Difference between revisions of "XML/Unit"

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this page does not help worth a damn
 
 
  <?xml version="1.0" standalone="no" ?>
 
  <?xml version="1.0" standalone="no" ?>
 
   
 
   
 
  <unit>
 
  <unit>
 
     <parameters>
 
     <parameters>
         &lt;size value="#" /&gt;                      <font color="green">&lt;!-- How many units per side a building uses --&gt;</font>
+
         &lt;size value="#" /&gt;                      &lt;!-- How many units per side a building uses --&gt;
         &lt;height value="#" /&gt;                    <font color="green">&lt;!-- The height of a unit --&gt;</font>
+
         &lt;height value="#" /&gt;                    &lt;!-- The height of a unit --&gt;
         &lt;max-hp value="#" regeneration="#"/&gt;    <font color="green">&lt;!-- Maximum hit points and rate of regeneration --&gt;</font>
+
         &lt;max-hp value="#" regeneration="#"/&gt;    &lt;!-- Maximum hit points and rate of regeneration --&gt;
         &lt;max-ep value="#" regeneration="#"/&gt;    <font color="green">&lt;!-- Maximum energy points and rate of regeneration --&gt;</font>
+
         &lt;max-ep value="#" regeneration="#"/&gt;    &lt;!-- Maximum energy points and rate of regeneration --&gt;
         &lt;armor value="#" /&gt;                      <font color="green">&lt;!-- Armor value of unit --&gt;</font>
+
         &lt;armor value="#" /&gt;                      &lt;!-- Armor value of unit --&gt;
         &lt;armor-type value="wood"/&gt;              <font color="green">&lt;!-- Type of armor - some weapons are more effective against some
+
         &lt;armor-type value="wood"/&gt;              &lt;!-- Type of armor - some weapons are more effective against some
                                                         armor types; Editable in the [[Tech XML]] file --&gt;</font>
+
                                                         armor types; Editable in the [[Tech XML|<font color="green">Tech XML</font>]] file --&gt;
         &lt;sight value="#" /&gt;                      <font color="green">&lt;!-- Range of sight to react to other units --&gt;</font>
+
         &lt;sight value="#" /&gt;                      &lt;!-- Range of sight to react to other units --&gt;
         &lt;time value="#" /&gt;                      <font color="green">&lt;!-- Time required to build unit. --&gt;</font>
+
         &lt;time value="#" /&gt;                      &lt;!-- Time required to build unit. --&gt;
         &lt;multi-selection value="false" /&gt;        <font color="green">&lt;!-- Is double-click on unit multi-select other unit of same type --&gt;</font>
+
         &lt;multi-selection value="false" /&gt;        &lt;!-- Is double-click on unit multi-select other unit of same type --&gt;
         &lt;cellmap value="true"&gt;                  <font color="green">&lt;!-- For Buildings, which Cells in a building a unit can pass through
+
         &lt;cellmap value="true"&gt;                  &lt;!-- 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
 
                                                         (0 can pass, 1 cannot). The number of rows and the number of
                                                         digits in a line must match the size given above! --&gt;</font>
+
                                                         digits in a line must match the size given above! --&gt;
 
             &lt;row value="1011"/&gt;
 
             &lt;row value="1011"/&gt;
 
             &lt;row value="1011"/&gt;
 
             &lt;row value="1011"/&gt;
Line 22: Line 21:
 
             &lt;row value="1011"/&gt;
 
             &lt;row value="1011"/&gt;
 
         &lt;/cellmap&gt;
 
         &lt;/cellmap&gt;
         &lt;levels/&gt;                                <font color="green">&lt;!-- Levels automatically improve Hit points, Energy Points, and
+
         &lt;levels/&gt;                                &lt;!-- Levels automatically improve Hit points, Energy Points, and
                                                         Armor by 50%, as well as sight by 20%. --&gt;</font>
+
                                                         Armor by 50%, as well as sight by 20%. --&gt;
             &lt;level name="level_name" kills="#"/&gt; <font color="green">&lt;!-- level_name is the designation, kills denotes how many enemies
+
             &lt;level name="level_name" kills="#"/&gt; &lt;!-- level_name is the designation, kills denotes how many enemies
                                                         must be destroyed to achieve it --&gt;</font>
+
                                                         must be destroyed to achieve it --&gt;
 
