2023-09-01 12:09:01 +02:00
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< [Documentation](../../Readme.md) / [Modding](../Readme.md) / Entities Format / Faction Format
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2023-08-12 11:39:44 +02:00
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## Required data
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In order to make functional town you also need:
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### Images
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- Creature backgrounds images, 120x100 and 130x100 versions (2 images)
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- Set of puzzle map pieces (48 images)
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- Background scenery (1 image)
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- Mage guild window view (1 image)
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- Town hall background (1 image)
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<!-- -->
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- Set of town icons, consists from all possible combinations of: (8
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images total)
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- small and big icons
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- village and fort icons
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- built and normal icons
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<!-- -->
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- Set for castle siege screen, consists from:
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- Background (1 image)
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- Destructible towers (3 parts, 3 images each)
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- Destructible walls (4 parts, 3 images each)
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- Static walls (3 images)
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- Town gates (5 images)
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- Moat (2 images)
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### Animation
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- Adventure map images for village, town and capitol (3 def files)
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### Music
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- Town theme music track (1 music file)
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### Buildings
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Each town requires a set of buildings (Around 30-45 buildings)
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- Town animation file (1 animation file)
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- Selection highlight (1 image)
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- Selection area (1 image)
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- Town hall icon (1 image)
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## Faction node (root entry for town configuration)
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``` javascript
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// Unique faction identifier. Should be unique.
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"myTown" :
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{
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// Main part of town description, see below
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// Optional but it should be present for playable faction
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"town" : { ... },
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// Native terrain for this town. See config/terrains.json for identifiers
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"nativeTerrain" : "grass",
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// Localizable town name, e.g. "Rampart"
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"name" : "",
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// Faction alignment. Can be good, neutral (default) or evil.
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"alignment" : "",
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// Backgrounds for creature screen, two versions: 120px-height and 130-px height
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"creatureBackground"
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{
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// Paths to background images
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"120px" : "",
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"130px" : ""
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}
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// Town puzzle map
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"puzzleMap" :
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{
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// Prefix for image names, e.g. "PUZCAS" for name "PUZCAS12.png"
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"prefix" : "",
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// List of map pieces. First image will have name <prefix>00, second - <prefix>01 and so on
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"pieces" :
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[
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{
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// Position of image on screen
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"x" : 0
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"y" : 0
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//indicates order in which this image will be opened
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"index" : 0
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},
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...
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]
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]
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}
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```
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## Town node
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``` javascript
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{
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// DEPRECATED, see "mapObject" field below | Path to images of object on adventure map
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"adventureMap" :
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{
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"village": "", // village without built fort
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"castle" : "", // town with built fort
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"capitol": "" // town with capitol (usually have some additional flags)
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},
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// field that describes behavior of map object part of town. Town-specific part of object format
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"mapObject" :
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{
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// Optional, controls what template will be used to display this object.
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// Whenever player builds a building in town game will test all applicable templates using
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// tests with matching name and on success - set such template as active.
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// There are 3 predefined filters: "village", "fort" and "capitol" that emulate H3 behavior
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"filter" : {
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"capitol" : [ "anyOf", [ "capitol" ], [ "castle" ] ]
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},
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// List of templates that represent this object. For towns only animation is required
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// See object template description for other fields that can be used.
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"templates" : {
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"village" : { "animation" : "" },
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"castle" : { "animation" : "" },
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"capitol" : { "animation" : "" }
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}
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},
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//icons, small and big. Built versions indicate constructed during this turn building.
