Difference between revisions of "XML/Unit"

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<?xml version="1.0" standalone="no" ?>
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this page does not help worth a damn
*<unit>
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&lt;?xml version="1.0" standalone="no"&nbsp;?&gt;
** <parameters>
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*** <size value="#" /> How many units per side a building uses
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&lt;unit&gt;
*** <height value="#" /> The height of a unit
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    &lt;parameters&gt;
*** <max-hp value="###" regeneration="#"/> Maximum hit points and rate of regeneration
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        &lt;size value="#" /&gt;                      <font color="green">&lt;!-- How many units per side a building uses --&gt;</font>
*** <max-ep value="###" regeneration="#"/> Maximum energy points and rate of regeneration
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        &lt;height value="#" /&gt;                    <font color="green">&lt;!-- The height of a unit --&gt;</font>
*** <armor value="#" /> Armor value of unit
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        &lt;max-hp value="#" regeneration="#"/&gt;    <font color="green">&lt;!-- Maximum hit points and rate of regeneration --&gt;</font>
*** <armor-type value="wood"/> Type of armor - some weapons are more effective against some armor types; Editable in the [[tech_name.xml]] file
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        &lt;max-ep value="#" regeneration="#"/&gt;    <font color="green">&lt;!-- Maximum energy points and rate of regeneration --&gt;</font>
*** <sight value="#" /> Range of sight to react to other units
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        &lt;armor value="#" /&gt;                      <font color="green">&lt;!-- Armor value of unit --&gt;</font>
*** <time value="###" /> Time required to build unit.
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        &lt;armor-type value="wood"/&gt;              <font color="green">&lt;!-- Type of armor - some weapons are more effective against some
*** <multi-selection value="false" /> Is double-click on unit multi-select other unit of same type
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                                                        armor types; Editable in the [[Tech XML]] file --&gt;</font>
*** < 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!
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        &lt;sight value="#" /&gt;                      <font color="green">&lt;!-- Range of sight to react to other units --&gt;</font>
**** <row value="1011"/>
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        &lt;time value="#" /&gt;                      <font color="green">&lt;!-- Time required to build unit. --&gt;</font>
**** <row value="1011"/>
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        &lt;multi-selection value="false" /&gt;        <font color="green">&lt;!-- Is double-click on unit multi-select other unit of same type --&gt;</font>
**** <row value="0000"/>
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        &lt;cellmap value="true"&gt;                  <font color="green">&lt;!-- For Buildings, which Cells in a building a unit can pass through
**** <row value="1011"/>
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                                                        (0 can pass, 1 cannot). The number of rows and the number of
*** </cellmap>
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                                                        digits in a line must match the size given above! --&gt;</font>
*** <levels/> Levels automatically improve Hit points, Energy Points, and Armor by 50%, as well as sight by 20%.
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            &lt;row value="1011"/&gt;
**** <level name="level_name" kills="###"/> level_name is the designation, kills denotes how many enemies must be destroyed to achieve it
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            &lt;row value="1011"/&gt;
*** </levels>
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            &lt;row value="0000"/&gt;
*** <fields>Where is it considered to be for purposes of being attacked; land weapons can attack land, etcetera  
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            &lt;row value="1011"/&gt;
**** <field value="land" />
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        &lt;/cellmap&gt;
**** <field value="air" />
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        &lt;levels/&gt;                                <font color="green">&lt;!-- Levels automatically improve Hit points, Energy Points, and
*** </fields>
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                                                        Armor by 50%, as well as sight by 20%. --&gt;</font>
*** <properties>
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            &lt;level name="level_name" kills="#"/&gt; <font color="green">&lt;!-- level_name is the designation, kills denotes how many enemies