         &lt;/levels&gt;
 
         &lt;/levels&gt;
         &lt;fields&gt;                                <font color="green">&lt;!-- Where is it considered to be for purposes of being attacked;
+
         &lt;fields&gt;                                &lt;!-- Where is it considered to be for purposes of being attacked;
                                                         land weapons can attack land, etcetera --&gt;</font>
+
                                                         land weapons can attack land, etcetera --&gt;
 
             &lt;field value="land" /&gt;
 
             &lt;field value="land" /&gt;
 
             &lt;field value="air" /&gt;
 
             &lt;field value="air" /&gt;
 
         &lt;/fields&gt;
 
         &lt;/fields&gt;
         &lt;properties&gt;                            <font color="green">&lt;!-- Properties (like flags) that can be set for the unit  --&gt;</font>
+
         &lt;properties&gt;                            &lt;!-- Properties (like flags) that can be set for the unit  --&gt;
             &lt;property value="burnable"/&gt;        <font color="green">&lt;!-- If set, unit will catch on fire (visually) when damage causes
+
             &lt;property value="burnable"/&gt;        &lt;!-- 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
 
                                                         it to go below 50% (i.e., wont catch on fire when it's below
                                                         50% at the start of construction, for instance). --&gt;</font>
+
                                                         50% at the start of construction, for instance). --&gt;
 
         &lt;/properties&gt;
 
         &lt;/properties&gt;
                                                   <font color="green">&lt;!-- If enabled, specifies light generated by unit (currently only
+
                                                   &lt;!-- If enabled, specifies light generated by unit (currently only
                                                         generates light at night).  RGB values must be &gt;= 0 and &lt;= 1. --&gt;</font>
+
                                                         generates light at night).  RGB values must be &gt;= 0 and &lt;= 1. --&gt;
 
         &lt;light enabled="false" red="0.0" green="0.0" blue="0.0"/&gt;
 
         &lt;light enabled="false" red="0.0" green="0.0" blue="0.0"/&gt;
         &lt;unit-requirements&gt;                      <font color="green">&lt;!-- Units required to be in use before creating --&gt;</font>
+
         &lt;unit-requirements&gt;                      &lt;!-- Units required to be in use before creating --&gt;
 
             &lt;unit name="unit_name" /&gt;
 
             &lt;unit name="unit_name" /&gt;
 
         &lt;/unit-requirements&gt;
 
         &lt;/unit-requirements&gt;
         &lt;upgrade-requirements&gt;                  <font color="green">&lt;!-- Upgrades required to be in use before creating --&gt;</font>
+
         &lt;upgrade-requirements&gt;                  &lt;!-- Upgrades required to be in use before creating --&gt;
 
             &lt;upgrade name="upgrade_name"/&gt;
 
             &lt;upgrade name="upgrade_name"/&gt;
 
         &lt;/upgrade-requirements&gt;
 
         &lt;/upgrade-requirements&gt;
         &lt;resource-requirements&gt;                  <font color="green">&lt;!-- Resources used for upgrade (if negative resources will be added
+
         &lt;resource-requirements&gt;                  &lt;!-- Resources used for upgrade (if negative resources will be added
                                                         to player) --&gt;</font>
+
                                                         to player) --&gt;
 
             &lt;resource name="resource_name" amount="#" /&gt;
 
             &lt;resource name="resource_name" amount="#" /&gt;
 
         &lt;/resource-requirements&gt;
 
         &lt;/resource-requirements&gt;
         &lt;resources-stored&gt;                      <font color="green">&lt;!-- Resource that the unit can store for inventory purposes --&gt;</font>
+
         &lt;resources-stored&gt;                      &lt;!-- Resource that the unit can store for inventory purposes --&gt;
 
