# Battle Obstacle Format ## Configuration reference ```json // 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, -14, -15, -31]` would result in following layout on the battlefield: ![Battlefield Relative Obstacle Example](../../images/Battle_Field_Relative_Obstacle.svg) ### 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](../../images/Battle_Field_Hexes.svg)