|
|
Line 1: |
Line 1: |
− | ==Required data==
| + | {{Template:MovedToWebpage|https://vcmi.eu/modders/Entities_Format/Faction_Format/}} |
− | In order to make functional town you also need:
| |
− | ===Images===
| |
− | * Creature backgrounds images, 120x100 and 130x100 versions (2 images)
| |
− | * Set of puzzle map pieces (48 images)
| |
− | * Background scenery (1 image)
| |
− | * Mage guild window view (1 image)
| |
− | * Town hall background (1 image)
| |
− | | |
− | | |
− | * Set of town icons, consists from all possible combinations of: (8 images total)
| |
− | ** small and big icons
| |
− | ** village and fort icons
| |
− | ** built and normal icons
| |
− | | |
− | | |
− | * Set for castle siege screen, consists from:
| |
− | ** Background (1 image)
| |
− | ** Destructible towers (3 parts, 3 images each)
| |
− | ** Destructible walls (4 parts, 3 images each)
| |
− | ** Static walls (3 images)
| |
− | ** Town gates (5 images)
| |
− | ** Moat (2 images)
| |
− | ===Animation===
| |
− | * Adventure map images for village, town and capitol (3 def files)
| |
− | ===Music===
| |
− | * Town theme music track (1 music file)
| |
− | ===Buildings===
| |
− | Each town requires a set of buildings (Around 30-45 buildings)
| |
− | | |
− | * Town animation file (1 animation file)
| |
− | * Selection highlight (1 image)
| |
− | * Selection area (1 image)
| |
− | * Town hall icon (1 image)
| |
− | == Faction node (root entry for town configuration) ==
| |
− | <syntaxhighlight lang="javascript">
| |
− | // Unique faction identifier. Should be unique.
| |
− | "myTown" :
| |
− | {
| |
− | // Main part of town description, see below
| |
− | // Optional but it should be present for playable faction
| |
− | "town" : { ... },
| |
− | | |
− | // Native terrain for this town. See config/terrains.json for identifiers
| |
− | "nativeTerrain" : "grass",
| |
− | | |
− | // Localizable town name, e.g. "Rampart"
| |
− | "name" : "",
| |
− | | |
− | // Faction alignment. Can be good, neutral (default) or evil.
| |
− | "alignment" : "",
| |
− | | |
− | // Backgrounds for creature screen, two versions: 120px-height and 130-px height
| |
− | "creatureBackground"
| |
− | {
| |
− | // Paths to background images
| |
− | "120px" : "",
| |
− | "130px" : ""
| |
− | }
| |
− | | |
− | // Town puzzle map
| |
− | "puzzleMap" :
| |
− | {
| |
− | // Prefix for image names, e.g. "PUZCAS" for name "PUZCAS12.png"
| |
− | "prefix" : "",
| |
− | // List of map pieces. First image will have name <prefix>00, second - <prefix>01 and so on
| |
− | "pieces" :
| |
− | [
| |
− | {
| |
− | // Position of image on screen
| |
− | "x" : 0
| |
− | "y" : 0
| |
− | | |
− | //indicates order in which this image will be opened
| |
− | "index" : 0
| |
− | },
| |
− | ...
| |
− | ]
| |
− | ]
| |
− | }
| |
− | </syntaxhighlight>
| |
− | | |
− | == Town node ==
| |
− | <syntaxhighlight lang="javascript">
| |
− | {
| |
− | // DEPRECATED, see "mapObject" field below | Path to images of object on adventure map
| |
− | "adventureMap" :
| |
− | {
| |
− | "village": "", // village without built fort
| |
− | "castle" : "", // town with built fort
| |
− | "capitol": "" // town with capitol (usually have some additional flags)
| |
− | },
| |
− | | |
− | // field that describes behavior of map object part of town. Town-specific part of object format
| |
− | "mapObject" :
| |
− | {
| |
− | // Optional, controls what template will be used to display this object.
| |
− | // Whenever player builds a building in town game will test all applicable templates using
| |
− | // tests with matching name and on success - set such template as active.
| |
− | // There are 3 predefined filters: "village", "fort" and "capitol" that emulate H3 behavior
| |
− | "filter" : {
| |
− | "capitol" : [ "anyOf", [ "capitol" ], [ "castle" ] ]
| |
− | },
| |
− | | |
− | // List of templates that represent this object. For towns only animation is required
| |
− | // See object template description for other fields that can be used.
| |
− | "templates" : {
| |
− | "village" : { "animation" : "" },
| |
− | "castle" : { "animation" : "" },
| |
− | "capitol" : { "animation" : "" }
| |
− | }
| |
− | },
| |
− | | |
− | //icons, small and big. Built versions indicate constructed during this turn building.
