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vcmi/docs/modders/Campaign_Format.md

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# Campaign Format
## Introduction
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Starting from version 1.3, VCMI supports its own campaign format.
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 `header.json`. See also [Packing campaign](#packing-campaign)
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Basic structure of this file is here, each section is described in details below
```js
{
"version" : 1,
<header properties>
"scenarios" : [
{
//scenario 1
<scenario properties>
},
{
//scenario 2
<scenario properties>
}
]
}
```
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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](#compatibility-table)
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## Header properties
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In header are parameters describing campaign properties
```js
...
"regions": {...},
"name": "Campaign name",
"description": "Campaign description",
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"author": "Author",
"authorContact": "Author contact",
"campaignVersion": "Campaign version",
"creationDateTime": "Creation date and time",
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"allowDifficultySelection": true,
```
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- `"regions"` contains information about background and regions. See section [campaign regions](#regions-description) for more information
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- `"name"` is a human readable title of campaign
- `"description"` is a human readable description of campaign
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- `"author"` is the author of the campaign
- `"authorContact"` is a contact address for the author (e.g. email)
- `"campaignVersion"` is creator defined version
- `"creationDateTime"` unix time of campaign creation
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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:
```js
{
"map": "maps/SomeMap",
"preconditions": [],
"color": 0,
"difficulty": 2,
"regionText": "",
"prolog": {},
"epilog": {},
"heroKeeps": [],
"keepCreatures": [],
"startOptions": "none",
"playerColor": 0,
"bonuses": [ <see bonus description> ]
}
```
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- `"map"` map name without extension but with relative path. Both *.h3m and *.vmap maps are supported. If you will pack scenarios inside campaign, numerical map name should be used, see details in [packing campaign](#packing-campaign)
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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
- `"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`
- `"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`
- `"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](#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"`
- `"keepCreatures"` array of creature types which hero will carry to the next scenario. Game identifiers are used to specify creature type.
- `"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](#none-start-option)
- `bonus`: player chooses one of the predefined bonuses. [Description](#bonus-start-option)
- `crossover`: player will start with hero from previous scenario. [Description](#crossover-start-option)
- `hero` : player will start scenario with specified hero. [Description](#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`
- "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
```js
{
"video": "NEUTRALA.smk", //video to show
"music": "musicFile.ogg", //music to play, should be located in music directory
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"voice": "musicFile.wav", //voice to play, should be located in sounds directory
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"text": "some long text" //text to be shown
}
```
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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.
```js
{
"what": "",
<attributes>
},
```
- `"what"` field defines bonus type. Possible values are: `spell, creature, building, artifact, scroll, primarySkill, secondarySkill, resource`
- `"spell"` has following attributes (fields):
- `"hero"`: hero who will get spell (see below)
- `"type"`: spell type, string, e.g. "firewall"
- `"creature"` has following attributes (fields):
- `"hero"`: hero who will get spell (see below)
- `"type"`: creature type, string, e.g. "pikeman"
- `"amount"`: amount of creatures
- `"building"` has following attributes (fields):
- `"type"`: building type (string), e.g. "citadel" or "dwellingLvl1"
- `"artifact"` has following attributes (fields):
- `"hero"`: hero who will get spell (see below)
- `"type"`: artifact type, string, e.g. "spellBook"
- `"scroll"` has following attributes (fields):
- `"hero"`: hero who will get spell (see below)
- `"type"`: spell type in the scroll, string, e.g. "firewall"
- `"primarySkill"` has following attributes (fields):
- `"hero"`: hero who will get spell (see below)
- `"attack"`: amount of attack gained
- `"defence"`: amount of defence gained
- `"spellpower"`: amount of spellpower gained
- `"knowledge"`: amount of knowledge gained
- `"secondarySkill"` has following attributes (fields):
- `"hero"`: hero who will get spell (see below)
- `"type"`: skill type, string, e.g. "logistics"
- `"amount"`: skill level, `1: beginner, 2: advanced, 3: expert`
- `"resource"` has following attributes (fields):
- `"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
- `"amount"`: amount of resources
- `"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
```js
{
"playerColor": 0,
"scenario": 0
},
```
- `"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`
- `"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
```js
{
"playerColor": 0,
"hero": "random"
}
```
- `"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`
- `"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`
```js
{
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"background": "ownRegionBackground.png",
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"suffix": ["Enabled", "Selected", "Conquered"],
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"prefix": "G3",
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"colorSuffixLength": 1,
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"desc": [
{ "infix": "A", "x": 289, "y": 376 },
{ "infix": "B", "x": 60, "y": 147 },
{ "infix": "C", "x": 131, "y": 202 }
]
},
```
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- `"background"` optional - use own image name for background instead of adding "_BG" to the prefix as name
- `"prefix"` used to identify all images related to campaign. In this example (if background parameter wouldn't exists), background picture will be `G3_BG`
- `"suffix"` optional - use other suffixes than the default `En`, `Se` and `Co` for the three different images
- `"infix"` used to identify all images related to region. In this example, it will be pictures whose files names begin with `G3A_..., G3B_..., G3C_..."`
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- `"colorSuffixLength"` identifies suffix length for region colourful frames. 0 is no color suffix (no colorisation), 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 a zip archive.
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The scenarios should be named as in `"map"` field from header. Subfolders are allowed.
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## Compatibility table
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| Version | Min VCMI | Max VCMI | Description |
|---------|----------|----------|-------------|
| 1 | 1.3 | | Initial release |