GAE/Emanations
Emanations are a type of effect that, instead of being used for attacks, emanate from the source. They can be thought of as a small radius from the emanating unit where stats can be modified accordingly. Thus, they use the almost the exact same syntax as besides the change to emanations, and are stored in the <parameters< tag.
Contents
XML definition
More XML elements are planned, but are not yet implemented and thus, excluded from this page.
<emanations> <emanation name="emanation_name" bias="beneficial" stacking="overwrite" target="ally" chance="100.0" duration="3" image="images/icon.bmp"> <static-modifiers> <hp-regeneration value="5"/> </static-modifiers> <multipliers> <armor value="1.1"/> </multipliers> </emanation> </emanations>
Elements
emanation
Emanations are stored in the <emanations> parent tag, which allows you to have multiple emanations on a unit.
| Attribute | Required? | Description |
|---|---|---|
| name | required | Name of the emanation. |
| image | optional | Path to an image used to display the effect (image not yet implimented, but emanation name is). |
| bias | required | Primarily used by AI and must be either detrimental, neutral or beneficial.
|
| stacking | required | Defines behavior when an additional effect of the same type hits the unit. Must be one of stack (the new effect is added in addition to the old one), extend (the duration of the original effect is extended), overwrite (the old effect is replaced with the new effect) or reject (the new effect is ignored).
|
| display | optional | Toggles whether or not to display the emanation's name. If false, the emanation name is hidden. Defaults to true. |
| target | optional | What units are affected by the effect. Must be one of ally, foe, pet, master or all. Default value is all.
|
| chance | optional | The percent chance that the emanation will be applied to the target. The default is 100%. |
| duration | required | The number of seconds the emanation will last. Ignored if the flag "permanent" is specified. |
static-modifiers
Static multipliers increase or decrease stats by a set amount. All child tags will have a value attribute which denotes how much it should be increased or decreased by.
| Value | Description |
|---|---|
| <max-hp> | Modifies the maximum HP. |
| <hp-regen> | Modifies the HP regeneration rate. |
| <max-ep> | Modifies the maximum EP. |
| <ep-regen> | Modifies the EP regeneration rate. |
| <sight> | Modifies the unit's sight. |
| <armor> | Modifies the unit's armor strength. |
| <attack-strength> | Modifies the unit's attack strength. |
| <attack-range> | Modifies the unit's attack ragen. |
| <attack-speed> | Modifies the unit's attack speed. |
| <move-speed> | Modifies the speed the unit moves at. |
| <production-speed> | Modifies the production speed (speed of creating units or morphing). |
| <repair-speed> | Modifies the speed of the repair skill. |
| <harvest-speed> | Modifies the speed of the harvest skill. |
| <effect-strength> | Modifies the strength of effects. |
multipliers
Similar to static modifiers above, and using the same children nodes, multipliers instead multiply the stat by their amount, with the default being 1. So if a multiplier is 2, they'll have that stat double, if it's 0.5, it'll be halved, and so forth.
Examples
Lich pet maintenance
In this example, the unit has pets which normally have negative HP regeneration, but when near their master, their HP regeneration increases to allow them to survive. Thus, wandering away from their master can kill them.
<emanation name="lich_minion_health" bias="benificial" stacking="overwrite" target="pet" chance="100.0" duration="2" display="false" radius="17">
<static-modifiers>
<hp-regeneration value="6"/>
<armor value="15"/>
<sight value="5"/>
</static-modifiers>
</emanation>
Fear emanation
This example makes nearby opponents weaker, but faster.
<emanation name="fear" bias="detrimental" stacking="stack" target="foe" chance="100.0" duration="1" radius="14">
<static-modifiers>
<hp-regeneration value="-10"/>
</static-modifiers>
<multipliers>
<move-speed value="1.33"/>
<armor value="0.9"/>
<attack-strength value="0.9"/>
</multipliers>
</emanation>