**** <property value="burnable"/> Can a building be burned down (?)
+
                                                        must be destroyed to achieve it --&gt;</font>
*** </properties>
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        &lt;/levels&gt;
*** <light enabled="false" />
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        &lt;fields&gt;                                <font color="green">&lt;!-- Where is it considered to be for purposes of being attacked;
*** <unit-requirements> Units required to be in use before creating
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                                                        land weapons can attack land, etcetera --&gt;</font>
**** <unit name="unit_name" />
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            &lt;field value="land" /&gt;
*** </unit-requirements>
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            &lt;field value="air" /&gt;
*** <upgrade-requirements> Upgrades required to be in use before creating
+
        &lt;/fields&gt;
**** <upgrade name="upgrade_name"/>
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        &lt;properties&gt;                            <font color="green">&lt;!-- Properties (like flags) that can be set for the unit  --&gt;</font>
*** </upgrade-requirements>
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            &lt;property value="burnable"/&gt;        <font color="green">&lt;!-- If set, unit will catch on fire (visually) when damage causes
*** <resource-requirements> Resources used for upgrade (if negative resources will be added to player)
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                                                        it to go below 50% (i.e., wont catch on fire when it's below
**** <resource name="resource_name" amount="###" />
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                                                        50% at the start of construction, for instance). --&gt;</font>
*** </resource-requirements>
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        &lt;/properties&gt;
*** <resources-stored> Resource that the unit can store for inventory purposes
+
                                                  <font color="green">&lt;!-- If enabled, specifies light generated by unit (currently only
**** <resource name="resource_name" amount="###" />
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                                                        generates light at night).  RGB values must be &gt;= 0 and &lt;= 1. --&gt;</font>
*** </resources-stored>
+
        &lt;light enabled="false" red="0.0" green="0.0" blue="0.0"/&gt;
*** <image path="images/aerodrome.bmp"/> Path to Image Icon
+
        &lt;unit-requirements&gt;                      <font color="green">&lt;!-- Units required to be in use before creating --&gt;</font>
*** <image-cancel path="../../../../common/tech_cancel.bmp"/> Path to cancellation icon
+
            &lt;unit name="unit_name" /&gt;
*** <meeting-point value="true" image-path="../../../../common/tech_meeting_point.bmp"/> Can the unit be used as a meeting point for other units, and the UI icon to be used to initiate.
+
        &lt;/unit-requirements&gt;
*** <selection-sounds enabled="true"> Audio feedback to note unit selections
+
        &lt;upgrade-requirements&gt;                  <font color="green">&lt;!-- Upgrades required to be in use before creating --&gt;</font>
**** <sound path="../../../../common/tech_click.wav" />
+
            &lt;upgrade name="upgrade_name"/&gt;
*** </selection-sounds>
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        &lt;/upgrade-requirements&gt;
*** <command-sounds enabled="true"> Audio feedback to note unit UI selections
+
        &lt;resource-requirements&gt;                  <font color="green">&lt;!-- Resources used for upgrade (if negative resources will be added
**** <sound path="../../../../common/tech_click.wav" />
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                                                        to player) --&gt;</font>
*** </command-sounds>
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            &lt;resource name="resource_name" amount="#" /&gt;
** </parameters>
+
        &lt;/resource-requirements&gt;
** <skills> Skills are what a unit can do.
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        &lt;resources-stored&gt;                      <font color="green">&lt;!-- Resource that the unit can store for inventory purposes --&gt;</font>
*** <skill>
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            &lt;resource name="resource_name" amount="#" /&gt;
**** <type value="attack"/>  Type of  skill
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        &lt;/resources-stored&gt;
**** <name value="attack_skill"/> name of this skill (refer to it)
+
        &lt;image path="images/aerodrome.bmp"/&gt;    <font color="green">&lt;!-- Path to Image Icon --&gt;</font>
**** <ep-cost value="40"/> How many energy points used for each use of skill
+
        &lt;image-cancel path="images/cancel.bmp"/&gt; <font color="green">&lt;!-- Path to cancellation icon --&gt;</font>
**** <speed value="60"/>  The speed of skill (more=faster)
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                                                  <font color="green">&lt;!-- Can the unit be used as a meeting point for other units, and the
**** <anim-speed value="60"/>  Animation speed
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                                                        UI icon to be used to initiate. --&gt;</font>
**** <animation path="models/battlemage_attacking.g3d"/>  Animation path
+
        &lt;meeting-point value="true" image-path="../../../../common/tech_meeting_point.bmp"/&gt;
