XML/Unit

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<?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>


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