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2.6 KiB
2.6 KiB
Required data
In order to make functional hero class you also need:
- Adventure animation (1 def file)
- Battle animation, male and female version (2 def files)
Format
// Unique identifier of hero class, camelCase
"myClassName" :
{
// Various hero animations
"animation"
{
"battle" :
{
// Battle animation for female heroes
"female" : "myMod/battle/heroFemale",
// Battle animation for male heroes, can be same as female
"male" : "myMod/battle/heroMale"
}
},
// Description of map object representing this hero class.
"mapObject" : {
// Optional, hero ID-base filter, using same rules as building requirements
"filters" : {
"mutare" : [ "anyOf", [ "mutare" ], [ "mutareDrake" ]]
},
// List of templates used for this object, normally - only one is needed. See map template format for details
"templates" : {
"normal" : { "animation" : "AH00_.def" }
}
},
// Translatable name of hero class
"name" : "My hero class",
// Identifier of faction this class belongs to
"faction" : "myFaction",
// Identifier of creature that should be used as commander for this hero class
// Can be a regular creature that has shooting animation
"commander" : "mage",
// Affinity of this class, might or magic
"affinity" : "might",
// Initial primary skills of heroes
"primarySkills" :
{
"attack" : 2,
"defence" : 0,
"spellpower" : 1,
"knowledge" : 2
},
// Chance to get specific primary skill on level-up, applicable for levels less than 10
"lowLevelChance" :
{
"attack" : 15,
"defence" : 10,
"spellpower" : 50,
"knowledge" : 25
},
// Chance to get specific primary skill on level-up, applicable for levels starting from 10
"highLevelChance" :
{
"attack" : 25,
"defence" : 5,
"spellpower" : 45,
"knowledge" : 25
},
// Chance to get specific secondary skill on level-up
// All missing skills are considered to be banned, including universities
"secondarySkills" :
{
"pathfinding" : 3.
"archery" : 6.
...
"resistance" : 5,
"firstAid" : 4
},
// Chance for a this hero class to appear in a town, creates pair with same field in town format
// Used for situations where chance was not set in "tavern" field, chance will be determined as:
// square root( town tavern chance * hero class tavern chance )
"defaultTavern" : 5,
// Chance for this hero to appear in tavern of this factions.
// Reversed version of field "tavern" from town format
// If faction-class pair is not listed in any of them
// chance set to 0 and the class won't appear in tavern of this town
"tavern" :
{
"castle" : 4,
...
"conflux" : 6
}
}