Difference between revisions of "XML/Unit"
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− | + | this page does not help worth a damn | |
− | + | <?xml version="1.0" standalone="no" ?> | |
− | + | ||
− | + | <unit> | |
− | + | <parameters> | |
− | + | <size value="#" /> <font color="green"><!-- How many units per side a building uses --></font> | |
− | + | <height value="#" /> <font color="green"><!-- The height of a unit --></font> | |
− | + | <max-hp value="#" regeneration="#"/> <font color="green"><!-- Maximum hit points and rate of regeneration --></font> | |
− | + | <max-ep value="#" regeneration="#"/> <font color="green"><!-- Maximum energy points and rate of regeneration --></font> | |
− | + | <armor value="#" /> <font color="green"><!-- Armor value of unit --></font> | |
− | + | <armor-type value="wood"/> <font color="green"><!-- Type of armor - some weapons are more effective against some | |
− | + | armor types; Editable in the [[Tech XML]] file --></font> | |
− | + | <sight value="#" /> <font color="green"><!-- Range of sight to react to other units --></font> | |
− | + | <time value="#" /> <font color="green"><!-- Time required to build unit. --></font> | |
− | + | <multi-selection value="false" /> <font color="green"><!-- Is double-click on unit multi-select other unit of same type --></font> | |
− | + | <cellmap value="true"> <font color="green"><!-- For Buildings, which Cells in a building a unit can pass through | |
− | + | (0 can pass, 1 cannot). The number of rows and the number of | |
− | + | digits in a line must match the size given above! --></font> | |
− | + | <row value="1011"/> | |
− | + | <row value="1011"/> | |
− | + | <row value="0000"/> | |
− | + | <row value="1011"/> | |
− | + | </cellmap> | |
− | + | <levels/> <font color="green"><!-- Levels automatically improve Hit points, Energy Points, and | |
− | + | Armor by 50%, as well as sight by 20%. --></font> | |
− | + | <level name="level_name" kills="#"/> <font color="green"><!-- level_name is the designation, kills denotes how many enemies | |
− | + | must be destroyed to achieve it --></font> | |
− | + | </levels> | |
− | + | <fields> <font color="green"><!-- Where is it considered to be for purposes of being attacked; | |
− | + | land weapons can attack land, etcetera --></font> | |
− | + | <field value="land" /> | |
− | + | <field value="air" /> | |
− | + | </fields> | |
− | + | <properties> <font color="green"><!-- Properties (like flags) that can be set for the unit --></font> | |
− | + | <property value="burnable"/> <font color="green"><!-- If set, unit will catch on fire (visually) when damage causes | |
− | + | it to go below 50% (i.e., wont catch on fire when it's below | |
− | + | 50% at the start of construction, for instance). --></font> | |
− | + | </properties> | |
− | + | <font color="green"><!-- If enabled, specifies light generated by unit (currently only | |
− | + | generates light at night). RGB values must be >= 0 and <= 1. --></font> | |
− | + | <light enabled="false" red="0.0" green="0.0" blue="0.0"/> | |
− | + | <unit-requirements> <font color="green"><!-- Units required to be in use before creating --></font> | |
− | + | <unit name="unit_name" /> | |
− | + | </unit-requirements> | |
− | + | <upgrade-requirements> <font color="green"><!-- Upgrades required to be in use before creating --></font> | |
− | + | <upgrade name="upgrade_name"/> | |
− | + | </upgrade-requirements> | |
− | + | <resource-requirements> <font color="green"><!-- Resources used for upgrade (if negative resources will be added | |
− | + | to player) --></font> | |
− | + | <resource name="resource_name" amount="#" /> | |
− | + | </resource-requirements> | |
− | + | <resources-stored> <font color="green"><!-- Resource that the unit can store for inventory purposes --></font> | |
− | + | <resource name="resource_name" amount="#" /> | |
− | + | </resources-stored> | |
− | + | <image path="images/aerodrome.bmp"/> <font color="green"><!-- Path to Image Icon --></font> | |
− | + | <image-cancel path="images/cancel.bmp"/> <font color="green"><!-- Path to cancellation icon --></font> | |
− | + | <font color="green"><!-- Can the unit be used as a meeting point for other units, and the | |
− | + | UI icon to be used to initiate. --></font> | |
− | + | <meeting-point value="true" image-path="../../../../common/tech_meeting_point.bmp"/> | |
− | + | <selection-sounds enabled="true"> <font color="green"><!-- Audio feedback to note unit selections --></font> | |
− | + | <sound path="../../../../common/tech_click.wav" /> | |
− | + | </selection-sounds> | |
− | + | <command-sounds enabled="true"> <font color="green"><!-- Audio feedback to note unit UI selections --></font> | |
− | + | <sound path="../../../../common/tech_click.wav" /> | |
− | + | </command-sounds> | |
− | + | </parameters> | |
− | + | <skills> <font color="green"><!-- Skills are what a unit can do. --></font> | |
− | + | <skill> | |
− | + | <type value="attack"/> <font color="green"><!-- Type of skill --></font> | |