             &lt;resource name="resource_name" amount="#" /&gt;
 
             &lt;resource name="resource_name" amount="#" /&gt;
 
         &lt;/resources-stored&gt;
 
         &lt;/resources-stored&gt;
         &lt;image path="images/aerodrome.bmp"/&gt;    <font color="green">&lt;!-- Path to Image Icon --&gt;</font>
+
         &lt;image path="images/aerodrome.bmp"/&gt;    &lt;!-- Path to Image Icon --&gt;
         &lt;image-cancel path="images/cancel.bmp"/&gt; <font color="green">&lt;!-- Path to cancellation icon --&gt;</font>
+
         &lt;image-cancel path="images/cancel.bmp"/&gt; &lt;!-- Path to cancellation icon --&gt;
                                                   <font color="green">&lt;!-- Can the unit be used as a meeting point for other units, and the
+
                                                   &lt;!-- Can the unit be used as a meeting point for other units, and the
                                                         UI icon to be used to initiate. --&gt;</font>
+
                                                         UI icon to be used to initiate. --&gt;
 
         &lt;meeting-point value="true" image-path="../../../../common/tech_meeting_point.bmp"/&gt;  
 
         &lt;meeting-point value="true" image-path="../../../../common/tech_meeting_point.bmp"/&gt;  
         &lt;selection-sounds enabled="true"&gt;        <font color="green">&lt;!-- Audio feedback to note unit selections --&gt;</font>
+
         &lt;selection-sounds enabled="true"&gt;        &lt;!-- Audio feedback to note unit selections --&gt;
 
             &lt;sound path="../../../../common/tech_click.wav" /&gt;
 
             &lt;sound path="../../../../common/tech_click.wav" /&gt;
 
         &lt;/selection-sounds&gt;
 
         &lt;/selection-sounds&gt;
         &lt;command-sounds enabled="true"&gt;          <font color="green">&lt;!-- Audio feedback to note unit UI selections --&gt;</font>
+
         &lt;command-sounds enabled="true"&gt;          &lt;!-- Audio feedback to note unit UI selections --&gt;
 
             &lt;sound path="../../../../common/tech_click.wav" /&gt;
 
             &lt;sound path="../../../../common/tech_click.wav" /&gt;
 
         &lt;/command-sounds&gt;
 
         &lt;/command-sounds&gt;
 
     &lt;/parameters&gt;
 
     &lt;/parameters&gt;
     &lt;skills&gt;                                    <font color="green">&lt;!-- Skills are what a unit can do. --&gt;</font>
+
     &lt;skills&gt;                                    &lt;!-- Skills are what a unit can do. --&gt;
 
         &lt;skill&gt;
 
         &lt;skill&gt;
             &lt;type value="attack"/&gt;              <font color="green">&lt;!-- Type of  skill --&gt;</font>
+
             &lt;type value="attack"/&gt;              &lt;!-- Type of  skill --&gt;
             &lt;name value="attack_skill"/&gt;        <font color="green">&lt;!-- name of this skill (refer to it) --&gt;</font>
+
             &lt;name value="attack_skill"/&gt;        &lt;!-- name of this skill (refer to it) --&gt;
             &lt;ep-cost value="40"/&gt;                <font color="green">&lt;!-- How many energy points used for each use of skill --&gt;</font>
+
             &lt;ep-cost value="40"/&gt;                &lt;!-- How many energy points used for each use of skill --&gt;
             &lt;speed value="60"/&gt;                  <font color="green">&lt;!-- The speed of skill (more=faster) --&gt;</font>
+
             &lt;speed value="60"/&gt;                  &lt;!-- The speed of skill (more=faster) --&gt;
             &lt;anim-speed value="60"/&gt;            <font color="green">&lt;!-- Animation speed --&gt;</font>
+
             &lt;anim-speed value="60"/&gt;            &lt;!-- Animation speed --&gt;
             &lt;animation path="models/battlemage_attacking.g3d"/&gt;    <font color="green">&lt;!-- Animation path --&gt;</font>
+
             &lt;animation path="models/battlemage_attacking.g3d"/&gt;    &lt;!-- Animation path --&gt;
             &lt;sound enabled="true" start-time="0.3"&gt;                <font color="green">&lt;!-- Is sound enabled. Sound start delayed by this
+
             &lt;sound enabled="true" start-time="0.3"&gt;                &lt;!-- Is sound enabled. Sound start delayed by this
                                                                           time. --&gt;</font>
+
                                                                           time. --&gt;
                 &lt;sound-file path="sounds/battlemage_attack1.wav"/&gt;  <font color="green">&lt;!-- path to sound --&gt;</font>
+
                 &lt;sound-file path="sounds/battlemage_attack1.wav"/&gt;  &lt;!-- path to sound --&gt;
 