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"icons" :
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{
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"village" : {
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"normal" : {
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"small" : "modname/icons/hall-small.bmp",
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"large" : "modname/icons/hall-big.bmp"
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},
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"built" : {
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"small" : "modname/icons/hall-builded-small.bmp",
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"large" : "modname/icons/hall-builded-big.bmp"
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}
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},
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"fort" : {
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"normal" : {
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"small" : "modname/icons/fort-small.bmp",
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"large" : "modname/icons/fort-big.bmp"
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},
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"built" : {
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"small" : "modname/icons/fort-builded-small.bmp",
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"large" : "modname/icons/fort-builded-big.bmp"
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}
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}
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},
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// Path to town music theme, e.g. "music/castleTheme"
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"musicTheme" : "",
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// List of structures which represents visible graphical objects on town screen.
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// See detailed description below
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"structures" :
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{
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"building1" : { ... },
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...
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"building9" : { ... }
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},
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// List of names for towns on adventure map e.g. "Dunwall", "Whitestone"
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// Does not have any size limitations
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"names" : [ "", ""],
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// Background scenery for town screen, size must be 800x374
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"townBackground": "",
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// Small scenery for window in mage guild screen
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"guildWindow": "",
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// Background image for window in mage guild screen - since 0.95b
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"guildBackground" : "",
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// Video for tavern window - since 0.95b
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"tavernVideo" : "",
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// Building icons for town hall
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"buildingsIcons": "HALLCSTL.DEF",
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// Background image for town hall window
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"hallBackground": "",
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// List of buildings available in each slot of town hall window
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// As in most cases there is no hard limit on number of columns, rows
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// or items in any of them, but size of gui is limited to 5 rows and 4 columns
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"hallSlots":
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[
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[ [ "buildingID1" ], [ "buildingID2", "buildingID3" ] ],
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...
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],
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// List of creatures available on each tier. Number of creatures on each tier
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// is not hardcoded but it should match with number of dwelling for each level.
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// For example structure below would need buildings with these id's:
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// first tier: 30 and 37, second tier: 31, third tier: 32, 39, 46
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"creatures" :
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[
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["centaur", "captainCentaur"],
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["dwarf"],
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["elf", "grandElf", "sharpshooter"],
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...
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],
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// Buildings, objects in town that affect mechanics. See detailed description below
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"buildings" :
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{
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"building1" : { ... },
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...
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"building9" : { ... }
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},
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// Description of siege screen, see below
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"siege" : { ... },
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// Chance for a hero class to appear in this town, creates pair with same field in class format
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// Used for situations where chance was not set in "tavern" field, chance will be determined as:
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// square root( town tavern chance * hero class tavern chance )
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"defaultTavern" : 5,
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// Chance of specific hero class to appear in this town
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// Mirrored version of field "tavern" from hero class format
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"tavern" :
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{
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"knight" : 5,
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"druid" : 6
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},
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// Chance of specific spell to appear in mages guild of this town
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// If spell is missing or set to 0 it will not appear unless set as "always present" in editor
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// Spells from unavailable levels are not required to be in this list
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// TODO: Mirrored version of field "guildSpells" from spell format
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"guildSpells" :
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{
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"magicArrow" : 30,
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"bless" : 10
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},
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// TODO: Entries below should be replaced with autodetection
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// Which tiers in this town have creature hordes. Set to -1 to disable horde(s)
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"horde" : [ 2, -1 ],
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// Resource given by starting bonus, if not set silo will produce wood + ore
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"primaryResource" : "gems",
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// maximum level of mage guild
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"mageGuild" : 4,
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// war machine produced in town
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"warMachine" : "ballista"
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}
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```
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## Siege node
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``` javascript
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// Describes town siege screen
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// Comments in the end of each graphic position indicate specify required suffix for image
