Difference between revisions of "MG/Unit XML"
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generates light at night). RGB values must be >= 0 and <= 1. --> | generates light at night). RGB values must be >= 0 and <= 1. --> | ||
<light enabled="false" red="0.0" green="0.0" blue="0.0"/> | <light enabled="false" red="0.0" green="0.0" blue="0.0"/> | ||
− | <rotationAllowed value="false" /> | + | <rotationAllowed value="false" /> <!-- If this is false you can't rotate this unit for build--> |
<unit-requirements> <!-- Units required to be in use before creating --> | <unit-requirements> <!-- Units required to be in use before creating --> | ||
<unit name="unit_name" /> | <unit name="unit_name" /> |
Revision as of 23:46, 22 June 2011
<?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 --> <max-unit-count value="#"/> <!-- Maximum number of these kind of units (not mandatory) --> <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"/> <rotationAllowed value="false" /> <!-- If this is false you can't rotate this unit for build--> <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: attack, move, stop, morph, produce, die, or build --> <name value="attack_skill"/> <!-- user-defined 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 --> <particles value="true"> <!-- Describes skill based unit particle systems (not mandatory) --> <particle-file path="smoke_particles2.xml"/> <!-- Path to particle file --> </particles> <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 file --> <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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