| |
− | "icons" :
| |
− | {
| |
− | "village" : {
| |
− | "normal" : {
| |
− | "small" : "modname/icons/hall-small.bmp",
| |
− | "large" : "modname/icons/hall-big.bmp"
| |
− | },
| |
− | "built" : {
| |
− | "small" : "modname/icons/hall-builded-small.bmp",
| |
− | "large" : "modname/icons/hall-builded-big.bmp"
| |
− | }
| |
− | },
| |
− | "fort" : {
| |
− | "normal" : {
| |
− | "small" : "modname/icons/fort-small.bmp",
| |
− | "large" : "modname/icons/fort-big.bmp"
| |
− | },
| |
− | "built" : {
| |
− | "small" : "modname/icons/fort-builded-small.bmp",
| |
− | "large" : "modname/icons/fort-builded-big.bmp"
| |
− | }
| |
− | }
| |
− | },
| |
− | // Path to town music theme, e.g. "music/castleTheme"
| |
− | "musicTheme" : "",
| |
− | | |
− | // List of structures which represents visible graphical objects on town screen.
| |
− | // See detailed description below
| |
− | "structures" :
| |
− | {
| |
− | "building1" : { ... },
| |
− | ...
| |
− | "building9" : { ... }
| |
− | },
| |
− | | |
− | // List of names for towns on adventure map e.g. "Dunwall", "Whitestone"
| |
− | // Does not have any size limitations
| |
− | "names" : [ "", ""],
| |
− | | |
− | // Background scenery for town screen, size must be 800x374
| |
− | "townBackground": "",
| |
− | | |
− | // Small scenery for window in mage guild screen
| |
− | "guildWindow": "",
| |
− | | |
− | // Background image for window in mage guild screen - since 0.95b
| |
− | "guildBackground" : "",
| |
− | | |
− | // Video for tavern window - since 0.95b
| |
− | "tavernVideo" : "",
| |
− |
| |
− | // Building icons for town hall
| |
− | "buildingsIcons": "HALLCSTL.DEF",
| |
− | | |
− | // Background image for town hall window
| |
− | "hallBackground": "",
| |
− | | |
− | // List of buildings available in each slot of town hall window
| |
− | // As in most cases there is no hard limit on number of columns, rows
| |
− | // or items in any of them, but size of gui is limited to 5 rows and 4 columns
| |
− | "hallSlots":
| |
− | [
| |
− | [ [ "buildingID1" ], [ "buildingID2", "buildingID3" ] ],
| |
− | ...
| |
− | ],
| |
− | // List of creatures available on each tier. Number of creatures on each tier
| |
− | // is not hardcoded but it should match with number of dwelling for each level.
| |
− | // For example structure below would need buildings with these id's:
| |
− | // first tier: 30 and 37, second tier: 31, third tier: 32, 39, 46
| |
− | "creatures" :
| |
− | [
| |
− | ["centaur", "captainCentaur"],
| |
− | ["dwarf"],
| |
− | ["elf", "grandElf", "sharpshooter"],
| |
− | ...
| |
− | ],
| |
− | | |
− | // Buildings, objects in town that affect mechanics. See detailed description below
| |
− | "buildings" :
| |
− | {
| |
− | "building1" : { ... },
| |
− | ...
| |
− | "building9" : { ... }
| |
− | },
| |
− | // Description of siege screen, see below
| |
− | "siege" : { ... },
| |
− | | |
− | // Chance for a hero class to appear in this town, creates pair with same field in class format
| |
− | // Used for situations where chance was not set in "tavern" field, chance will be determined as:
| |
− | // square root( town tavern chance * hero class tavern chance )
| |
− | "defaultTavern" : 5,
| |
− | | |
− | // Chance of specific hero class to appear in this town
| |
− | // Mirrored version of field "tavern" from hero class format
| |
− | "tavern" :
| |
− | {
| |
− | "knight" : 5,
| |
− | "druid" : 6
| |
− | },
| |
− | | |
− | // Chance of specific spell to appear in mages guild of this town
| |
− | // If spell is missing or set to 0 it will not appear unless set as "always present" in editor
| |
− | // Spells from unavailable levels are not required to be in this list
| |
− | // TODO: Mirrored version of field "guildSpells" from spell format
| |
− | "guildSpells" :
| |
− | {
| |
− | "magicArrow" : 30,
| |
− | "bless" : 10
| |
− | },
| |
− | | |
− | // TODO: Entries below should be replaced with autodetection
| |
− | | |
− | // Which tiers in this town have creature hordes. Set to -1 to disable horde(s)
| |
− | "horde" : [ 2, -1 ],
| |
− | | |
− | // Resource given by starting bonus, if not set silo will produce wood + ore
| |
− | "primaryResource" : "gems",
| |
− | | |
− | // maximum level of mage guild
| |
− | "mageGuild" : 4,
| |
− | | |
− | // war machine produced in town
| |
− | "warMachine" : "ballista"
| |
− | }
| |
− | </syntaxhighlight>
| |
− | | |
