Difference between revisions of "Creature Format"
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// name of file for missile | // name of file for missile | ||
"animation" : "", | "animation" : "", | ||
+ | "ray" : // (VCMI 1.1 or later only) indicates that creature uses ray animation for ranged attacks instead of missile image | ||
+ | [ | ||
+ | { // definition of first (top-most) line in the ray | ||
+ | "start" : [ 160, 192, 0, 255 ], // color (RGBA components) of ray at starting point | ||
+ | "end" : [ 160, 192, 0, 64 ] // color (RGBA components) of ray at finishing point | ||
+ | }, | ||
+ | {}, // definition of second from top line in the ray, identical format | ||
+ | ... // definitions of remaining lines, till desired width of the ray | ||
+ | ], | ||
// Frame at which shooter shoots his projectile (e.g. releases arrow) | // Frame at which shooter shoots his projectile (e.g. releases arrow) | ||
"attackClimaxFrame" : 0, | "attackClimaxFrame" : 0, |
Revision as of 22:08, 28 November 2022
Schema in git: config/schemas/creature.json
See thread http://forum.vcmi.eu/viewtopic.php?t=533 for discussion.
Required data
In order to make functional creature you also need:
Animation
- Battle animation (1 def file)
- Set of rendered projectiles (1 def files, shooters only)
- Adventure map animation (1 def file)
Images
- Small portrait for hero exchange window (1 image)
- Large portrait for hero window (1 image)
Sounds
- Set of sounds (up to 8 sounds)
Format
// 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,
// idle animation time. For H3 creatures this value is always 10
"idle" : 10.00,
// 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" : "",
"ray" : // (VCMI 1.1 or later only) indicates that creature uses ray animation for ranged attacks instead of missile image
[
{ // definition of first (top-most) line in the ray
"start" : [ 160, 192, 0, 255 ], // color (RGBA components) of ray at starting point
"end" : [ 160, 192, 0, 64 ] // color (RGBA components) of ray at finishing point
},
{}, // definition of second from top line in the ray, identical format
... // definitions of remaining lines, till desired width of the ray
],
// Frame at which shooter shoots his projectile (e.g. releases arrow)
"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
// Example below will work for file that contains following frames:
// 1) facing top, 2) facing top-right, 3)facing right,
// 4) facing bottom-right 5) facing bottom.
"frameAngles" : [ -90, -45, 0, 45, 90]
}
},
// names of sound files
"sound" :
{
// Creature attack enemy in melee (counter-)attack
"attack": "",
// Creature in "defend mode" is attacked
"defend": "",
// Creature killed
"killed": "",
// Plays in loop during creature movement
"move": "",
// Shooters only, creature shoots
"shoot" : "",
// Creature not in "defend mode" is under attack
"wince": "",
// Creature start/end movement or teleports
"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 |