Difference between revisions of "User:AVS/Spell Format Version2"

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(Level format)
(Level format)
 
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''Current version. WiP.''
 
''Current version. WiP.''
= Level format=
+
= Effect format =
 +
 
 +
== Bonus ==
 +
<syntaxhighlight lang="javascript">
 +
 
 +
"effectName":{[bonus format]}
 +
 
 +
</syntaxhighlight>
 +
 
 +
== Direct damage ==
 +
 
 +
<syntaxhighlight lang="javascript">
 +
 
 +
"effectName":{
 +
 
 +
"effect":"directDamage",
 +
 
 +
}
 +
 
 +
</syntaxhighlight>
 +
 
 +
== Summon ==
 +
 
 +
<syntaxhighlight lang="javascript">
 +
 
 +
"effectName":{
 +
"effect":"summon",
 +
"id":"core:creature.airElemental",
 +
"amount":10,
 +
"permanent": false
 +
}
 +
 
 +
</syntaxhighlight>
 +
 
 +
== Heal ==
 +
<syntaxhighlight lang="javascript">
 +
 
 +
"effectName":{
 +
"effect":"heal",
 +
"resurrect":true,//false
 +
"permanent":true //false
 +
}
 +
 
 +
</syntaxhighlight>
 +
 
 +
== Obstacles ==
 +
 
 +
<syntaxhighlight lang="javascript">
 +
 
 +
"effectName":{
 +
"effect":"placeObstacle",
 +
"type":"QUICKSAND", //"LAND_MINE", "FIRE_WALL", "FORCE_FIELD"
 +
"turnsRemaining": 2, //0 = infinite ( (!) -1 inside engine)
 +
"visibleForOtherSide": true, //false
 +
}
 +
 
 +
</syntaxhighlight>
 +
 
 +
 
 +
<syntaxhighlight lang="javascript">
 +
 
 +
"effectName":{
 +
"effect":"removeObstacle"
 +
}
 +
 
 +
</syntaxhighlight>
 +
 
 +
== Special ==
 +
Describes effect, implemented inside engine or mod scripts. No configuration possible except disabling/enabling it. Effect identifies by "effectName".
 +
 
 +
<syntaxhighlight lang="javascript">
 +
 
 +
"effectName":
 +
{
 +
"effect":"special",
 +
//mandatory, boolean,
 +
"enabled": true //false
 +
}
 +
 
 +
 
 +
</syntaxhighlight>
 +
 
 +
= Level format =
 
<syntaxhighlight lang="javascript">
 
<syntaxhighlight lang="javascript">
 
{
 
{
Line 23: Line 105:
 
"targetModifier":
 
"targetModifier":
 
{
 
{
"massive": true, //true: all targets; false: based on range
+
"smart": false, //true: friendly/hostile based on positiveness; false: all targets
"smart": false //true: friendly/hostile based on positiveness; false: all targets
+
"clearTarget": false, //LOCATION target only. Target hex/tile must be clear
 +
"clearAffected": false, //LOCATION target only. All affected hexes/tile must be clear
 
}
 
}
  
Line 34: Line 117:
 
"effects":
 
"effects":
 
{
 
{
"firstEffect": {[bonus format]},
+
[effect format],
"secondEffect": {[bonus format]}
+
//[...]
 
 
 
}
 
}
 
</syntaxhighlight>
 
</syntaxhighlight>
 +
 +
= Animation format =
 +
 +
= Localization format =
  
 
= Spell format =
 
= Spell format =
Line 51: Line 138:
 
 
 
//Mandatory, spell target type
 
//Mandatory, spell target type
"targetType":"NO_TARGET",//"CREATURE","OBSTACLE"
+
"targetType":"NO_TARGET",//"CREATURE", "OBSTACLE", "LOCATION"
  
 
//Mandatory
 
//Mandatory
Line 71: Line 158:
 
