Difference between revisions of "Talk:Town Format"
Line 20: | Line 20: | ||
} | } | ||
} | } | ||
+ | |||
+ | It's topic for my writings about special town buildings format | ||
+ | "tavern": | ||
+ | { | ||
+ | "bonuses": | ||
+ | { | ||
+ | "type":"TAVERN", // string related with BuildingID::TAVERN. from it VCMI will decide how to act when clicked | ||
+ | |||
+ | { | ||
+ | "type":"MORALE", //can be "LUCK", maybe "BLOCK_LUCK","BLOCK_MORALE" | ||
+ | "val":1 //gives morale during siege | ||
+ | } | ||
+ | |||
+ | |||
+ | } | ||
+ | |||
+ | } | ||
+ | |||
+ | "grail": | ||
+ | { | ||
+ | "bonuses": | ||
+ | { | ||
+ | "type":"GRAIL_CASTLE", // string related with BuildingID::GRAIL for castle giving morale and movement. from it VCMI will decide how to act when clicked | ||
+ | |||
+ | { | ||
+ | "type":"MORALE", //can be "LUCK", maybe "BLOCK_LUCK","BLOCK_MORALE" | ||
+ | "val":1 //gives morale during siege | ||
+ | } | ||
+ | |||
+ | |||
+ | } | ||
+ | |||
+ | } | ||
+ | |||
+ | |||
+ | I plan to change hardcoded buildings identifiers in code to types of buildings bonuses. Now it will be that if town has 2 buildings with same type of buildings, first found will function (if first building is not built and second built, than second bonus will be used). |
Revision as of 13:17, 27 April 2014
"mytown" : { //mod ship will appear when bought in town of this faction, or when hero of faction buys ship in shipyard. //if not defined, will be taken by alignment like previously it was //if ship has bonus FLYING, it will appear near town on free cell, shipyard building will also be available always (there is no need to have water near) //If hero boards FLYING ship, he will exit it when player chooses to visit map object or attack creatures/enemy heroes (if FREE_SHIP_BOARDING is not set in bonuses, //it will cost remaining movement point) "boat": { "animation":"mytown-boat/AB22.def", "bonuses": [ { "type": "<hero bonus name>", //there are bonuses for hero. Boat can be treated as artefact in game. Mostly there are bonuses like //SEA_MOVEMENT, FLYING (for zeppelins, planes etc), WHIRLPOOL_PROTECTION, FREE_SHIP_BOARDING etc .... } ] } }
It's topic for my writings about special town buildings format "tavern": { "bonuses": { "type":"TAVERN", // string related with BuildingID::TAVERN. from it VCMI will decide how to act when clicked
{ "type":"MORALE", //can be "LUCK", maybe "BLOCK_LUCK","BLOCK_MORALE" "val":1 //gives morale during siege }
}
}
"grail": { "bonuses": { "type":"GRAIL_CASTLE", // string related with BuildingID::GRAIL for castle giving morale and movement. from it VCMI will decide how to act when clicked
{ "type":"MORALE", //can be "LUCK", maybe "BLOCK_LUCK","BLOCK_MORALE" "val":1 //gives morale during siege }
}
}
I plan to change hardcoded buildings identifiers in code to types of buildings bonuses. Now it will be that if town has 2 buildings with same type of buildings, first found will function (if first building is not built and second built, than second bonus will be used).