− | + | <name value="attack_skill"/> <font color="green"><!-- name of this skill (refer to it) --></font> | |
− | + | <ep-cost value="40"/> <font color="green"><!-- How many energy points used for each use of skill --></font> | |
− | + | <speed value="60"/> <font color="green"><!-- The speed of skill (more=faster) --></font> | |
− | + | <anim-speed value="60"/> <font color="green"><!-- Animation speed --></font> | |
− | + | <animation path="models/battlemage_attacking.g3d"/> <font color="green"><!-- Animation path --></font> | |
− | + | <sound enabled="true" start-time="0.3"> <font color="green"><!-- Is sound enabled. Sound start delayed by this | |
− | + | time. --></font> | |
− | + | <sound-file path="sounds/battlemage_attack1.wav"/> <font color="green"><!-- path to sound --></font> | |
− | + | </sound> | |
− | + | <attack-strenght value="140"/> <font color="green"><!-- attack strength Note Spelling; Minor bug, not corrected as of | |
− | + | Glest 3.1.2 nor GAE 0.2.8a --></font> | |
− | + | <attack-var value="40"/> <font color="green"><!-- attack of unit = attack-strenght +- attack-var --></font> | |
− | + | <attack-range value="7"/> <font color="green"><!-- attack range --></font> | |
− | + | <attack-type value="magic"/> <font color="green"><!-- Type of weapon - some weapons are more effective against some | |
− | + | armor types; Editable in the [[Tech XML]] file --></font> | |
− | + | <attack-fields> <font color="green"><!-- Whom can attack; land weapons can attack land, air - air. --></font> | |
− | + | <field value="land"/> | |
− | + | </attack-fields> | |
− | + | <attack-start-time value="0.6"/> <font color="green"><!-- When the actual attack starts relative to when the unit started | |
− | + | executing the attack skill --></font> | |
− | + | <projectile value="true"> <font color="green"><!-- Use projectile (true for shooting,false for melee) --></font> | |
− | + | <particle value="true" path="particle_proj.xml"/> <font color="green"><!-- Path to projectile fail --></font> | |
− | + | <sound enabled="true"> <font color="green"><!-- path to sound file --></font> | |
− | + | <sound-file path="sounds/battlemage_hit1.wav"/> | |
− | + | </sound> | |
− | + | </projectile> | |
− | + | <splash value="true"> <font color="green"><!-- Will projectile explode --></font> | |
− | + | <radius value="0"/> <font color="green"><!-- radius of explosion --></font> | |
− | + | <damage-all value="true"/> <font color="green"><!-- Will it damage all units (enemy & ally) (maybe be broken in both | |
+ | Glest & GAE) --></font> | ||
+ | <particle value="true" path="particle_splash.xml"/> <font color="green"><!-- Path to explosion file --></font> | ||
+ | </splash> | ||
+ | </skill> | ||
+ | ... | ||
+ | </skills> | ||
+ | <commands> <font color="green"><!-- Commands create the specific UI for accessing skills --></font> | ||
+ | <command> | ||
+ | <type value="morph"/> <font color="green"><!-- Type of command --></font> | ||
+ | <name value="promote_to_archmage"/> <font color="green"><!-- In game description --></font> | ||
+ | <image path="../archmage/images/archmage.bmp"/> <font color="green"><!-- Path to icon image --></font> | ||
+ | <unit-requirements/> <font color="green"><!-- See above --></font> | ||
+ | <upgrade-requirements/> <font color="green"><!-- See above --></font> | ||
+ | <morph-skill value="morph_skill"/> <font color="green"><!-- reference to which skill to use --></font> | ||
+ | <morph-unit name= "archmage"/> <font color="green"><!-- Morphing to unit --></font> | ||
+ | <discount value="0"/> <font color="green"><!-- discount to morph (100=free morphing, 0=full unit cost) NOTE: you | ||
+ | still need to spend full cost at the start,but at the end of | ||
+ | morphing you get resources back. --></font> | ||
+ | </command> | ||
+ | ... | ||
+ | </commands> | ||
+ | </unit> | ||
+ | |||
+ | |||
+ | If anyone needs a downloadable version of a rtf format outline, check out mine: http://www.mediafire.com/?ydypxxsyx3x | ||
+ | |||
+ | Back to [[XML_Definitions]] |
Revision as of 02:58, 25 October 2009
this page does not help worth a damn <?xml version="1.0" standalone="no" ?> <unit> <parameters> <size value="#" /> <!-- How many units per side a building uses --> <height value="#" /> <!-- The height of a unit --> <max-hp value="#" regeneration="#"/> <!-- Maximum hit points and rate of regeneration --> <max-ep value="#" regeneration="#"/> <!-- Maximum energy points and rate of regeneration --> <armor value="#" /> <!-- Armor value of unit --> <armor-type value="wood"/> <!-- Type of armor - some weapons are more effective against some armor types; Editable in the Tech XML file --> <sight value="#" /> <!-- Range of sight to react to other units --> <time value="#" /> <!-- Time required to build unit. --> <multi-selection value="false" /> <!-- Is double-click on unit multi-select other unit of same type --> <cellmap value="true"> <!-- For Buildings, which Cells in a building a unit can pass through (0 can pass, 1 cannot). The number of rows and the number of digits in a line must match the size given above! --> <row value="1011"/> <row value="1011"/> <row value="0000"/> <row value="1011"/> </cellmap> <levels/> <!