Difference between revisions of "Artifact Format"

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(+advmap def)
Line 13: Line 13:
 
"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
 +
                //also possible MISC, RING
 
"value": 12000, //based on ARTRAITS.txt
 
"value": 12000, //based on ARTRAITS.txt
 
"text":
 
"text":

Revision as of 19:25, 16 December 2012

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

Artifact bonuses 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
                //also possible MISC, RING 
	"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",
		"map": "BigSword.def",//def file for adventure map
		"iconIndex": 200
	},
	"bonuses":
	{
		Bonus_1,
		Bonus_2
	}
}