# Creature Format 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). ## Required data In order to make functional creature you also need: ### Animation - Battle animation (1 def file) - Set of rendered projectiles (1 def files, shooters only) - Adventure map animation (1 def file) ### Images - Small portrait for hero exchange window (1 image) - Large portrait for hero window (1 image) ### Sounds - Set of sounds (up to 8 sounds) ## Format ```json5 // camelCase unique creature identifier "creatureName" : { // Translatable names for this creature "name" : { "singular" : "Creature", "plural" : "Creatures" }, // Description of creature "description" : "", "level" : 0, // Marks this object as special and not available by default "special" : true, // If set, this creature will never be picked as random monster on premade maps and will not appear in Refugee Camp // Random map generator does not checks for this flag and can still pick this creature "excludeFromRandomization" : false, // Faction this creature belongs to. Examples: castle, rampart "faction" : "", // Cost to recruit this creature, zero values can be omitted. "cost" : { "wood" : 0, "mercury" : 0, "ore" : 0, "sulfur" : 0, "crystal" : 0, "gems" : 0, "gold" : 0 }, // "value" of creature, used to determine for example army strength "fightValue" : 0, // Describes how valuable this creature is to AI. Usually similar to fightValue "aiValue" : 0, // Basic growth of this creature in town or in external dwellings "growth" : 0, // Bonus growth of this creature from built horde, if any "horde" : 0, // Creature stats in battle "attack" : 0, "defense" : 0, "hitPoints" : 0, "speed" : 0, "damage" : { "min" : 0, "max" : 0 }, // Number of shots this creature has, required only for ranged units "shots" : 0, // Spell points this creature has (usually equal to number of casts) "spellPoints" : 0, // Initial size of random stacks on adventure map "advMapAmount" : { "min" : 0, "max" : 0 }, // List of creatures to which this one can be upgraded "upgrades" : [ "anotherCreature" ], // If set, creature will be two tiles wide on battlefield "doubleWide" : false, // Creature abilities described using Bonus system "abilities" : [ "someName1" : Bonus Format, "someName2" : Bonus Format ], // creature may receive "week of" events "hasDoubleWeek": true, "graphics" : { // File with animation of this creature in battles "animation" : "", // File with animation of this creature on adventure map "map" : "", // Optional. Object mask that describes on which tiles object is visible/blocked/activatable "mapMask" : [ "VV", "VA" ], // Small icon for this creature, used for example in exchange screen "iconSmall" : "", // Large icon for this creature, used for example in town screen "iconLarge" : "", // animation parameters // how often creature should play idle animation "timeBetweenFidgets" : 1.00, "animationTime" : { // movement animation time factor "walk" : 1.00, // idle animation time. For H3 creatures this value is always 10 "idle" : 10.00, // ranged attack animation time. Applicable to shooting and casting animation // NOTE: does NOT affects melee attacks // This is H3 behaviour, likely for proper synchronization of attack/defense animations "attack" : 1.00, }, "missile" : { // name of file for missile "animation" : "", // indicates that creature uses ray animation for ranged attacks instead of missile image (e.g. Evil Eye) "ray" : [ { // definition of first (top-most) line in the ray "start" : [ 160, 192, 0, 255 ], // color (RGBA components) of ray at starting point "end" : [ 160, 192, 0, 64 ] // color (RGBA components) of ray at finishing point }, {}, // definition of second from top line in the ray, identical format ... // definitions of remaining lines, till desired width of the ray ], // Frame at which shooter shoots his projectile (e.g. releases arrow) "attackClimaxFrame" : 0, // Position where projectile image appears during shooting in specific direction "offset" : { "upperX" : 0, "upperY" : 0, "middleX" : 0, "middleY" : 0, "lowerX" : 0, "lowerY" : 0 }, // angles from which frames in .def file were rendered, -90...90 range // Example below will work for file that contains following frames: // 1) facing top, 2) facing top-right, 3)facing right, // 4) facing bottom-right 5) facing bottom. "frameAngles" : [ -90, -45, 0, 45, 90] } }, // names of sound files "sound" : { // Creature attack enemy in melee (counter-)attack "attack": "", // Creature in "defend mode" is attacked "defend": "", // Creature killed "killed": "", // Plays in loop during creature movement "move": "", // Shooters only, creature shoots "shoot" : "", // Creature not in "defend mode" is under attack "wince": "", // Creature start/end movement or teleports "startMoving" : "", "endMoving" : "" }, // Stack experience, using bonus system "stackExperience" : [ { // Bonus description "bonus" : { BONUS_FORMAT }, // Per-level value of bonus. Must have 10 elements "values" : [ 0, 0, 1, 1, 2, 2, 3, 3, 4, 4 ] }, ... ] } ```