Spell Format
From VCMI Project Wiki
Current version. WiP.
{
"spellName":
{ //numeric id of spell required only for original spells, prohibited for new spells
"index": 0,
//Original Heroes 3 info
//Mandatory, spell type
"type": "adventure",//"adventure", "combat", "ability"
//Mandatory, spell target type
"targetType":"NO_TARGET",//"CREATURE","OBSTACLE"
//Mandatory
"name": "Localizable name",
//Mandatory, flags structure of school names, Spell schools this spell belongs to
"school": {"air":true, "earth":true, "fire":true, "water":true},
//number, mandatory, Spell level, value in range 1-5
"level": 1,
//Mandatory, base power
"power": 10,
//Mandatory, default chance for this spell to appear in Mage Guilds
//Used only if chance for a faction is not set in gainChance field
"defaultGainChance": 0,
//Optional, chance for it to appear in Mage Guild of a specific faction
//NOTE: this field is linker with faction configuration
"gainChance":
{
"factionName": 3
},
//VCMI info
// anim: main effect animation (AC format), -1 - none
//TODO: more flexible system to allow defining custom spell effects DEPRECATED
"anim": -1,
//countering spells, flags structure of spell ids (spell. prefix is required)
"counters": {"spell.spellID1":true, ...}
//Mandatory,flags structure:
// indifferent, negative, positive - Positiveness of spell for target (required)
// damage - spell does damage (direct or indirect)
// offensive - direct damage (implicitly sets damage and negative)
// rising - rising spell (implicitly sets positive)
// summoning //todo:
// special - can be obtained only with bonus::SPELL
"flags" : {"flag1": true, "flag2": true},
//flags structure of bonus names,any one of these bonus grants immunity. Negatable by the Orb.
"immunity": {"BONUS_NAME":true, ...},
//optional| no default |flags structure of bonus names
//any one of these bonus grants immunity, cant be negated
"absoluteImmunity": {"BONUS_NAME": true, ...},
//flags structure of bonus names, presence of all bonuses required to be affected by. Negatable by the Orb.
"limit": {"BONUS_NAME": true, ...},
//flags structure of bonus names, presence of all bonuses required to be affected by. Cant be negated
"absoluteLimit": {"BONUS_NAME": true, ...},
//graphics; mandatory; object;
"graphics":
{
// ! will be moved to bonus type config in next bonus config version
// iconImmune - OPTIONAL; string;
//resource path of icon for SPELL_IMMUNITY bonus (relative to DATA or SPRITES)
"iconImmune":"ZVS/LIB1.RES/E_SPMET",
// iconScenarioBonus- mandatory, string, image resource path
//resource path of icon for scenario bonus
"iconScenarioBonus": "MYSPELL_B",
// iconEffect- mandatory, string, image resource path
//resource path of icon for spell effects during battle
"iconEffect": "MYSPELL_E",
// iconBook- mandatory, string, image resource path
//resource path of icon for spellbook
"iconBook": "MYSPELL_E",
// iconScroll- mandatory, string, image resource path
//resource path of icon for spell scrolls
"iconScroll": "MYSPELL_E"
},
//OPTIONAL; object; TODO
"sounds":
{
//OPTIONAL; resourse path, casting sound
"cast":"LIGHTBLT"
},
//Mandatory structure
//configuration for no skill, basic, adv, expert
"levels":{
"none": {Spell level format},
"basic":{Spell level format},
"advanced":{Spell level format},
"expert":{Spell level format}
}
}
}
Contents
Spell level format
{
//Mandatory, localizable description
//Use {xxx} for formatting
"description": "",
//Mandatory, number,
//cost in mana points
"cost": 1,
//Mandatory, number
"power": 10,
//Mandatory, number
"aiValue": 20,
//Mandatory, flags structure //TODO
// modifiers make sense for creature target
//
//
"targetModifier":
{
"smart": false //true: friendly/hostile based on positiveness; false: all targets
}
//Mandatory
//spell range description in SRSL
// range "X" + smart modifier = enchanter casting, expert massive spells
// range "X" + no smart modifier = armageddon, death ripple, destroy undead
"range": "X",
//Optional, arbitrary name - bonus format map
//timed effects, overriding by name
"effects":
{
"firstEffect": {[bonus format]},
"secondEffect": {[bonus format]}
}
}
Additional documentation
Targets, ranges, modifiers
- CREATURE target (only battle spells)
- range 0: smart assumed single creature target
- range "X" + smart modifier = enchanter casting, expert massive spells
- range "X" + no smart modifier = armageddon, death ripple, destroy undead
- any other range (including chain effect)
- smart modifier: smth like cloud of confusion in H4 (if I remember correctly :) )
- no smart modifier: like inferno, fireball etc. but target only creature
- NO_TARGET
- range 0: target = any tile on map/battlefield (inferno, fireball etc.), DD also here but with special handling
- range "X": no target selection,(most adventure spells)
- any other range = any tile on map/battlefield (firewall, force field)
- OBSTACLE target
- range 0: any single obstacle
- range X: all obstacles (earthquake also goes here)
Main articles | |||
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Modding changelog | Modding guidelines | How to create a town mod | Mod Handler |
Formats | ||
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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 | ||
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Building bonuses | Map format | |
Bonus Type Format | Random map template |
Outdated pages | ||
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Mod system proposal |