Difference between revisions of "Creature Format"
From VCMI Project Wiki
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See thread http://forum.vcmi.eu/viewtopic.php?t=533 for discussion. | See thread http://forum.vcmi.eu/viewtopic.php?t=533 for discussion. | ||
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<syntaxhighlight lang="javascript"> | <syntaxhighlight lang="javascript"> | ||
+ | // camelCase unique creature identifier | ||
+ | "creatureName" : | ||
{ | { | ||
− | + | // translatable names | |
− | + | "name" : | |
− | + | { | |
− | + | "singular" : "Creature", | |
− | + | "plural" : "Creatures" | |
− | + | }, | |
− | + | "level" : 0, | |
− | + | ||
− | + | // 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, | |
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− | + | // "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 | |
− | + | "hordeGrowth" : 0, | |
− | + | ||
− | + | // Creature stats in battle | |
− | + | "attack" : 0, | |
− | + | "defence" : 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" | |
− | + | ], | |
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− | + | // Creature is 2-tiles in size on the battlefield | |
− | + | "doubleWide" : false, | |
− | + | ||
− | + | // All creature abilities, using bonus format | |
− | + | "abilities" : | |
− | + | [ | |
− | + | Bonus Format | |
− | + | ], | |
− | + | ||
− | { | + | "graphics" : |
− | + | { | |
− | + | // name of file fith creature battle animation | |
− | + | "animation" : "" | |
− | + | ||
− | + | // animation parameters | |
− | + | // TODO: explain meaning and use them by engine | |
− | + | "timeBetweenFidgets" : 1.00, | |
− | + | "troopCountLocationOffset" : 0, | |
− | + | "attackClimaxFrame" : 0, | |
− | + | "animationTime" : | |
− | + | { | |
− | + | "walk" : 1.00, | |
− | + | "attack" : 1.00, | |
− | + | "flight" : 1.00 | |
− | + | }, | |
− | + | "missile" : | |
− | + | { | |
− | + | // name of file for missile | |
− | + | "animation" : "", | |
− | + | // missile should spin, e.g. for throwing axes | |
− | + | "spinning" : false, | |
− | + | "offset" : | |
− | + | { | |
− | + | "upperX" : 0, | |
− | + | "upperY" : 0, | |
− | + | "middleX" : 0, | |
− | + | "middleY" : 0, | |
− | + | "lowerX" : 0, | |
− | + | "lowerY" : 0 | |
− | + | }, | |
− | + | "frameAngles" : [] | |
− | + | } | |
− | + | }, | |
− | + | ||
− | + | // names of sound files | |
− | + | "sound" : | |
− | + | { | |
− | + | "attack": "", | |
− | + | "defend": "", | |
− | + | "killed": "", | |
− | + | "move": "", | |
− | + | "shoot" : "", | |
− | + | "wince": "", | |
− | + | "moveStart" : "", | |
− | + | "moveEnd" : "" | |
− | + | } | |
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} | } | ||
</syntaxhighlight> | </syntaxhighlight> | ||
+ | == Additional lnks == | ||
+ | [[Bonus Format]] |
Revision as of 15:30, 15 December 2012
See thread http://forum.vcmi.eu/viewtopic.php?t=533 for discussion.
// camelCase unique creature identifier
"creatureName" :
{
// translatable names
"name" :
{
"singular" : "Creature",
"plural" : "Creatures"
},
"level" : 0,
// 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
"hordeGrowth" : 0,
// Creature stats in battle
"attack" : 0,
"defence" : 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" :
[
Bonus Format
],
"graphics" :
{
// name of file fith creature battle animation
"animation" : ""
// animation parameters
// TODO: explain meaning and use them by engine
"timeBetweenFidgets" : 1.00,
"troopCountLocationOffset" : 0,
"attackClimaxFrame" : 0,
"animationTime" :
{
"walk" : 1.00,
"attack" : 1.00,
"flight" : 1.00
},
"missile" :
{
// name of file for missile
"animation" : "",
// missile should spin, e.g. for throwing axes
"spinning" : false,
"offset" :
{
"upperX" : 0,
"upperY" : 0,
"middleX" : 0,
"middleY" : 0,
"lowerX" : 0,
"lowerY" : 0
},
"frameAngles" : []
}
},
// names of sound files
"sound" :
{
"attack": "",
"defend": "",
"killed": "",
"move": "",
"shoot" : "",
"wince": "",
"moveStart" : "",
"moveEnd" : ""
}
}