**** <sound enabled="true" start-time="0.3">   Is sound enabled. Sound start delayed by this time.
+
        &lt;selection-sounds enabled="true"&gt;        <font color="green">&lt;!-- Audio feedback to note unit selections --&gt;</font>
***** <sound-file path="sounds/battlemage_attack1.wav"/>  path to sound
+
            &lt;sound path="../../../../common/tech_click.wav" /&gt;
**** </sound>
+
        &lt;/selection-sounds&gt;
**** <attack-strenght value="140"/> attack strength Note Spelling; Minor bug, not corrected as of 2.0
+
        &lt;command-sounds enabled="true"&gt;          <font color="green">&lt;!-- Audio feedback to note unit UI selections --&gt;</font>
**** <attack-var value="40"/> attack of unit = attack-strenght +- attack-var
+
            &lt;sound path="../../../../common/tech_click.wav" /&gt;
**** <attack-range value="7"/> attack range
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        &lt;/command-sounds&gt;
**** <attack-type value="magic"/> Type of weapon - some weapons are more effective against some armor types; Editable in the [[tech_name.xml]] file
+
    &lt;/parameters&gt;
**** <attack-fields> Whom can attack; land weapons can attack land, air - air.
+
    &lt;skills&gt;                                    <font color="green">&lt;!-- Skills are what a unit can do. --&gt;</font>
***** <field value="land"/>
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        &lt;skill&gt;
**** </attack-fields>
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            &lt;type value="attack"/&gt;              <font color="green">&lt;!-- Type of  skill --&gt;</font>
**** <attack-start-time value="0.6"/> (???)
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            &lt;name value="attack_skill"/&gt;        <font color="green">&lt;!-- name of this skill (refer to it) --&gt;</font>
**** <projectile value="true"> Use projectile  (true for shooting,false for melee)
+
            &lt;ep-cost value="40"/&gt;                <font color="green">&lt;!-- How many energy points used for each use of skill --&gt;</font>
***** <particle value="true" path="particle_proj.xml"/> Path to projectile fail
+
            &lt;speed value="60"/&gt;                  <font color="green">&lt;!-- The speed of skill (more=faster) --&gt;</font>
***** <sound enabled="true">   path to sound file
+
            &lt;anim-speed value="60"/&gt;            <font color="green">&lt;!-- Animation speed --&gt;</font>
****** <sound-file path="sounds/battlemage_hit1.wav"/>
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            &lt;animation path="models/battlemage_attacking.g3d"/&gt;    <font color="green">&lt;!-- Animation path --&gt;</font>
***** </sound>
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            &lt;sound enabled="true" start-time="0.3"&gt;                <font color="green">&lt;!-- Is sound enabled. Sound start delayed by this
**** </projectile>
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                                                                          time. --&gt;</font>
**** <splash value="true"> Will projectile explode
+
                &lt;sound-file path="sounds/battlemage_attack1.wav"/&gt;  <font color="green">&lt;!-- path to sound --&gt;</font>
***** <radius value="0"/>  radius of explosion
+
            &lt;/sound&gt;
***** <damage-all value="true"/> Will it damage all units (enemy & ally)
+
            &lt;attack-strenght value="140"/&gt;      <font color="green">&lt;!-- attack strength Note Spelling; Minor bug, not corrected as of
***** <particle value="true" path="particle_splash.xml"/> Path to exploison file
+
                                                        Glest 3.1.2 nor GAE 0.2.8a --&gt;</font>
**** </splash>
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            &lt;attack-var value="40"/&gt;            <font color="green">&lt;!-- attack of unit = attack-strenght +- attack-var --&gt;</font>
*** </skill>
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            &lt;attack-range value="7"/&gt;            <font color="green">&lt;!-- attack range --&gt;</font>
