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213 lines
9.0 KiB
Markdown
213 lines
9.0 KiB
Markdown
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# Introduction
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Starting from version 1.3, VCMI supports its own campaign format.
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Campaigns have *.vcmp file format and it consists from campaign json and set of scenarios (can be both *.vmap and *.h3m)
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To start making campaign, create file named `00.json`. See also [Packing campaign](https://github.com/vcmi/vcmi/wiki/VCMI-Campaign-format/#packing-campaign)
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Basic structure of this file is here, each section is described in details below
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```js
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{
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"version" : 1,
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<header properties>
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"scenarios" : [
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{
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//scenario 1
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<scenario properties>
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},
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{
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//scenario 2
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<scenario properties>
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}
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]
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}
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```
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`"version"` defines version of campaign file. Larger versions should have more features and flexibility, but may not be supported by older VCMI engines. See [compatibility table](https://github.com/vcmi/vcmi/wiki/VCMI-Campaign-format#compatibility-table)
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# Header properties
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In header are parameters describing campaign properties
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```js
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...
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"regions": {...},
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"name": "Campaign name",
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"description": "Campaign description",
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"allowDifficultySelection": true,
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```
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- `"regions"` contains information about background and regions. See section [campaign regions](https://github.com/vcmi/vcmi/wiki/VCMI-Campaign-format#regions-description) for more information
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- `"name"` is a human readable title of campaign
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- `"description"` is a human readable description of campaign
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- `"allowDifficultySelection"` is a boolean field (`true`/`false`) which allows or disallows to choose difficulty before scenario start
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# Scenario description
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Scenario description looks like follow:
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```js
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{
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"map": "maps/SomeMap",
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"preconditions": [],
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"color": 0,
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"difficulty": 2,
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"regionText": "",
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"prolog": {},
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"epilog": {},
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"heroKeeps": [],
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"keepCreatures": [],
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"startOptions": "none",
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"playerColor": 0,
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"bonuses": [ <see bonus description> ]
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}
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```
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- `"map"` map name without extension but with relative path. Both *.h3m and *.vmap maps are supported
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- `"preconditions"` enumerate scenarios indexes which must be completed to unlock this scenario. For example, if you want to make sequential missions, you should specify `"preconditions": []` for first scenario, but for second scenario it should be `"preconditions": [0]` and for third `"preconditions": [0, 1]`. But you can allow non-linear conquering using this parameter
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- `"color"` defines color id for the region. Possible values are `0: red, 1: blue, tan: 2, green: 3, orange: 4, purple: 5, teal: 6, pink: 7`
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- `"difficulty"` sets initial difficulty for this scenario. If `"allowDifficultySelection"`is defined for campaign, difficulty may be changed by player. Possible values are `0: pawn, 1: knight, 2: rook, 3: queen, 4: king`
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- `"regionText"` is a text which will be shown if player holds right button over region
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- `"prolog"`/`"epilog"` optional, defines prolog/epilog for scenario. See [prolog/epilog](https://github.com/vcmi/vcmi/wiki/VCMI-Campaign-format#prologepilog) section for more information
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- `"heroKeeps"` defines what hero will carry to the next scenario. Can be specified one or several attributes from list `"experience", "primarySkills", "secondarySkills", "spells", "artifacts"`
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- `"keepCreatures"` array of creature types which hero will carry to the next scenario. Game identifiers are used to specify creature type.
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- `"startOptions"` defines what type of bonuses player may have. Possible values are `"none", "bonus", "crossover", "hero"`
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- `none`: player starts scenario without bonuses. [Description](https://github.com/vcmi/vcmi/wiki/VCMI-Campaign-format#none-start-option)
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- `bonus`: player chooses one of the predefined bonuses. [Description](https://github.com/vcmi/vcmi/wiki/VCMI-Campaign-format#bonus-start-option)
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- `crossover`: player will start with hero from previous scenario. [Description](https://github.com/vcmi/vcmi/wiki/VCMI-Campaign-format#crossover-start-option)
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- `hero` : player will start scenario with specified hero. [Description](https://github.com/vcmi/vcmi/wiki/VCMI-Campaign-format#hero-start-option)
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- `"playerColor"` defines color id of flag which player will play for. Possible values are `0: red, 1: blue, tan: 2, green: 3, orange: 4, purple: 5, teal: 6, pink: 7`
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- "bonuses" array of possible bonus objects, format depends on `"startOptions"` parameter
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## Prolog/Epilog
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Prolog and epilog properties are optional
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```js
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{
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"video": "NEUTRALA.smk", //video to show
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"music": "musicFile.ogg", //music to play, should be located in music directory
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"text": "some long text" //text to be shown
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}
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```
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## Start options and bonuses
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### None start option
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If `startOptions` is `none`, `bonuses` field will be ignored
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### Bonus start option
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If `startOptions` is `bonus`, bonus format may vary depending on its type.
