Difference between revisions of "Town Format"
From VCMI Project Wiki
(→Remaining tasks) |
(→Faction node (root entry for town configuration)) |
||
Line 34: | Line 34: | ||
] | ] | ||
} | } | ||
+ | </pre> | ||
== Town node == | == Town node == | ||
<pre> | <pre> | ||
Line 90: | Line 91: | ||
} | } | ||
</pre> | </pre> | ||
+ | |||
== Siege node == | == Siege node == | ||
<pre> | <pre> |
Revision as of 21:54, 30 August 2012
Current version of town description format.
Contents
Remaining tasks
- Remove usage of numeric ID's. Long-term goal due to heavy usage of id's in VCMI code.
- Collect any remaining hardcoded data
Split faction description from town description
Town will be split into two parts:
- faction: stores all information that can be separated from town (e.g. puzzle map, hero classes, creatures)
- town: stores only information required for town (e.g. buildings and recruitable creatures)
Current config structure
Faction node (root entry for town configuration)
{ "town" : { ... }, //optional. Should be present for playable faction "nativeTerrain" : "", "creatureBackground" { "120px" : "", "130px" : "" } "puzzleMap" : [ { "image" : "", "x" : 0 "y" : 0 "index" : 0 //when this piece will be opened }, { ... }, ... { ... } ] }
Town node
{ "adventureMap" : // adventure map object animations { "village": "", "castle" : "", // town with fortifications "capitol": "" // town with both fort and capitol }, "icons" : //icons, small and big. Built versions indicate constructed during this turn building. { "small" : "", "smallBuilt" : "", "big" : "", "bigBuilt" : "" }, "structures" : // Structures. Represents visible graphical objects on town screen. [ { ... }, ... { ... } ], "townName" : "", // localized town name. "townNames" : [ "", ""], // list of names for towns on adventure map "townBackground": "", // background scenery "guildWindow": "", // mage guild window "buildingsIcons": "HALLCSTL.DEF", // Not sure what to do with this "hallBackground": "", // Background image for town hall window "hallSlots": // list of buildings available in each slot of town hall window [ [ [ 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 ] ] ], "creatures" : [ [0, 1], [2, 3] ], // List of creatures available on each tier "buildings" : // Buildings, objects in town that affect available options [ { ... }, ... { ... } ], "siege" : { ... }, // Entries that should be replaced with autodetection "horde" : [ 2, -1 ], // Which tiers in this town have creature hordes "primaryResource" : 127, // Resource produced by resource silo, 127 = wood + ore "mageGuild" : 4, // maximum level of mages guild "warMachine" : 4 // war machine produced in town }
Siege node
{ "towers": { "top" : { "tower" : { "x": 0, "y": 0, "image" : "" }, "battlement" : { "x": 0, "y": 0, "image" : "" }, "creature" : { "x": 0, "y": 0, "cropHeight" : 0 }, "shooter" : "" // shooter creature name }, "keep" : { ... }, "bottom" : { ... } }, "gate" : { "upperWall" : { "x": 0, "y": 0, "image" : "" }, "bottomWall": { "x": 0, "y": 0, "image" : "" }, "gate" : { "x": 0, "y": 0, "image" : "" }, "arch" : { "x": 0, "y": 0, "image" : "" } }, "walls" : // destructible walls { "upper" : { "x": 0, "y": 0, "image" : "" }, "upperMid" : { "x": 0, "y": 0, "image" : "" }, "bottomMid" : { "x": 0, "y": 0, "image" : "" }, "bottom" : { "x": 0, "y": 0, "image" : "" } }, "moat" : { "x": 0, "y": 0, "image" : "" }, "static" : //static non-destructible walls { "bottom" : { "x": 0, "y": 0, "image" : "" }, "top" : { "x": 0, "y": 0, "image" : "" }, "background" : { "x": 0, "y": 0, "image" : "" } } }
Building node
{ "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" }
Structure node
{ "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 }