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Update documentation, add examples
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# Town Building Format
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# Required data
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## Required data
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Each building requires following assets:
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@ -9,6 +9,76 @@ Each building requires following assets:
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- Selection area (1 image)
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- Town hall icon (1 image)
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## Examples
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These are just a couple of examples of what can be done in VCMI. See vcmi configuration files to check how buildings from Heroes III are implemented or other mods for more examples
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####
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##### Order of Fire from Inferno:
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```jsonc
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"special4": {
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"requires" : [ "mageGuild1" ],
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"name" : "Order of Fire",
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"description" : "Increases spellpower of visiting hero",
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"cost" : {
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"mercury" : 5,
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"gold" : 1000
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},
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"configuration" : {
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"visitMode" : "hero",
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"rewards" : [
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{
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// NOTE: this forces vcmi to load string from H3 text file. In order to define own string simply write your own message without '@' symbol
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"message" : "@core.genrltxt.582",
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"primary" : { "spellpower" : 1 }
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}
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]
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}
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}
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```
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##### Mana Vortex from Dungeon
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```jsonc
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"special2": {
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"requires" : [ "mageGuild1" ],
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"name" : "Mana Vortex",
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"description" : "Doubles mana points of the first visiting hero each week",
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"cost" : {
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"gold" : 5000
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},
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"configuration" : {
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"resetParameters" : {
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"period" : 7,
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"visitors" : true
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},
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"visitMode" : "once",
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"rewards" : [
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{
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"limiter" : {
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"noneOf" : [ { "manaPercentage" : 200 } ]
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},
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"message" : "As you near the mana vortex your body is filled with new energy. You have doubled your normal spell points.",
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"manaPercentage" : 200
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}
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]
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}
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}
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```
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#### Resource Silo with custom production
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```jsonc
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"resourceSilo": {
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"name" : "Wood Resource Silo",
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"description" : "Produces 2 wood every day",
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"cost" : {
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"wood" : 10,
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"gold" : 5000
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},
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"produce" : {
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"wood": 2
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}
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},
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```
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## Town Building node
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```jsonc
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@ -55,7 +125,7 @@ Each building requires following assets:
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"gold" : 2000
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},
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//determine how this building can be built. Possible values are:
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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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@ -65,11 +135,11 @@ Each building requires following assets:
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// Buildings which bonuses should be overridden with bonuses of the current building
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"overrides" : [ "anotherBuilding ]
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// Bonuses, provided by this special building on build using bonus system
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"bonuses" : BONUS_FORMAT
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// Bonuses provided by this special building if this building or any of its upgrades are constructed in town
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"bonuses" : [ BONUS_FORMAT ]
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// Bonuses, provided by this special building on hero visit and applied to the visiting hero
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"onVisitBonuses" : BONUS_FORMAT
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// If set to true, this building will replace all bonuses from base building, leaving only bonuses defined by this building"
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"upgradeReplacesBonuses" : false,
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}
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```
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@ -94,7 +164,8 @@ Building requirements can be described using logical expressions:
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```
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### List of unique town buildings
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Following Heroes III buildings can be used as unique buildings for a town. Their functionality should be identical to a corresponding H3 building:
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#### Buildings from Heroes III
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Following Heroes III buildings can be used as unique buildings for a town. Their functionality should be identical to a corresponding H3 building. H3 buildings that are not present in this list contain no hardcoded functionality. See vcmi json configuration to see how such buildings can be implemented in a mod.
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- `mysticPond`
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- `artifactMerchant`
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- `freelancersGuild`
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@ -103,64 +174,18 @@ Following Heroes III buildings can be used as unique buildings for a town. Their
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- `creatureTransformer`
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- `portalOfSummoning`
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- `ballistaYard`
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- `stables`
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- `manaVortex`
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- `lookoutTower`
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- `library`
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- `brotherhoodOfSword`
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- `fountainOfFortune`
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- `escapeTunnel`
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- `lighthouse`
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- `treasury`
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- `spellPowerGarrisonBonus`
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- `attackGarrisonBonus`
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- `defenseGarrisonBonus`
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#### Buildings from other Heroes III mods
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Following HotA buildings can be used as unique building for a town. Functionality should match corresponding HotA building:
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- `thievesGuild`
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- `bank`
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In addition to above, it is possible to use same format as [Rewardable](../Map_Objects/Rewardable.md) map objects for town buildings. In order to do that, town building type must be set to `configurable` and configuration of a rewardable object must be placed into `configuration` node
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#### Custom buildings
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In addition to above, it is possible to use same format as [Rewardable](../Map_Objects/Rewardable.md) map objects for town buildings. In order to do that, configuration of a rewardable object must be placed into `configuration` json node in building config.
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Example 1 - Order of Fire from Inferno:
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```jsonc
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"special4": { //
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"type" : "configurable",
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"requires" : [ "mageGuild1" ],
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"configuration" : {
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"visitMode" : "hero",
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"rewards" : [
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{
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"message" : "@core.genrltxt.582", // NOTE: this forces vcmi to load string from H3 text file. In order to define own string simply write your own message without '@' symbol
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"primary" : { "spellpower" : 1 }
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}
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]
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}
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}
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```
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Example 2 - Mana Vortex from Dungeon
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```jsonc
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"special2": {
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"type" : "configurable",
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"requires" : [ "mageGuild1" ],
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"configuration" : {
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"resetParameters" : {
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"period" : 7,
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"visitors" : true
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},
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"visitMode" : "once",
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"rewards" : [
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{
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"limiter" : {
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"noneOf" : [ { "manaPercentage" : 200 } ]
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},
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"message" : "@core.genrltxt.579",
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"manaPercentage" : 200
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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 Structure node
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@ -191,4 +216,4 @@ Example 2 - Mana Vortex from Dungeon
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// If upgrade, this building will replace parent animation but will not alter its behaviour
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"hidden" : false
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}
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```
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```
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