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vcmi/docs/modders/Entities_Format/Battle_Obstacle_Format.md

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2024-07-16 20:29:20 +02:00
# Battle Obstacle Format
## Configuration reference
```json
// List of terrains on which this obstacle can be used
"allowedTerrains" : []
// List of special battlefields on which this obstacle can be used
"specialBattlefields" : []
// If set to true, this obstacle will use absolute coordinates. Only one such obstacle can appear on the battlefield
"absolute" : false
// Width of an obstacle, in hexes
"width" : 1
// Height of an obstacle, in hexes
"height" : 1
// List of tiles blocked by an obstacles. See below for description
"blockedTiles" : [ 0, 20, 50 ]
// For absolute obstacle - image with static obstacle. For non-absolute - animation with an obstacle
"animation" : "",
// If set to true, obstacle will appear in front of units or other battlefield objects
"foreground" : false
```
## Blocked tiles definition
How blocked tiles are defined depends on whether obstacle is `absolute` or not:
### Non-absolute obstacles
Non-absolute obstacles specify their coordinates relative to bottom-left corner of obstacle. If you wish to have obstacle that takes multiple rows, substracting 17 from hex number would block tile directly above bottom-left corner of your obstacle.
For example, obstacle that blocks tiles `[1, 2, 3, -15, -16, -31]` would result in following layout on the battlefield:
![Battlefield Relative Obstacle Example](../../images/Battle_Field_Relative_Obstacle.svg)
### Absolute obstacles
Absolute obstacles operate in absolute coordinates. Because of that, blocked tiles contains list of indexes of blocked tiles. For reference on tiles indexes see image below:
![Battlefield Hexes Layout](../../images/Battle_Field_Hexes.svg)