creature)
"special" : true,
// config name of faction. Examples: castle, rampart
"faction" : "",
// cost to recruit, zero values can be omitted.
"cost" :
{
"wood" : 0,
"mercury" : 0,
"ore" : 0,
"sulfur" : 0,
"crystal" : 0,
"gems" : 0,
"gold" : 0
},
// "value" of creature, used to determine for example army strength
"fightValue" : 0,
// "ai value" - how valuable this creature should be for AI
"aiValue" : 0,
// normal growth in town or external dwellings
"growth" : 0,
// growth bonus from horde building
// TODO: reconsider need of this field after configurable buildings support
"hordeGrowth" : 0,
// Creature stats in battle
"attack" : 0,
"defence" : 0,
"hitPoints" : 0,
"shots" : 0,
"speed" : 0,
"damage" :
{
"min" : 0,
"max" : 0
},
// spellpoints this creature has, how many times creature may cast its spells
"spellPoints" : 0,
// initial size of creature army on adventure map
"advMapAmount" :
{
"min" : 0,
"max" : 0
},
// Creature to which this creature can be upgraded
// Note that only one upgrade can be available from UI
"upgrades" :
[
"anotherCreature"
],
// Creature is 2-tiles in size on the battlefield
"doubleWide" : false,
// All creature abilities, using bonus format
"abilities" :
[
"someName1" : Bonus Format,
"someName2" : Bonus Format
],
"hasDoubleWeek": true,
"graphics" :
{
// name of file with creature battle animation
"animation" : "",
// adventure map animation def
"map" : "",
// path to small icon for tooltips & hero exchange window
"iconSmall" : "",
// path to large icon, used on town screen and in hero screen
"iconLarge" : "",
// animation parameters
// how often creature should play idle animation
"timeBetweenFidgets" : 1.00,
// unused H3 property
"troopCountLocationOffset" : 0,
"animationTime" :
{
// movement animation time.
"walk" : 1.00,
// ranged attack animation time. Applicable to shooting and casting animation
// NOTE: does NOT affects melee attacks
// This is H3 behaviour, for proper synchronization of attack/defense animations
"attack" : 1.00,
// How far flying creature should move during one "round" of movement animation
// This is multiplier to base value (200 pixels)
"flight" : 1.00
},
"missile" :
{
// name of file for missile
"animation" : "",
// Frame at which projectile should appear. At this frame attacker animation
// will be paused until projectile hits its target
"attackClimaxFrame" : 0,
// offsets between position of shooter and position where projectile should appear
"offset" :
{
"upperX" : 0,
"upperY" : 0,
"middleX" : 0,
"middleY" : 0,
"lowerX" : 0,
"lowerY" : 0
},
// angles from which frames in .def file were rendered, -90...90 range
"frameAngles" : []
}
},
// names of sound files
"sound" :
{
"attack": "",
"defend": "",
"killed": "",
"move": "",
"shoot" : "",
"wince": "",
"startMoving" : "",
"endMoving" : ""
}
}
Main articles | |||
---|---|---|---|
Modding changelog | Modding guidelines | How to create a town mod | Mod Handler |
Formats | ||
---|---|---|
Mod file Format | ||
Town Format | Creature Format | Hero Classes Format |
Artifact Format | Animation Format | Hero Format |
Bonus Format | Object Format | Spell Format |
Work-in-progress formats | ||
---|---|---|
Building bonuses | Map format | |
Bonus Type Format | Random map template |
Outdated pages | ||
---|---|---|
Mod system proposal |