Difference between revisions of "Town Format"

From VCMI Project Wiki
Jump to: navigation, search
(Town node)
m (template insertion)
Line 269: Line 269:
 
}
 
}
 
</syntaxhighlight>
 
</syntaxhighlight>
 +
 +
 +
{{Modding}}

Revision as of 20:57, 25 January 2013

Current version of town description format.

Faction node (root entry for town configuration)

// 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 
			},
			...
		]
	]
}

Town node

{
	// 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)
	},

	//icons, small and big. Built versions indicate constructed during this turn building.
	"icons" : 
	{
		"small" : "",
		"smallBuilt" : "",
		"big" : "",
		"bigBuilt" : ""
	},
	// 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" : 
	[
		{ ... },
		  ...
		{ ... } 
	],

	// 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": "", 

	// 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": 
	[
		[ [ 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 ] ]
	],
	// List of creatures available on each tier. Number of creatures on each tier
	// is not hardcoded but it should matchto 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" : 
	[
		{ ... },
		  ...
		{ ... } 
	],
	// Description of siege screen, see below
	"siege" : { ... },

	// 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 produced by resource silo, if not set silo will produce wood + ore
	"primaryResource" : "gems", 

	// maximum level of mage guild
	"mageGuild" : 4,

	// war machine produced in town
	"warMachine" : "ballista"
}

Siege node

// 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",

	//crop height of the shooters, usually around 225
	"shooterHeight" : 225, 

	// 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"
	}
}

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
}


Modding related articles

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