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vcmi/config/schemas/spell.json

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{
"type":"object",
"$schema": "http://json-schema.org/draft-04/schema",
"title" : "VCMI spell format",
"description" : "Format used to define new spells in VCMI",
"definitions" : {
"animationQueue":{
"type": "array",
"items":{
"anyOf":[
{
//dummy animation, pause, Value - frame count
"type": "number"
},
{
//assumed verticalPosition: top
"type": "string",
"format": "defFile"
},
{
"type": "object",
"properties":{
"verticalPosition": {"type":"string", "enum":["top","bottom"]},
"defName": {"type":"string", "format": "defFile"}
},
"additionalProperties" : false
}
]
}
},
"animation":{
"type": "object",
"additionalProperties" : false,
"properties":{
"affect":{"$ref" : "#/definitions/animationQueue"},
"hit":{"$ref" : "#/definitions/animationQueue"},
"cast":{"$ref" : "#/definitions/animationQueue"},
"projectile":{
"type":"array",
"items":{
"type": "object",
"properties":{
"minimumAngle": {"type":"number", "minimum" : 0},
"defName": {"type":"string", "format": "defFile"}
},
"additionalProperties" : false
}
}
}
},
"flags" :{
"type" : "object",
"additionalProperties" : {
"type":"boolean"
}
},
"levelInfo":{
"type": "object",
"required":["range","description","cost","power","aiValue","range"],
"additionalProperties" : false,
"properties":{
"description":{
"type": "string",
"description": "Localizable description. Use {xxx} for formatting"
},
"cost":{
"type": "number",
"description":"Cost in mana points"
},
"power":{
"type": "number"
},
"aiValue":{
"type": "number"
},
"range":{
"type": "string",
"description": "spell range description in SRSL"
},
"effects":{
"type": "object",
"description": "Timed effects (updated by prolongation)",
"additionalProperties" : {
"$ref" : "bonus.json"
}
},
"cumulativeEffects":{
"type": "object",
"description": "Timed effects (updated by unique bonus)",
"additionalProperties" : {
"$ref" : "bonus.json"
}
},
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
"battleEffects":{
"type": "object",
"additionalProperties" : {
"type": "object"
}
},
"targetModifier":{
"type": "object",
"additionalProperties": false,
"properties":{
"smart":{
"type": "boolean",
"description": "true: friendly/hostile based on positiveness; false: all targets"
},
"clearTarget":
{
"type": "boolean",
"description": "LOCATION target only. Target hex/tile must be clear"
},
"clearAffected":
{
"type": "boolean",
"description": "LOCATION target only. All affected hexes/tile must be clear"
}
}
}
}
},
"texts":{
"type": "object",
"additionalProperties" : false
}
},
"required" : ["type", "name", "school", "level", "power","gainChance","flags","levels"],
"additionalProperties" : false,
"properties": {
"index":{
"type": "number",
"description": "numeric id of spell required only for original spells, prohibited for new spells"
},
"type":{
"type": "string",
"enum": ["adventure", "combat", "ability"],
"description":"Spell type"
},
"name":{
"type": "string",
"description": "Localizable name"
},
"school":{
"type": "object",
"description": "Spell schools",
"additionalProperties": false,
"properties":{
"air":{"type": "boolean"},
"fire":{"type": "boolean"},
"earth":{"type": "boolean"},
"water":{"type": "boolean"}
}
},
"level":{
"type": "number",
"description": "Spell level",
"minimum" : 0,
"maximum" : 5
},
"power":{
"type": "number",
"description": "Base power"
},
"defaultGainChance":{
"type": "number",
"description": "Gain chance by default for all factions"
},
"gainChance":{
"type": "object",
"description": "Chance in % to gain for faction. NOTE: this field is merged with faction config",
"additionalProperties" : {
"type": "number",
"minimum" : 0
}
},
"targetType":{
"type": "string",
"description": "NO_TARGET - instant cast no aiming, default; CREATURE - target is unit; OBSTACLE - target is OBSTACLE; LOCATION - target is location",
"enum": ["NO_TARGET","CREATURE","OBSTACLE","LOCATION"]
},
"counters":{
"$ref" : "#/definitions/flags",
"description": "Flags structure ids of countering spells"
},
"flags":{
"type": "object",
"description": "Various flags",
"additionalProperties" : false,
"properties":{
"indifferent": {
"type":"boolean",
"description": "Spell is indifferent for target"
},
"negative": {
"type":"boolean",
"description": "Spell is negative for target"
},
"positive": {
"type":"boolean",
"description": "Spell is positive for target"
},
"damage": {
"type":"boolean",
"description": "Spell does damage (direct or indirect)"
},
"offensive": {
"type":"boolean",
"description": "Spell does direct damage (implicitly sets damage and negative)"
},
"rising":{
"type":"boolean",
"description": "Rising spell (implicitly sets positive)"
},
"special":{
"type": "boolean",
"description": "Special spell. Can be given only by Bonus::SPELL"
}
}
},
"immunity":{
"$ref" : "#/definitions/flags",
"description": "flags structure of bonus names, any one of these bonus grants immunity"
},
"absoluteImmunity":{
"$ref" : "#/definitions/flags",
"description": "flags structure of bonus names. Any one of these bonus grants immunity, can't be negated"
},
"limit":{
"$ref" : "#/definitions/flags",
"description": "flags structure of bonus names, presence of all bonuses required to be affected by."
},
"absoluteLimit":{
"$ref" : "#/definitions/flags",
"description": "flags structure of bonus names, presence of all bonuses required to be affected by, can't be negated."
},
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
"targetCondition":{
"type": "object",
"additionalProperties" : true
},
"animation":{"$ref": "#/definitions/animation"},
"graphics":{
"type": "object",
"additionalProperties" : false,
"properties":{
"iconImmune":{
"type": "string",
"description": "Resourse path of icon for SPELL_IMMUNITY bonus (relative to DATA or SPRITES)",
"format" : "imageFile"
},
"iconScenarioBonus":{
"type": "string",
"description": "Resourse path of icon for scenario bonus" ,
"format" : "imageFile"
},
"iconEffect":{
"type": "string",
"description": "Resourse path of icon for spell effects during battle" ,
"format" : "imageFile"
},
"iconBook":{
"type": "string",
"description":"Resourse path of icon for spellbook" ,
"format" : "imageFile"
},
"iconScroll":{
"type": "string",
"description": "Resourse path of icon for spell scrolls",
"format": "imageFile"
}
}
},
"sounds":{
"type": "object",
"additionalProperties" : false,
"properties":{
"cast":{
"type": "string",
"description": "Resourse path of cast sound"
}
}
},
"levels":{
"type": "object",
"additionalProperties" : false,
"required" : ["none", "basic", "advanced", "expert"],
"properties":{
"base":{
"type": "object",
"description": "will be merged with all levels",
"additionalProperties": true
},
"none":{
"$ref" : "#/definitions/levelInfo"
},
"basic":{
"$ref" : "#/definitions/levelInfo"
},
"advanced":{
"$ref" : "#/definitions/levelInfo"
},
"expert":{
"$ref" : "#/definitions/levelInfo"
}
}
}
}
}