Object Format

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Object type format

Current draft. WiP.

{
   "objectTypes": 
   [
	
	"myCoolObject":{
 		//numeric ID, mandatory for h3/wog objects, shall be unique is defined
 		//not recommended for VCMI objects, shall be unique is defined, default: engine defined
		"id":689,
 
		"blockVisit" : true,

		//range of numeric sub id`s, mapped to this object type. Optional for h3/wog objects. 
		//not recommended for VCMI objects. 
		"subIdMax":0,
		"subIdMin":1
	}

   ]
}

Example:

{
   "objectTypes": 
   [
	
	"artifact":{
		"id":5,
		"blockVisit" : true
	},

	"treasureChest":{
		"id":101,
		"subIdMax":0,
		"blockVisit" : true
	},

	"treasureChestWoG":{
		"id":101,
		"subIdMin":1,
		"blockVisit" : true
	},

	"pyramid": {
		"id":63,
		"subIdMax":0 //subtype 0
	},

	"wogObject": {
		"id":63,
		"subIdMin":1 //subtype> 0
	}

   ]
}

Object format

Current draft. WiP.

  • Used by editor, RMG, (???) by engine for random new objects.
  • analogue of "ZOBJCTS.TXT", "ZEOBJTS.TXT", "ZAOBJTS.TXT" from WoG.
{"objects":[

	{
		//mandatory
		//resource ID  of animation, relative to SPRITES(def file or json file (*) )
		"animation":"DEFNAME",
		
		//mandatory
		//bit mask of passability. (???) use more readable array and|or predefined templates
		"passability":[
			"11111111", 
			"11111111",
			"11111111",
			"11111111",
			"11111111",
			"11111110"],

		//mandatory
		//bit mask of activatable tiles (???) use more readable array and|or predefined templates
		"actions": [
			"00000000",
			"00000000",
			"00000000",
			"00000000",
			"00000000",
			"00000001"],

		// mandatory
		// list of tiles from which this object is visible, mostly needed for server
		// to detect if object is visible by player
		"visibility": [
			"000",
			"001",
			"011"],

		//mandatory (?)
		"id":"objectType", //object type from object type config. (!) Only string id`s.

		"landscape":["dirt", "sand"],

		// List of tags that can be used to locate object in map editor
		"tags":["dirt", "sand", "mine"],

		//mandatory
		//numeric ((?) needed) or full string object id
		//(?) id not required if subid in full identifier
		"subId":34,//or "objectType.objectName" f.e. "creature.pikeman" 
		
		//
		"group":"", 

		//optional, default false,
		"isOverlay": true, //false, true

	}

]}


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