             &lt;/sound&gt;
 
             &lt;/sound&gt;
             &lt;attack-strenght value="140"/&gt;      <font color="green">&lt;!-- attack strength Note Spelling; Minor bug, not corrected as of
+
             &lt;attack-strenght value="140"/&gt;      &lt;!-- attack strength Note Spelling; Minor bug, not corrected as of
                                                         Glest 3.1.2 nor GAE 0.2.8a --&gt;</font>
+
                                                         Glest 3.1.2 nor GAE 0.2.8a --&gt;
             &lt;attack-var value="40"/&gt;            <font color="green">&lt;!-- attack of unit = attack-strenght +- attack-var --&gt;</font>
+
             &lt;attack-var value="40"/&gt;            &lt;!-- attack of unit = attack-strenght +- attack-var --&gt;
             &lt;attack-range value="7"/&gt;            <font color="green">&lt;!-- attack range --&gt;</font>
+
             &lt;attack-range value="7"/&gt;            &lt;!-- attack range --&gt;
             &lt;attack-type value="magic"/&gt;        <font color="green">&lt;!-- Type of weapon - some weapons are more effective against some
+
             &lt;attack-type value="magic"/&gt;        &lt;!-- Type of weapon - some weapons are more effective against some
                                                         armor types; Editable in the [[Tech XML]] file --&gt;</font>
+
                                                         armor types; Editable in the [[Tech XML|<font color="green">Tech XML</font>]] file --&gt;
             &lt;attack-fields&gt;                      <font color="green">&lt;!-- Whom can attack; land weapons can attack land, air - air. --&gt;</font>
+
             &lt;attack-fields&gt;                      &lt;!-- Whom can attack; land weapons can attack land, air - air. --&gt;
 
                 &lt;field value="land"/&gt;
 
                 &lt;field value="land"/&gt;
 
             &lt;/attack-fields&gt;
 
             &lt;/attack-fields&gt;
             &lt;attack-start-time value="0.6"/&gt;    <font color="green">&lt;!-- When the actual attack starts relative to when the unit started
+
             &lt;attack-start-time value="0.6"/&gt;    &lt;!-- When the actual attack starts relative to when the unit started
                                                         executing the attack skill --&gt;</font>
+
                                                         executing the attack skill --&gt;
             &lt;projectile value="true"&gt;            <font color="green">&lt;!-- Use projectile  (true for shooting,false for melee) --&gt;</font>
+
             &lt;projectile value="true"&gt;            &lt;!-- Use projectile  (true for shooting,false for melee) --&gt;
                 &lt;particle value="true" path="particle_proj.xml"/&gt; <font color="green">&lt;!-- Path to projectile fail --&gt;</font>
+
                 &lt;particle value="true" path="particle_proj.xml"/&gt; &lt;!-- Path to projectile fail --&gt;
                 &lt;sound enabled="true"&gt;          <font color="green">&lt;!-- path to sound file --&gt;</font>
+
                 &lt;sound enabled="true"&gt;          &lt;!-- path to sound file --&gt;
 
                     &lt;sound-file path="sounds/battlemage_hit1.wav"/&gt;
 