},
 
},
 
//VCMI info
 
//VCMI info
+
 
//   anim: main effect animation (AC format), -1 - none
+
//<SCRIPT RELATED> For a bit distant future. Just ideas.
//TODO: more flexible system to allow defining custom spell effects DEPRECATED
+
//
"anim": -1,
+
// script identifier
 +
"mechanicsClient":"myClientScript",
 +
"mechanicsServer":"myServerScript",
 +
 
 +
//dictionary: mod-id (string) - arbitrary data (object)
 +
//Initialized here, r/w accessible in-game, persistent.
 +
"modData":{
 +
"firstModID":{},
 +
"secondModID":{}
 +
// [...]
 +
},
 +
 
 +
//</SCRIPT RELATED>
 +
 
 
 
//countering spells, flags structure of spell ids (spell. prefix is required)
 
//countering spells, flags structure of spell ids (spell. prefix is required)
Line 98: Line 198:
 
//flags structure of bonus names, presence of all bonuses required to be affected by
 
//flags structure of bonus names, presence of all bonuses required to be affected by
 
"limit": {"BONUS_NAME": true, ...},
 
"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, ...},
 +
 +
"animation": {[animation format]},
 +
 +
"texts": {[localization format]},
  
 
//graphics; mandatory; object;
 
//graphics; mandatory; object;
Line 123: Line 230:
 
//resource path of icon for spell scrolls
 
//resource path of icon for spell scrolls
 
"iconScroll": "MYSPELL_E"
 
"iconScroll": "MYSPELL_E"
 
 
},
 
},
  
//OPTIONAL; object; TODO
+
//OPTIONAL; object;
 
"sounds":
 
"sounds":
 
{
 
{

Latest revision as of 11:48, 8 March 2015

Current version. WiP.

Effect format

Bonus

"effectName":{[bonus format]}

Direct damage

"effectName":{

	"effect":"directDamage",

}

Summon

"effectName":{
	"effect":"summon",
	"id":"core:creature.airElemental",
	"amount":10,
	"permanent": false 
}

Heal

"effectName":{
	"effect":"heal",
	"resurrect":true,//false
	"permanent":true //false
}

Obstacles

"effectName":{
	"effect":"placeObstacle",
	"type":"QUICKSAND", //"LAND_MINE", "FIRE_WALL", "FORCE_FIELD"
	"turnsRemaining": 2, //0 = infinite ( (!) -1 inside engine)
	"visibleForOtherSide": true, //false
}


"effectName":{
	"effect":"removeObstacle"
}

Special

Describes effect, implemented inside engine or mod scripts. No configuration possible except disabling/enabling it. Effect identifies by "effectName".

"effectName":
{
	"effect":"special",
	//mandatory, boolean,
	"enabled": true //false
}

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
		"clearTarget": false,	//LOCATION target only. Target hex/tile must be clear
		"clearAffected": false,	//LOCATION target only. All affected hexes/tile must be clear
	}

	//Mandatory
	//spell range description in SRSL
	"range": "X",
	//Optional, arbitrary name - bonus format map
	//timed effects, overriding by name
	"effects":
	{
		[effect format],
	//[...]
			
	}

Animation format

Localization format

Spell format

{
	"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", "LOCATION"

		//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

		//<SCRIPT RELATED> For a bit distant future. Just ideas.
		//
		// script identifier
		"mechanicsClient":"myClientScript",
		"mechanicsServer":"myServerScript",

		//dictionary: mod-id (string) - arbitrary data (object)
		//Initialized here, r/w accessible in-game, persistent.
		"modData":{
			"firstModID":{},
			"secondModID":{} 
			// [...]
		},

		//</SCRIPT RELATED>
	
			
		//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
		"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
		"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, ...},

		"animation": {[animation format]},

		"texts": {[localization format]},

		//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;
		"sounds":
		{
			//OPTIONAL; resourse path, casting sound
			"cast":"LIGHTBLT"

		},

		//Mandatory structure
		//configuration for no skill, basic, adv, expert
		"levels":{
		"none":{ [level format]
		},
		"basic":{...},"advanced":{...},"expert":{...}
		}
	}

}


Modding related articles

Main articles
Modding changelog Modding guidelines 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