Difference between revisions of "Object Format"
From VCMI Project Wiki
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"id":"objectType", //object type from object type config. (!) Only string id`s. | "id":"objectType", //object type from object type config. (!) Only string id`s. | ||
+ | //allowed terrain types to place object too, can be overridden in editor. Affects also RMG. | ||
"landscape":["dirt", "sand"], | "landscape":["dirt", "sand"], | ||
Revision as of 16:45, 27 January 2013
Object type format
Current draft. WiP.
{
"objectTypes":
[
"myCoolObject":{
//numeric ID, mandatory for h3/wog objects, shall be unique is defined
//not recommended for VCMI objects, shall be unique is defined, default: engine defined
"id":689,
"blockVisit" : true,
//range of numeric sub id`s, mapped to this object type. Optional for h3/wog objects.
//not recommended for VCMI objects.
"subIdMax":0,
"subIdMin":1
}
]
}
Example:
{
"objectTypes":
[
"artifact":{
"id":5,
"blockVisit" : true
},
"treasureChest":{
"id":101,
"subIdMax":0,
"blockVisit" : true
},
"treasureChestWoG":{
"id":101,
"subIdMin":1,
"blockVisit" : true
},
"pyramid": {
"id":63,
"subIdMax":0 //subtype 0
},
"wogObject": {
"id":63,
"subIdMin":1 //subtype> 0
}
]
}
Object format
Current draft. WiP.
- Used by editor, RMG, (???) by engine for random new objects.
- analogue of "ZOBJCTS.TXT", "ZEOBJTS.TXT", "ZAOBJTS.TXT" from WoG.
{"objects":[
{
//mandatory
//resource ID of animation, relative to SPRITES(def file or json file (*) )
"animation":"DEFNAME",
//mandatory
//bit mask of passability. (???) use more readable array and|or predefined templates
"passability":[
"11111111",
"11111111",
"11111111",
"11111111",
"11111111",
"11111110"],
//mandatory
//bit mask of activatable tiles (???) use more readable array and|or predefined templates
"actions": [
"00000000",
"00000000",
"00000000",
"00000000",
"00000000",
"00000001"],
// mandatory
// list of tiles from which this object is visible, mostly needed for server
// to detect if object is visible by player
"visibility": [
"000",
"001",
"011"],
//mandatory (?)
"id":"objectType", //object type from object type config. (!) Only string id`s.
//allowed terrain types to place object too, can be overridden in editor. Affects also RMG.
"landscape":["dirt", "sand"],
// List of tags that can be used to locate object in map editor
"tags":["dirt", "sand", "mine"],
//mandatory
//numeric ((?) needed) or full string object id
//(?) id not required if subid in full identifier
"subId":34,//or "objectType.objectName" f.e. "creature.pikeman"
//
"group":"",
//optional, default false,
"isOverlay": true, //false, true
}
]}
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 |