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Update documentation
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@@ -14,14 +14,6 @@ Full object consists from 3 parts:
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generated by the game. When new object is created its starting
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appearance will be copied from template
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## Object types
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- [Rewardable](Map_Objects/Rewardable.md) - Visitable object which grants all kinds of rewards (gold, experience, Bonuses etc...)
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- [Creature Bank](Map_Objects/Creature_Bank.md) - Object that grants award on defeating guardians
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- [Dwelling](Map_Objects/Dwelling.md) - Object that allows recruitments of units outside of towns
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- [Market](Map_Objects/Market.md) - Trading resources, artifacts, creatures and such
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- [Boat](Map_Objects/Boat.md) - Object to move across different terrains, such as water
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## Object group format
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``` javascript
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@@ -33,7 +25,8 @@ Full object consists from 3 parts:
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// human readable name, localized
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"name": "My cool object",
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//defines C++/script class name that handles behavior of this object
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// defines C++ class name that handles behavior of this object
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// see Object Types section below for possible values
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"handler" : "mine",
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// default values, will be merged with each type during loading
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@@ -46,6 +39,61 @@ Full object consists from 3 parts:
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}
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```
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## Object types
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### Moddable types
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These are object types that are available for modding and have configurable properties
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- `configurable` - see [Rewardable](Map_Objects/Rewardable.md). Visitable object which grants all kinds of rewards (gold, experience, Bonuses etc...)
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- `bank` - see [Creature Bank](Map_Objects/Creature_Bank.md). Object that grants award on defeating guardians. Deprectated in favor of [Rewardable](Map_Objects/Rewardable.md)
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- `dwelling` - see [Dwelling](Map_Objects/Dwelling.md). Object that allows recruitments of units outside of towns
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- `market` - see [Market](Map_Objects/Market.md). Trading resources, artifacts, creatures and such
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- `boat` - see [Boat](Map_Objects/Boat.md). Object to move across different terrains, such as water
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- `hillFort` - TODO: documentation. See config files in vcmi installation for reference
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- `shipyard` - TODO: documentation. See config files in vcmi installation for reference
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- `terrain` - Defines terrain overlays such as magic grounds. TODO: documentation. See config files in vcmi installation for reference
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### Common types
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These are types that don't have configurable properties, however it is possible to add additional map templates for this objects, for use in editor or in random maps generator
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- `static` - Defines unpassable static map obstacles that can be used by RMG
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- `generic` - Defines empty object type that provides no functionality. Note that unlike `static`, objects of this type are never used by RMG
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- `borderGate`
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- `borderGuard`
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- `lighthouse`
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- `magi`
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- `mine`
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- `obelisk`
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- `subterraneanGate`
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- `whirlpool`
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- `resource`
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- `denOfThieves`
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- `garrison`
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- `keymaster`
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- `pandora`
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- `prison`
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- `questGuard`
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- `seerHut`
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- `sign`
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- `siren`
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- `monolith`
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### Internal types
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These are internal types that are generally not available for modding and are handled by vcmi internally.
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- `hero`
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- `town`
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- `monster`
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- `randomArtifact`
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- `randomHero`
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- `randomResource`
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- `randomTown`
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- `randomMonster`
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- `randomDwelling`
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- `artifact`
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- `event`
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- `heroPlaceholder`
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## Object type format
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``` javascript
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@@ -151,4 +199,4 @@ Full object consists from 3 parts:
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"zIndex": 0
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}
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}
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```
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```
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