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// Note: one not included image is battlefield background with suffix "BACK"
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{
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// shooter creature name
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"shooter" : "archer",
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// (VCMI 1.1 or later) Large icon of towers, for use in battle queue
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"towerIconLarge" : "",
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// (VCMI 1.1 or later) Small icon of towers, for use in battle queue
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"towerIconSmall" : "",
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// prefix for all siege images. Final name will be composed as <prefix><suffix>
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"imagePrefix" : "SGCS",
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// Descriptions for towers. Each tower consist from 3 parts:
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// tower itself - two images with untouched and destroyed towers
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// battlement or creature cover - section displayed on top of creature
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// creature using type from "shooter" field above
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"towers":
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{
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// Top tower description
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"top" :
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{
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"tower" : { "x": 0, "y": 0}, // "TW21" ... "TW22"
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"battlement" : { "x": 0, "y": 0}, // "TW2C"
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"creature" : { "x": 0, "y": 0}
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},
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// Central keep description
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"keep" :
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{
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"tower" : { "x": 0, "y": 0}, // "MAN1" ... "MAN2"
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"battlement" : { "x": 0, "y": 0}, // "MANC"
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"creature" : { "x": 0, "y": 0}
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},
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// Bottom tower description
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"bottom" :
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{
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"tower" : { "x": 0, "y": 0}, // "TW11" ... "TW12"
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"battlement" : { "x": 0, "y": 0}, // "TW1C"
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"creature" : { "x": 0, "y": 0}
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},
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},
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//Two parts of gate: gate itself and arch above it
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"gate" :
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{
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"gate" : { "x": 0, "y": 0}, // "DRW1" ... "DRW3" and "DRWC" (rope)
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"arch" : { "x": 0, "y": 0} // "ARCH"
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},
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// Destructible walls. In this example they are ordered from top to bottom
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// Each of them consist from 3 files: undestroyed, damaged, destroyed
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"walls" :
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{
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"upper" : { "x": 0, "y": 0}, // "WA61" ... "WA63"
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"upperMid" : { "x": 0, "y": 0}, // "WA41" ... "WA43"
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"bottomMid" : { "x": 0, "y": 0}, // "WA31" ... "WA33"
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"bottom" : { "x": 0, "y": 0} // "WA11" ... "WA13"
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},
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// Two pieces for moat: moat itself and shore
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"moat" : { "x": 0, "y": 0}, // moat: "MOAT", shore: "MLIP"
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// Static non-destructible walls. All of them have only one piece
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"static" :
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{
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// Section between two bottom destructible walls
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"bottom" : { "x": 0, "y": 0}, // "WA2"
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// Section between two top destructible walls
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"top" : { "x": 0, "y": 0}, // "WA5"
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// Topmost wall located behind hero
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"background" : { "x": 0, "y": 0} // "TPWL"
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}
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}
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```
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## Building node
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``` javascript
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{
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"id" : 0,
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"name" : "",
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"description" : "",
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"upgrades" : "baseBuilding", // optional, which building can be upgraded by this one
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"requires" : [ "allOf", [ "mageGuild1" ], [ "tavern" ] ], // building requirements, H3-style. See below for full format.
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"cost" : { ... }, //resources needed to buy building
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"produce" : { ... }, //resources produced each day by building - since 0.95b
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//determine how this building can be built. Possible values are:
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// normal - default value. Fulfill requirements, use resources, spend one day
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// auto - building appears when all requirements are built
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// special - building can not be built manually
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// grail - building reqires grail to be built
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"mode" : "auto"
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}
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```
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Building requirements can be described using logical expressions:
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``` javascript
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"requires" :
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[
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"allOf", // Normal H3 "build all" mode
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[ "mageGuild1" ],
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[
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"noneOf", // available only when none of these building are built
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[ "dwelling5A" ],
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[ "dwelling5AUpgrade" ]
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],
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[
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"anyOf", // any non-zero number of these buildings must be built
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[ "tavern" ],
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[ "blacksmith" ]
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]
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]
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```
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## Structure node
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``` javascript
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{
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"animation" : "", // def file with animation
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"x" : 0,
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"y" : 0,
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"z" : 0, // used for blit order. Higher value places structure close to screen
|
|
|
|
"border" : "", // selection highlight
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|
|
|
"area" : "" // used to detect building selection
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|
|
|
}
|
|
|
|
```
|