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72 lines
2.4 KiB
Markdown
72 lines
2.4 KiB
Markdown
# Dwelling
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```json
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{
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/// List of creatures in this bank. Each list represents one "level" of bank
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/// Creatures on the same level will have shared growth and available number (similar to towns)
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/// Note that due to GUI limitation it is not recommended to have more than 4 creatures at once
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"creatures" : [
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[ "airElemental", "stormElemental" ],
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[ "waterElemental" ]
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],
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/// If set to true, this dwelling will not be selected as a replacement for random dwelling on map
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/// Such dwellings have no restrictions on which tiles are visitable or blocked
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/// For dwelling to be usable as a replacement, it must follow some additional restrictions (see below)
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"bannedForRandomDwelling" : true,
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/// List of guards for this dwelling. Can have two possible values:
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/// Boolean true/false - If set to "true", guards will be generated using H3 formula:
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/// 3 week growth of first available creatures
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/// List of objects - custom guards, each entry represent one stack in defender army
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"guards" : true,
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"guards" : [
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{ "amount" : 12, "type" : "earthElemental" }
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],
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/// Image showed on kingdom overview (animation; only frame 0 displayed)
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"kingdomOverviewImage" : "image.def"
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}
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```
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## Replacement of random dwellings
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Existing maps may contain random dwellings that will be replaced with concrete dwellings on map loading.
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For dwelling to be a valid replacement for such random dwelling it must be:
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- block at most 2x2 tile square
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- one tile in bottom row must be visitable, and another - blocked
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Visible tiles (`V` in map object template mask) don't have any restrictions and can have any layout
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It is possible to make dwellings that don't fulfill this requirements, however such dwellings should only be used for custom maps or random maps. Mod that adds a new faction need to also provide a set of valid dwellings that can be used for replacement of random dwellings.
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Examples of valid dwellings:
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- minimal - bottom row contains one blocked and one visitable tile, second row fully passable
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```json
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"mask":[
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"AB"
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],
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```
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- maximal - bottom row contains one blocked and one visitable tile, both tiles on second row are blocked
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```json
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"mask":[
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"BB"
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"BA"
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],
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```
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- extended visual - similar to maximal, but right-most column is fully passable. Note that blocked tiles still fit into 2x2 square
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```json
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"mask":[
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"BBV"
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"BAV"
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],
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```
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