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Battle Obstacle Format

Configuration reference

    // List of terrains on which this obstacle can be used
    "allowedTerrains" : []

    // List of special battlefields on which this obstacle can be used
    "specialBattlefields" : []

    // If set to true, this obstacle will use absolute coordinates. Only one such obstacle can appear on the battlefield
    "absolute" : false

    // Width of an obstacle, in hexes
    "width" : 1

    // Height of an obstacle, in hexes
    "height" : 1

    // List of tiles blocked by an obstacles. See below for description
    "blockedTiles" : [ 0, 20, 50 ]

    // For absolute obstacle - image with static obstacle. For non-absolute - animation with an obstacle
    "animation" : "",

    // If set to true, obstacle will appear in front of units or other battlefield objects
    "foreground" : false

Blocked tiles definition

How blocked tiles are defined depends on whether obstacle is absolute or not:

Non-absolute obstacles

Non-absolute obstacles specify their coordinates relative to bottom-left corner of obstacle. If you wish to have obstacle that takes multiple rows, substracting 17 from hex number would block tile directly above bottom-left corner of your obstacle.

For example, obstacle that blocks tiles [1, 2, 3, -15, -16, -31] would result in following layout on the battlefield:

Battlefield Relative Obstacle Example

Absolute obstacles

Absolute obstacles operate in absolute coordinates. Because of that, blocked tiles contains list of indexes of blocked tiles. For reference on tiles indexes see image below:

Battlefield Hexes Layout