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```js
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{
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"what": "",
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<attributes>
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},
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```
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- `"what"` field defines bonus type. Possible values are: `spell, creature, building, artifact, scroll, primarySkill, secondarySkill, resource`
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- `"spell"` has following attributes (fields):
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- `"hero"`: hero who will get spell (see below)
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- `"type"`: spell type, string, e.g. "firewall"
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- `"creature"` has following attributes (fields):
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- `"hero"`: hero who will get spell (see below)
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- `"type"`: creature type, string, e.g. "pikeman"
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- `"amount"`: amount of creatures
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- `"building"` has following attributes (fields):
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- `"type"`: building type (string), e.g. "citadel" or "dwellingLvl1"
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- `"artifact"` has following attributes (fields):
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- `"hero"`: hero who will get spell (see below)
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- `"type"`: artifact type, string, e.g. "spellBook"
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- `"scroll"` has following attributes (fields):
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- `"hero"`: hero who will get spell (see below)
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- `"type"`: spell type in the scroll, string, e.g. "firewall"
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- `"primarySkill"` has following attributes (fields):
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- `"hero"`: hero who will get spell (see below)
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- `"attack"`: amount of attack gained
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- `"defence"`: amount of defence gained
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- `"spellpower"`: amount of spellpower gained
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- `"knowledge"`: amount of knowledge gained
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- `"secondarySkill"` has following attributes (fields):
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- `"hero"`: hero who will get spell (see below)
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- `"type"`: skill type, string, e.g. "logistics"
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- `"amount"`: skill level, `1: beginner, 2: advanced, 3: expert`
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- `"resource"` has following attributes (fields):
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- `"type"`: resource type, one of `wood, ore, mercury, sulfur, crystal, gems, gold, common, rare`, where `common` is both wood and ore, `rare` means that bonus gives each rare resource
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- `"amount"`: amount of resources
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- `"hero"` can be specified as explicit hero name and as one of keywords: `strongest`, `generated`
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### Crossover start option
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If `startOptions` is `crossover`, heroes from specific scenario will be moved to this scenario. Bonus format is following
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```js
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{
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"playerColor": 0,
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"scenario": 0
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},
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```
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- `"playerColor"` from what player color heroes shall be taken. Possible values are `0: red, 1: blue, tan: 2, green: 3, orange: 4, purple: 5, teal: 6, pink: 7`
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- `"scenario"` from which scenario heroes shall be taken. 0 means first scenario
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### Hero start option
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If `startOptions` is `hero`, hero can be chosen as a starting bonus. Bonus format is following
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```js
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{
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"playerColor": 0,
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"hero": "random"
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}
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```
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- `"playerColor"` from what player color heroes shall be taken. Possible values are `0: red, 1: blue, tan: 2, green: 3, orange: 4, purple: 5, teal: 6, pink: 7`
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- `"hero"` can be specified as explicit hero name and as one of keywords: `random`
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## Regions description
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Predefined campaign regions are located in file `campaign_regions.json`
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```js
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{
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"prefix": "G3",
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"color_suffix_length": 1,
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"desc": [
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{ "infix": "A", "x": 289, "y": 376 },
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{ "infix": "B", "x": 60, "y": 147 },
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{ "infix": "C", "x": 131, "y": 202 }
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]
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},
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```
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- `"prefix"` used to identify all images related to campaign. In this example, background picture will be `G3_BG`
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- `"inflix"` ised to identify all images related to region. In this example, it will be pictures starting from `G3A_..., G3B_..., G3C_..."`
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- `"color_suffix_length"` identifies suffix length for region colourful frames. 1 is used for `R, B, N, G, O, V, T, P`, value 2 is used for `Re, Bl, Br, Gr, Or, Vi, Te, Pi`
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# Packing campaign
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After campaign scenarios and campaign description are ready, you should pack them into *.vcmp file.
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This file is basically headless gz archive.
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Your campaign should be stored in some folder with json describing campaign information.
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Place all your scenarios inside same folder and enumerate their filenames, e.g `01.vmap`, '02.vmap', etc.
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```
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my-campaign/
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|-- 00.json
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|-- 01.vmap
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|-- 02.vmap
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|-- 03.vmap
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```
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If you use unix system, execute this command to pack your campaign:
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```
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gzip -c -n ./* >> my-campaign.vcmp
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```
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If you are using Windows system, try this https://gnuwin32.sourceforge.net/packages/gzip.htm
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# Compatibility table
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| Version | Min VCMI | Max VCMI | Description |
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|---------|----------|----------|-------------|
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| 1 | 1.3 | | Initial release |
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