− | == Siege node ==
| |
− | <syntaxhighlight lang="javascript">
| |
− | // Describes town siege screen
| |
− | // Comments in the end of each graphic position indicate specify required suffix for image
| |
− | // Note: one not included image is battlefield background with suffix "BACK"
| |
− | {
| |
− | // shooter creature name
| |
− | "shooter" : "archer",
| |
− | | |
− | // (VCMI 1.1 or later) Large icon of towers, for use in battle queue
| |
− | "towerIconLarge" : "",
| |
− | | |
− | // (VCMI 1.1 or later) Small icon of towers, for use in battle queue
| |
− | "towerIconSmall" : "",
| |
− | | |
− | // prefix for all siege images. Final name will be composed as <prefix><suffix>
| |
− | "imagePrefix" : "SGCS",
| |
− | | |
− | // Descriptions for towers. Each tower consist from 3 parts:
| |
− | // tower itself - two images with untouched and destroyed towers
| |
− | // battlement or creature cover - section displayed on top of creature
| |
− | // creature using type from "shooter" field above
| |
− | "towers":
| |
− | {
| |
− | // Top tower description
| |
− | "top" :
| |
− | {
| |
− | "tower" : { "x": 0, "y": 0}, // "TW21" ... "TW22"
| |
− | "battlement" : { "x": 0, "y": 0}, // "TW2C"
| |
− | "creature" : { "x": 0, "y": 0}
| |
− | },
| |
− | // Central keep description
| |
− | "keep" :
| |
− | {
| |
− | "tower" : { "x": 0, "y": 0}, // "MAN1" ... "MAN2"
| |
− | "battlement" : { "x": 0, "y": 0}, // "MANC"
| |
− | "creature" : { "x": 0, "y": 0}
| |
− | },
| |
− | // Bottom tower description
| |
− | "bottom" :
| |
− | {
| |
− | "tower" : { "x": 0, "y": 0}, // "TW11" ... "TW12"
| |
− | "battlement" : { "x": 0, "y": 0}, // "TW1C"
| |
− | "creature" : { "x": 0, "y": 0}
| |
− | },
| |
− | },
| |
− | //Two parts of gate: gate itself and arch above it
| |
− | "gate" :
| |
− | {
| |
− | "gate" : { "x": 0, "y": 0}, // "DRW1" ... "DRW3" and "DRWC" (rope)
| |
− | "arch" : { "x": 0, "y": 0} // "ARCH"
| |
− | },
| |
− | // Destructible walls. In this example they are ordered from top to bottom
| |
− | // Each of them consist from 3 files: undestroyed, damaged, destroyed
| |
− | "walls" :
| |
− | {
| |
− | "upper" : { "x": 0, "y": 0}, // "WA61" ... "WA63"
| |
− | "upperMid" : { "x": 0, "y": 0}, // "WA41" ... "WA43"
| |
− | "bottomMid" : { "x": 0, "y": 0}, // "WA31" ... "WA33"
| |
− | "bottom" : { "x": 0, "y": 0} // "WA11" ... "WA13"
| |
− | },
| |
− | // Two pieces for moat: moat itself and shore
| |
− | "moat" : { "x": 0, "y": 0}, // moat: "MOAT", shore: "MLIP"
| |
− | | |
− | // Static non-destructible walls. All of them have only one piece
| |
− | "static" :
| |
− | {
| |
− | // Section between two bottom destructible walls
| |
− | "bottom" : { "x": 0, "y": 0}, // "WA2"
| |
− | | |
− | // Section between two top destructible walls
| |
− | "top" : { "x": 0, "y": 0}, // "WA5"
| |
− | | |
− | // Topmost wall located behind hero
| |
− | "background" : { "x": 0, "y": 0} // "TPWL"
| |
− | }
| |
− | }
| |
− | </syntaxhighlight>
| |
− | | |
− | == Building node ==
| |
− | <syntaxhighlight lang="javascript">
| |
− | {
| |
− | "id" : 0,
| |
− | "name" : "",
| |
− | "description" : "",
| |
− | "upgrades" : "baseBuilding", // optional, which building can be upgraded by this one
| |
− | "requires" : [ "allOf", [ "mageGuild1" ], [ "tavern" ] ], // building requirements, H3-style. See below for full format.
| |
− | "cost" : { ... }, //resources needed to buy building
| |
− | "produce" : { ... }, //resources produced each day by building - since 0.95b
| |
− | | |
− | //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"
| |
− | }
| |
− | </syntaxhighlight>
| |
− | Building requirements can be described using logical expressions:
| |
− | <syntaxhighlight lang="javascript">
| |
− | "requires" :
| |
− | [
| |
− | "allOf", // Normal H3 "build all" mode
| |
− | [ "mageGuild1" ],
| |
− | [
| |
− | "noneOf", // available only when none of these building are built
| |
− | [ "dwelling5A" ],
| |
− | [ "dwelling5AUpgrade" ]
| |
− | ],
| |
− | [
| |
− | "anyOf", // any non-zero number of these buildings must be built
| |
− | [ "tavern" ],
| |
− | [ "blacksmith" ]
| |
− | ]
| |
− | ]
| |
− | </syntaxhighlight>
| |
− | | |
− | == Structure node ==
| |
− | <syntaxhighlight lang="javascript">
| |
− | {
| |
− | "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
| |
− | }
| |
− | </syntaxhighlight>
| |
− | | |
− | | |
− | {{Modding}}
| |