Difference between revisions of "Creature Format"

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Schema in git: [https://github.com/vcmi/vcmi/blob/develop/config/schemas/creature.json config/schemas/creature.json]
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{{Template:MovedToWebpage|https://vcmi.eu/modders/Entities_Format/Creature_Format/}}
 
 
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==
 
<syntaxhighlight lang="javascript">
 
// 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,
 
"defense" : 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" : "",
 
 
 
// (VCMI 1.1 or later only) indicates that creature uses ray animation for ranged attacks instead of missile image (e.g. Evil Eye)
 
"ray" :
 
[
 
{ // 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" : ""
 
}
 
}
 
</syntaxhighlight>
 
 
 
{{Modding}}
 

Latest revision as of 16:24, 16 July 2024

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