Formations.reld

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A RELOAD format lump for storage of battle formation definitions.

This lump is still being planned, but later it should replace the FOR binary lump.

  • formations - this is the root node
    • formation int - one node for each formation. Value is the formation ID number
      • name string - Optional name of the formation (not use in game, would be handy for scripting constants)
      • hero_form int - ID number of the hero formation to use with this enemy formation
      • slots - node containing enemy slot positions (First implementation limited to 8 slots numbered 0-7, will raise that later)
        • slot int - one node for each enemy or explicitly empty slot. Value is slot id number
          • enemy_id int - Value is the ID number of the enemy who occupies this slot at the start of battle. This node is -1 for explicitly empty slots. If this node is missing, it should also be treated as an explicitly empty slot
          • x int - x coordinate
          • y int - y coordinate
          • anchorh - 0,1,2 for left, center, right
          • anchorv - 0,1,2 for top, center, bottom
      • background int - ID of the backdrop to use for the background
      • background_frames int - Background animation frames
      • background_ticks int - Background animation speed in ticks
      • music int - Battle music + 1, 0 if none, -1 for same as map
      • tags - parent node for tags
        • victory int - Tag to set if victorious
        • fled int - Tag to set if successfully ran away (not in first implementation)
        • death int - Tag to set if killed and gameplay continues (not in first implementation)
        • seen int - Tag to set at the beginning of battle if this formation is used (not in first implementation)
      • death - parent node for death options
        • continue bool - 0/1 if true, game continues without game over or game over script