GAE/Cloak XML
Contents
Cloak XML
cloak
The top level XML element for a cloak is the cloak node, it must contain a type attribute, which must be one of 'permanent', 'energy' or 'effect'. In the case of an energy cloak, another attribute 'cost' must be present, which is the energy cost per interval required to maintain the cloak. A cloak is a Requirable type, the name can be ommited, and the image is only required for energy cloaks, in which case it is used as the 'toggle cloak' button.
group
All cloaks must specify a single cloak 'group' to which they belong, this determines which detectors can see the cloaked unit.
<group value="stealth" />
de-cloak
any number of de-cloak elements may be embedded in a cloak node, each specifies either an entire skill-class that causes the unit to de-cloak, or a specific skill (by name). Permanent and Effect cloaks will automatically be re-applied after the de-cloaking skill is finished (unless another is commenced), Energy cloaks will not be automatically re-applied.
<de-cloak skill-class="move" /> <de-cloak skill-name="my_skill" />
cloak-sound
Provides a sound to play when a unit cloaks.
<cloak-sound path="sounds/cloaking.wav" />
de-cloak-sound
Specifies a sound to play when a unit de-cloaks.
<de-cloak-sound path="sounds/decloaking.wav" />
ally-shader
Specifies a custom shader set used to render the cloaked unit for allies. Additional information to come, see Constellus for example (crincillin/specter).
enemy-shader
Specifies a custom shader set used to render the cloaked unit for enemies that have detected the unit. Additional information to come.