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Artifact Format

Artifact bonuses use Bonus Format

Required data

In order to make functional artifact you also need:

  • Icon for hero inventory (1 image)
  • Icon for popup windows (1 image, optional)
  • Animation for adventure map (1 animation)

Format

{
    // Type of this artifact - creature, hero or commander
    "type": ["HERO", "CREATURE", "COMMANDER"] 

    // TREASURE, MINOR, MAJOR, RELIC, SPECIAL
    "class": "TREASURE",

    // Slot(s) to which this artifact can be put, if applicable
    // SHOULDERS, NECK, RIGHT_HAND, LEFT_HAND, TORSO, RIGHT_RING, LEFT_RING, FEET, MISC1, MISC2, MISC3, MISC4,
    // MACH1, MACH2, MACH3, MACH4, SPELLBOOK, MISC5
    // MISC, RING 
    "slot": "HEAD", 
    "slot": [ "LEFT_HAND", "RIGHT_HAND ],

    // Cost of this artifact, in gold
    "value": 12000, 

    "text":
    {
        // Name of the artifact
        "name": "Big Sword",

        // Long description of this artifact
        "description": "Big sword gived +10 attack to hero",

        // Text that visible on picking this artifact on map
        "event": "On your travel, you stumble upon big sword. You dust it off and stick in your backpack"
    },
    "graphics":
    {
        // Base image for this artifact, used for example in hero screen
        "image": "BigSword.png",

        // Large image, used for drag-and-drop and popup messages
        "large": "BigSword_large.png",

        //def file for adventure map
        "map": "BigSword.def"
    },

    // Bonuses provided by this artifact using bonus system
    "bonuses":
    {
        Bonus_1,
        Bonus_2
    },

    // Optional, list of components for combinational artifacts
    "components": 
    [
        "artifact1",
        "artifact2",
        "artifact3"
    ],

    // Optional, by default is false. Set to true if components are supposed to be fused. 
    "fusedComponents" : true,

    // Creature id to use on battle field. If set, this artifact is war machine
    "warMachine" : "some.creature" 

    // If set to true, artifact won't spawn on a map without water
    "onlyOnWaterMap" : false,

    // TODO: document
    "growing" : {
        "bonusesPerLevel" : {},
        "thresholdBonuses" : {},
    }
}