**** ...
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            &lt;attack-type value="magic"/&gt;        <font color="green">&lt;!-- Type of weapon - some weapons are more effective against some
** </skills>
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                                                        armor types; Editable in the [[Tech XML]] file --&gt;</font>
** <commands> Commands create the specific UI for accessing skills
+
            &lt;attack-fields&gt;                      <font color="green">&lt;!-- Whom can attack; land weapons can attack land, air - air. --&gt;</font>
*** <command>
+
                &lt;field value="land"/&gt;
**** <type value="morph"/> Type of command
+
            &lt;/attack-fields&gt;
**** <name value="promote_to_archmage"/> In game description
+
            &lt;attack-start-time value="0.6"/&gt;    <font color="green">&lt;!-- When the actual attack starts relative to when the unit started
**** <image path="../archmage/images/archmage.bmp"/> Path to icon image
+
                                                        executing the attack skill --&gt;</font>
**** <unit-requirements/> See above
+
            &lt;projectile value="true"&gt;            <font color="green">&lt;!-- Use projectile  (true for shooting,false for melee) --&gt;</font>
**** <upgrade-requirements/>  See above
+
                &lt;particle value="true" path="particle_proj.xml"/&gt; <font color="green">&lt;!-- Path to projectile fail --&gt;</font>
**** <morph-skill value="morph_skill"/> reference to which skill to use
+
                &lt;sound enabled="true"&gt;          <font color="green">&lt;!-- path to sound file --&gt;</font>
**** <morph-unit name= "archmage"/> Morphing to unit
+
                    &lt;sound-file path="sounds/battlemage_hit1.wav"/&gt;
**** <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.
+
                &lt;/sound&gt;
*** </command>
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            &lt;/projectile&gt;
**** ...
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            &lt;splash value="true"&gt;                <font color="green">&lt;!-- Will projectile explode --&gt;</font>
** </commands>
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                &lt;radius value="0"/&gt;              <font color="green">&lt;!-- radius of explosion --&gt;</font>
*</unit>
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                &lt;damage-all value="true"/&gt;      <font color="green">&lt;!-- Will it damage all units (enemy & ally) (maybe be broken in both
 +
                                                        Glest & GAE) --&gt;</font>
 +
                &lt;particle value="true" path="particle_splash.xml"/&gt;  <font color="green">&lt;!-- Path to explosion file --&gt;</font>
 +
            &lt;/splash&gt;
 +
        &lt;/skill&gt;
 +
  ...
 +
    &lt;/skills&gt;
 +
    &lt;commands&gt;                                  <font color="green">&lt;!-- Commands create the specific UI for accessing skills --&gt;</font>
 +
        &lt;command&gt;
 +
            &lt;type value="morph"/&gt;                <font color="green">&lt;!-- Type of command --&gt;</font>
 +
            &lt;name value="promote_to_archmage"/&gt;  <font color="green">&lt;!-- In game description --&gt;</font>
 +
            &lt;image path="../archmage/images/archmage.bmp"/&gt;  <font color="green">&lt;!-- Path to icon image --&gt;</font>
 +
            &lt;unit-requirements/&gt;                <font color="green">&lt;!-- See above --&gt;</font>
 +
            &lt;upgrade-requirements/&gt;              <font color="green">&lt;!-- See above --&gt;</font>
 +
            &lt;morph-skill value="morph_skill"/&gt;  <font color="green">&lt;!-- reference to which skill to use --&gt;</font>
 +
            &lt;morph-unit name= "archmage"/&gt;      <font color="green">&lt;!-- Morphing to unit --&gt;</font>
 +
            &lt;discount value="0"/&gt;                <font color="green">&lt;!-- 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. --&gt;</font>
 +
        &lt;/command&gt;
 +
  ...
 +
    &lt;/commands&gt;
 +
&lt;/unit&gt;
 +
 
 +
 
 +
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

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