2024-07-16 20:29:20 +02:00
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# Creature Format
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2024-09-08 10:02:27 +02:00
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This page tells you what you need to do to make your creature work. For help, tips and advices, read the [creature help](Creature_Help.md).
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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 creature you also need:
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### Animation
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- Battle animation (1 def file)
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- Set of rendered projectiles (1 def files, shooters only)
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- Adventure map animation (1 def file)
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### Images
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- Small portrait for hero exchange window (1 image)
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- Large portrait for hero window (1 image)
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### Sounds
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- Set of sounds (up to 8 sounds)
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## Format
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``` javascript
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// camelCase unique creature identifier
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"creatureName" :
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{
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// Translatable names for this creature
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"name" :
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{
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"singular" : "Creature",
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"plural" : "Creatures"
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},
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2024-04-12 23:35:39 +02:00
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2024-04-27 18:41:21 +02:00
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// Description of creature
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"description" : "",
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"level" : 0,
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// Marks this object as special and not available by default
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"special" : true,
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2024-05-16 11:53:37 +02:00
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// If set, this creature will never be picked as random monster on premade maps and will not appear in Refugee Camp
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// Random map generator does not checks for this flag and can still pick this creature
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"excludeFromRandomization" : false,
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// Faction this creature belongs to. Examples: castle, rampart
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"faction" : "",
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// Cost to recruit this creature, zero values can be omitted.
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"cost" :
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{
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"wood" : 0,
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"mercury" : 0,
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"ore" : 0,
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"sulfur" : 0,
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"crystal" : 0,
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"gems" : 0,
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"gold" : 0
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},
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// "value" of creature, used to determine for example army strength
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"fightValue" : 0,
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// Describes how valuable this creature is to AI. Usually similar to fightValue
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"aiValue" : 0,
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// Basic growth of this creature in town or in external dwellings
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"growth" : 0,
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2024-01-13 19:38:01 +02:00
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// Bonus growth of this creature from built horde, if any
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"horde" : 0,
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// Creature stats in battle
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"attack" : 0,
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"defense" : 0,
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"hitPoints" : 0,
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"speed" : 0,
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"damage" :
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{
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"min" : 0,
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"max" : 0
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},
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// Number of shots this creature has, required only for ranged units
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"shots" : 0,
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// Spell points this creature has (usually equal to number of casts)
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"spellPoints" : 0,
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// Initial size of random stacks on adventure map
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"advMapAmount" :
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{
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"min" : 0,
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"max" : 0
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},
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// List of creatures to which this one can be upgraded
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"upgrades" :
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[
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"anotherCreature"
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],
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// If set, creature will be two tiles wide on battlefield
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"doubleWide" : false,
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// Creature abilities described using Bonus system
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"abilities" :
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[
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"someName1" : Bonus Format,
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"someName2" : Bonus Format
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],
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// creature may receive "week of" events
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"hasDoubleWeek": true,
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"graphics" :
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{
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// File with animation of this creature in battles
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"animation" : "",
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// File with animation of this creature on adventure map
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"map" : "",
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// Optional. Object mask that describes on which tiles object is visible/blocked/activatable
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"mapMask" : [ "VV", "VA" ],
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// Small icon for this creature, used for example in exchange screen
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"iconSmall" : "",
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// Large icon for this creature, used for example in town screen
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"iconLarge" : "",
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// animation parameters
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// how often creature should play idle animation
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"timeBetweenFidgets" : 1.00,
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"animationTime" :
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{
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// movement animation time factor
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"walk" : 1.00,
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// idle animation time. For H3 creatures this value is always 10
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"idle" : 10.00,
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// ranged attack animation time. Applicable to shooting and casting animation
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// NOTE: does NOT affects melee attacks
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// This is H3 behaviour, likely for proper synchronization of attack/defense animations
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"attack" : 1.00,
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},
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"missile" :
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{
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// name of file for missile
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"animation" : "",
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// indicates that creature uses ray animation for ranged attacks instead of missile image (e.g. Evil Eye)
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"ray" :
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[
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{ // definition of first (top-most) line in the ray
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"start" : [ 160, 192, 0, 255 ], // color (RGBA components) of ray at starting point
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"end" : [ 160, 192, 0, 64 ] // color (RGBA components) of ray at finishing point
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},
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{}, // definition of second from top line in the ray, identical format
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... // definitions of remaining lines, till desired width of the ray
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],
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// Frame at which shooter shoots his projectile (e.g. releases arrow)
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"attackClimaxFrame" : 0,
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// Position where projectile image appears during shooting in specific direction
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"offset" :
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{
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"upperX" : 0,
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"upperY" : 0,
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"middleX" : 0,
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"middleY" : 0,
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"lowerX" : 0,
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"lowerY" : 0
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},
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// angles from which frames in .def file were rendered, -90...90 range
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// Example below will work for file that contains following frames:
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// 1) facing top, 2) facing top-right, 3)facing right,
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// 4) facing bottom-right 5) facing bottom.
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"frameAngles" : [ -90, -45, 0, 45, 90]
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}
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},
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// names of sound files
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"sound" :
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{
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// Creature attack enemy in melee (counter-)attack
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"attack": "",
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// Creature in "defend mode" is attacked
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"defend": "",
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// Creature killed
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"killed": "",
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// Plays in loop during creature movement
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"move": "",
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// Shooters only, creature shoots
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"shoot" : "",
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// Creature not in "defend mode" is under attack
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"wince": "",
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// Creature start/end movement or teleports
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"startMoving" : "",
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"endMoving" : ""
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},
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// Stack experience, using bonus system
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"stackExperience" : [
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{
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// Bonus description
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"bonus" : { BONUS_FORMAT },
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// Per-level value of bonus. Must have 10 elements
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"values" : [
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0, 0, 1, 1, 2, 2, 3, 3, 4, 4
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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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