                     &lt;sound-file path="sounds/battlemage_hit1.wav"/&gt;
 
                 &lt;/sound&gt;
 
                 &lt;/sound&gt;
 
             &lt;/projectile&gt;
 
             &lt;/projectile&gt;
             &lt;splash value="true"&gt;                <font color="green">&lt;!-- Will projectile explode --&gt;</font>
+
             &lt;splash value="true"&gt;                &lt;!-- Will projectile explode --&gt;
                 &lt;radius value="0"/&gt;              <font color="green">&lt;!-- radius of explosion --&gt;</font>
+
                 &lt;radius value="0"/&gt;              &lt;!-- radius of explosion --&gt;
                 &lt;damage-all value="true"/&gt;      <font color="green">&lt;!-- Will it damage all units (enemy & ally) (maybe be broken in both
+
                 &lt;damage-all value="true"/&gt;      &lt;!-- Will it damage all units (enemy & ally) (maybe be broken in both
                                                         Glest & GAE) --&gt;</font>
+
                                                         Glest & GAE) --&gt;
                 &lt;particle value="true" path="particle_splash.xml"/&gt;  <font color="green">&lt;!-- Path to explosion file --&gt;</font>
+
                 &lt;particle value="true" path="particle_splash.xml"/&gt;  &lt;!-- Path to explosion file --&gt;
 
             &lt;/splash&gt;
 
             &lt;/splash&gt;
 
         &lt;/skill&gt;
 
         &lt;/skill&gt;
 
   ...
 
   ...
 
     &lt;/skills&gt;
 
     &lt;/skills&gt;
     &lt;commands&gt;                                  <font color="green">&lt;!-- Commands create the specific UI for accessing skills --&gt;</font>
+
     &lt;commands&gt;                                  &lt;!-- Commands create the specific UI for accessing skills --&gt;
 
         &lt;command&gt;
 
         &lt;command&gt;
             &lt;type value="morph"/&gt;                <font color="green">&lt;!-- Type of command --&gt;</font>
+
             &lt;type value="morph"/&gt;                &lt;!-- Type of command --&gt;
             &lt;name value="promote_to_archmage"/&gt;  <font color="green">&lt;!-- In game description --&gt;</font>
+
             &lt;name value="promote_to_archmage"/&gt;  &lt;!-- In game description --&gt;
             &lt;image path="../archmage/images/archmage.bmp"/&gt;  <font color="green">&lt;!-- Path to icon image --&gt;</font>
+
             &lt;image path="../archmage/images/archmage.bmp"/&gt;  &lt;!-- Path to icon image --&gt;
             &lt;unit-requirements/&gt;                <font color="green">&lt;!-- See above --&gt;</font>
+
             &lt;unit-requirements/&gt;                &lt;!-- See above --&gt;
             &lt;upgrade-requirements/&gt;              <font color="green">&lt;!-- See above --&gt;</font>
+
             &lt;upgrade-requirements/&gt;              &lt;!-- See above --&gt;
             &lt;morph-skill value="morph_skill"/&gt;  <font color="green">&lt;!-- reference to which skill to use --&gt;</font>
+
             &lt;morph-skill value="morph_skill"/&gt;  &lt;!-- reference to which skill to use --&gt;
             &lt;morph-unit name= "archmage"/&gt;      <font color="green">&lt;!-- Morphing to unit --&gt;</font>
+
             &lt;morph-unit name= "archmage"/&gt;      &lt;!-- Morphing to unit --&gt;
             &lt;discount value="0"/&gt;                <font color="green">&lt;!-- discount to morph (100=free morphing, 0=full unit cost) NOTE: you
+
             &lt;discount value="0"/&gt;                &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
 
                                                         still need to spend full cost at the start,but at the end of
                                                         morphing you get resources back. --&gt;</font>
+
                                                         morphing you get resources back. --&gt;
 
         &lt;/command&gt;
 
         &lt;/command&gt;
 
   ...
 
   ...

Revision as of 13:32, 1 June 2010

<?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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