Difference between revisions of "Town Format"
From VCMI Project Wiki
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= Current config structure = | = Current config structure = | ||
== Faction node (root entry for town configuration) == | == Faction node (root entry for town configuration) == | ||
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{ | { | ||
"town" : { ... }, // optional. Should be present for playable faction | "town" : { ... }, // optional. Should be present for playable faction | ||
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] | ] | ||
} | } | ||
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== Town node == | == Town node == | ||
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{ | { | ||
"adventureMap" : // adventure map object animations | "adventureMap" : // adventure map object animations | ||
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"warMachine" : 4 // war machine produced in town | "warMachine" : 4 // war machine produced in town | ||
} | } | ||
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== Siege node == | == Siege node == | ||
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{ | { | ||
"shooter" : "" // shooter creature name | "shooter" : "" // shooter creature name | ||
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} | } | ||
} | } | ||
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== Building node == | == Building node == | ||
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{ | { | ||
"id" : 0, | "id" : 0, | ||
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"mode" : "auto" | "mode" : "auto" | ||
} | } | ||
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== Structure node == | == Structure node == | ||
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{ | { | ||
"base" : 0, // building this structure is based on. If null - structure will be present always. | "base" : 0, // building this structure is based on. If null - structure will be present always. | ||
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"area" : "" // used to detect building selection | "area" : "" // used to detect building selection | ||
} | } | ||
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Revision as of 14:59, 14 December 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" : "",
"name" : "", // localized town name.
"alignment" : "", // faction alignment. Can be good, neutral (default) or evil.
"creatureBackground"
{
"120px" : "",
"130px" : ""
}
"puzzleMap" :
{
"prefix" : "", // prefix for image names, e.g. "PUZCAS" for name "PUZCAS12.png"
"pieces" :
[
{
"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" : ""
},
"musicTheme" : "",
"structures" : // Structures. Represents visible graphical objects on town screen.
[
{ ... },
...
{ ... }
],
"names" : [ "", ""], // 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
{
"shooter" : "" // shooter creature name
"shooterHeight" : 0, //crop height of the shooters
"towers":
{
"top" :
{
"tower" : { "x": 0, "y": 0},
"battlement" : { "x": 0, "y": 0},
"creature" : { "x": 0, "y": 0},
},
"keep" : { ... },
"bottom" : { ... }
},
"gate" :
{
"gate" : { "x": 0, "y": 0},
"arch" : { "x": 0, "y": 0}
},
"walls" : // destructible walls
{
"upper" : { "x": 0, "y": 0},
"upperMid" : { "x": 0, "y": 0},
"bottomMid" : { "x": 0, "y": 0},
"bottom" : { "x": 0, "y": 0}
},
"moat" : { "x": 0, "y": 0},
"static" : //static non-destructible walls
{
"bottom" : { "x": 0, "y": 0}, // sections between
"top" : { "x": 0, "y": 0}, // destructible walls
"background" : { "x": 0, "y": 0} //topmost wall behind hero
}
}
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
}