Difference between revisions of "Artifact Format"

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m (synhighlight)
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* Artifacts growing with Commander level
 
* Artifacts growing with Commander level
  
<pre>
+
<syntaxhighlight lang="cpp">
 
{
 
{
 
"type": "HERO", //CREATURE, COMMANDER
 
"type": "HERO", //CREATURE, COMMANDER
 
"class": "TREASURE", //MINOR, MAJOR, RELIC, SPECIAL
 
"class": "TREASURE", //MINOR, MAJOR, RELIC, SPECIAL
 
"slot": "HEAD", //SHOULDERS, NECK, RIGHT_HAND, LEFT_HAND, TORSO, RIGHT_RING, LEFT_RING, FEET, MISC1, MISC2, MISC3, MISC4,
 
"slot": "HEAD", //SHOULDERS, NECK, RIGHT_HAND, LEFT_HAND, TORSO, RIGHT_RING, LEFT_RING, FEET, MISC1, MISC2, MISC3, MISC4,
MACH1, MACH2, MACH3, MACH4, SPELLBOOK, MISC5
+
//MACH1, MACH2, MACH3, MACH4, SPELLBOOK, MISC5
 
"value": 12000, //based on ARTRAITS.txt
 
"value": 12000, //based on ARTRAITS.txt
 
"text":
 
"text":
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{
 
{
 
"image": "BigSword.png",
 
"image": "BigSword.png",
"large": "BigSword_large".png",
+
"large": "BigSword_large.png",
 
"iconIndex": 200
 
"iconIndex": 200
 
},
 
},
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}
 
}
 
}
 
}
</pre>
+
</syntaxhighlight>

Revision as of 11:32, 14 December 2012

See thread http://forum.vcmi.eu/viewtopic.php?t=558 for discussion

Artifact abilities use Bonus Format.

TODO:

  • Combined artifacts identified by string
  • Artifacts growing with Commander level
{
	"type": "HERO", //CREATURE, COMMANDER
	"class": "TREASURE", //MINOR, MAJOR, RELIC, SPECIAL
	"slot":	"HEAD", //SHOULDERS, NECK, RIGHT_HAND, LEFT_HAND, TORSO, RIGHT_RING, LEFT_RING, FEET, MISC1, MISC2, MISC3, MISC4,
		//MACH1, MACH2, MACH3, MACH4, SPELLBOOK, MISC5
	"value": 12000, //based on ARTRAITS.txt		
	"text":
	{
		"name": "Big Sword",
		"description": "Big sword gived +10 attack to hero",
		"event": "On your travel, you stumble upon big sword. You dust it off and stick in your backpack"
	},
	"graphics":
	{
		"image": "BigSword.png",
		"large": "BigSword_large.png",
		"iconIndex": 200
	},
	"bonuses":
	{
		Bonus_1,
		Bonus_2
	}
}