-- Levels automatically improve Hit points, Energy Points, and Armor by 50%, as well as sight by 20%. --> <level name="level_name" kills="#"/> <!-- level_name is the designation, kills denotes how many enemies must be destroyed to achieve it --> </levels> <fields> <!-- Where is it considered to be for purposes of being attacked; land weapons can attack land, etcetera --> <field value="land" /> <field value="air" /> </fields> <properties> <!-- Properties (like flags) that can be set for the unit --> <property value="burnable"/> <!-- If set, unit will catch on fire (visually) when damage causes it to go below 50% (i.e., wont catch on fire when it's below 50% at the start of construction, for instance). --> </properties> <!-- If enabled, specifies light generated by unit (currently only generates light at night). RGB values must be >= 0 and <= 1. --> <light enabled="false" red="0.0" green="0.0" blue="0.0"/> <unit-requirements> <!-- Units required to be in use before creating --> <unit name="unit_name" /> </unit-requirements> <upgrade-requirements> <!-- Upgrades required to be in use before creating --> <upgrade name="upgrade_name"/> </upgrade-requirements> <resource-requirements> <!-- Resources used for upgrade (if negative resources will be added to player) --> <resource name="resource_name" amount="#" /> </resource-requirements> <resources-stored> <!-- Resource that the unit can store for inventory purposes --> <resource name="resource_name" amount="#" /> </resources-stored> <image path="images/aerodrome.bmp"/> <!-- Path to Image Icon --> <image-cancel path="images/cancel.bmp"/> <!-- Path to cancellation icon --> <!-- Can the unit be used as a meeting point for other units, and the UI icon to be used to initiate. --> <meeting-point value="true" image-path="../../../../common/tech_meeting_point.bmp"/> <selection-sounds enabled="true"> <!-- Audio feedback to note unit selections --> <sound path="../../../../common/tech_click.wav" /> </selection-sounds> <command-sounds enabled="true"> <!-- Audio feedback to note unit UI selections --> <sound path="../../../../common/tech_click.wav" /> </command-sounds> </parameters> <skills> <!-- Skills are what a unit can do. --> <skill> <type value="attack"/> <!-- Type of skill --> <name value="attack_skill"/> <!-- name of this skill (refer to it) --> <ep-cost value="40"/> <!-- How many energy points used for each use of skill --> <speed value="60"/> <!-- The speed of skill (more=faster) --> <anim-speed value="60"/> <!-- Animation speed --> <animation path="models/battlemage_attacking.g3d"/> <!-- Animation path --> <sound enabled="true" start-time="0.3"> <!-- Is sound enabled. Sound start delayed by this time. --> <sound-file path="sounds/battlemage_attack1.wav"/> <!-- path to sound --> </sound> <attack-strenght value="140"/> <!-- attack strength Note Spelling; Minor bug, not corrected as of Glest 3.1.2 nor GAE 0.2.8a --> <attack-var value="40"/> <!-- attack of unit = attack-strenght +- attack-var --> <attack-range value="7"/> <!-- attack range --> <attack-type value="magic"/> <!-- Type of weapon - some weapons are more effective against some armor types; Editable in the Tech XML file --> <attack-fields> <!-- Whom can attack; land weapons can attack land, air - air. --> <field value="land"/> </attack-fields> <attack-start-time value="0.6"/> <!-- When the actual attack starts relative to when the unit started executing the attack skill --> <projectile value="true"> <!-- Use projectile (true for shooting,false for melee) --> <particle value="true" path="particle_proj.xml"/> <!-- Path to projectile fail --> <sound enabled="true"> <!-- path to sound file --> <sound-file path="sounds/battlemage_hit1.wav"/> </sound> </projectile> <splash value="true"> <!-- Will projectile explode --> <radius value="0"/> <!-- radius of explosion --> <damage-all value="true"/> <!-- Will it damage all units (enemy & ally) (maybe be broken in both Glest & GAE) --> <particle value="true" path="particle_splash.xml"/> <!-- Path to explosion file --> </splash> </skill> ... </skills> <commands> <!-- Commands create the specific UI for accessing skills --> <command> <type value="morph"/> <!-- Type of command --> <name value="promote_to_archmage"/> <!-- In game description --> <image path="../archmage/images/archmage.bmp"/> <!-- Path to icon image --> <unit-requirements/> <!-- See above --> <upgrade-requirements/> <!-- See above --> <morph-skill value="morph_skill"/> <!-- reference to which skill to use --> <morph-unit name= "archmage"/> <!-- Morphing to unit --> <discount value="0"/> <!-- discount to morph (100=free morphing, 0=full unit cost) NOTE: you still need to spend full cost at the start,but at the end of morphing you get resources back. --> </command> ... </commands> </unit>
If anyone needs a downloadable version of a rtf format outline, check out mine: http://www.mediafire.com/?ydypxxsyx3x
Back to XML_Definitions