Difference between revisions of "MG/Attack-boost"

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Revision as of 18:04, 4 April 2012

Attack boosts are a MegaGlest only extender which allows boosts to be applied to units when attacking, such as increasing the attacker and units near the attack's stats. These appear inside the attack skill.

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XML

<attack-boost>
	<allow-multiple-boosts value="false" />
	<radius value="5" />
	<target value="all|ally|foe|faction" include-self="false">
		<unit-type name="name" />
	</target>
	<max-hp value="0" value-percent-multipler="false" />
	<max-ep value="0" value-percent-multipler="false" />
	<sight value="0" value-percent-multipler="false" />
	<attack-strenght value="0" value-percent-multipler="false" />
	<attack-range value="0" value-percent-multipler="false" />
	<armor value="0" value-percent-multipler="false" />
	<move-speed value="0" value-percent-multipler="false" />
	<production-speed value="0" value-percent-multipler="false" />
	<particles value="true">
		<originator-particle-file path="glow_particles.xml" />
		<affected-particle-file path="glow_particles.xml" />
	</particles>
</attack-boost>

Documentation

allow-multiple-boosts

If true, there can be multiple boosts, which will stack. If false, boosts cannot stack, but will simply overwrite.

radius

The maximum distance from the attacking unit from which the attack-boost will take effect.

target

This tag defines who gets effected by the attack boosts. The value defines the broad characteristic, either all (any unit, regardless of alliances), ally (only allied units), foe (only opposing units), or faction (only units in the same faction).

This tag can have unit-type children which can limit them down to only the listed units that fit the broader characteristic previously listed. However, it's also possible to use just these broader characteristics. For example, having just <target value="ally" /> allows it to effect all unit types of all allies. However, you can give it unit-type children tags to allow it to effect those types of units only if they are allies. For example, you might want it to only boost allied melee units, where you'd set the target value to ally and give a child unit-type tag to each melee unit.

The include-self tag defines whether or not the unit with the attack boost should be included as a target.

max-hp

How much to effect the max HP by. Negative numbers can decrease the skill. If the value-percent-multipler is true, the number is a percentage (where 100 is the same as no multiplier, 200 is the same as a doubling the stat, and 50 is the same as halving the stat). If value-percent-multipler is false, then the number is static, meaning it increases or decreases by the amount specified.

max-ep

How much to effect the max EP by. Negative numbers can decrease the skill. If the value-percent-multipler is true, the number is a percentage (where 100 is the same as no multiplier, 200 is the same as a doubling the stat, and 50 is the same as halving the stat). If value-percent-multipler is false, then the number is static, meaning it increases or decreases by the amount specified. If you need to have the ability regain ep on units you need to set it up like this. <max-ep value="0" regeneration="5"/>

sight

How much to effect the sight by. Negative numbers can decrease the skill. If the value-percent-multipler is true, the number is a percentage (where 100 is the same as no multiplier, 200 is the same as a doubling the stat, and 50 is the same as halving the stat). If value-percent-multipler is false, then the number is static, meaning it increases or decreases by the amount specified.

attack-strenght

How much to effect the attack strength by (note the necessary misspelling of the tag). Negative numbers can decrease the skill. If the value-percent-multipler is true, the number is a percentage (where 100 is the same as no multiplier, 200 is the same as a doubling the stat, and 50 is the same as halving the stat). If value-percent-multipler is false, then the number is static, meaning it increases or decreases by the amount specified.

attack-range

How much to effect the attack range by. Negative numbers can decrease the skill. If the value-percent-multipler is true, the number is a percentage (where 100 is the same as no multiplier, 200 is the same as a doubling the stat, and 50 is the same as halving the stat). If value-percent-multipler is false, then the number is static, meaning it increases or decreases by the amount specified.

armor

How much to effect the armor by. Negative numbers can decrease the skill. If the value-percent-multipler is true, the number is a percentage (where 100 is the same as no multiplier, 200 is the same as a doubling the stat, and 50 is the same as halving the stat). If value-percent-multipler is false, then the number is static, meaning it increases or decreases by the amount specified.

move-speed

How much to effect the move speed by. Negative numbers can decrease the skill. If the value-percent-multipler is true, the number is a percentage (where 100 is the same as no multiplier, 200 is the same as a doubling the stat, and 50 is the same as halving the stat). If value-percent-multipler is false, then the number is static, meaning it increases or decreases by the amount specified.

production-speed

How much to effect the production speed by. Negative numbers can decrease the skill. If the value-percent-multipler is true, the number is a percentage (where 100 is the same as no multiplier, 200 is the same as a doubling the stat, and 50 is the same as halving the stat). If value-percent-multipler is false, then the number is static, meaning it increases or decreases by the amount specified.

Particles

It's also possible to apply particle systems to the attacker and/or the affected units. These tags are optional. The attack can be given a particle system with the originator-particle-file tag, while the affected units can be given one with the affected-particle-file tag.

Example

In this example, all swordmen in the same faction within a five cell radius of the attacking unit will gain 10% more HP and +20 attack. The affected units will all have the particle system defined in the glow_particles.xml file applied to them.

<attack-boost>
	<allow-multiple-boosts value="false" />
	<radius value="5"/>
	<target value="faction">
		<unit-type name="swordman" />
	</target>
	<max-hp value="110" value-percent-multipler="true" />
	<max-ep value="0"/>
	<sight value="0"/>
	<attack-strenght value="20"/>
	<attack-range value="0"/>
	<armor value="0"/>
	<move-speed value="0" />
	<production-speed value="0"/>
	<particles value="true">
		<affected-particle-file path="glow_particles.xml"/>
	</particles>
</attack-boost>

See also