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<command>
 
<command>
 
<type value="stop" />
 
<type value="stop" />
<name value="stop" />
+
<name value="stop" tip="tip_name" />
 
<image path="images/image.bmp" />
 
<image path="images/image.bmp" />
 
<unit-requirements>
 
<unit-requirements>
Line 22: Line 22:
  
 
===type===
 
===type===
The type of the command, in this case, stop.
+
The type of the command, in this case, stop. The <tt>tip</tt> attribute is an optional GAE-only value that will reference the keyword used as a [[GAE/Translating|tooltip]].
  
 
===name===
 
===name===
The name of the command, as seen ingame.
+
The name of the command, as seen ingame. GAE can [[GAE/Translating|translate]] these with separate language files as well.
  
 
===image===
 
===image===
Line 43: Line 43:
 
<command>
 
<command>
 
<type value="move" />
 
<type value="move" />
<name value="move" />
+
<name value="move" tip="tip_name" />
 
<image path="images/image.bmp" />
 
<image path="images/image.bmp" />
 
<unit-requirements>
 
<unit-requirements>
Line 58: Line 58:
  
 
===type===
 
===type===
The type of the command, in this case, move.
+
The type of the command, in this case, move. The <tt>tip</tt> attribute is an optional GAE-only value that will reference the keyword used as a tooltip.
  
 
===name===
 
===name===
The name of the command, as seen ingame.
+
The name of the command, as seen ingame. GAE can translate these with separate language files as well.
  
 
===image===
 
===image===
Line 79: Line 79:
 
<command>
 
<command>
 
<type value="repair" />
 
<type value="repair" />
<name value="repair" />
+
<name value="repair" tip="tip_name" />
 
<image path="images/image.bmp" />
 
<image path="images/image.bmp" />
 
<unit-requirements>
 
<unit-requirements>
Line 98: Line 98:
  
 
===type===
 
===type===
The type of the command, in this case, repair.
+
The type of the command, in this case, repair. The <tt>tip</tt> attribute is an optional GAE-only value that will reference the keyword used as a tooltip.
  
 
===name===
 
===name===
The name of the command, as seen ingame.
+
The name of the command, as seen ingame. GAE can translate these with separate language files as well.
  
 
===image===
 
===image===
Line 125: Line 125:
 
<command>
 
<command>
 
<type value="build" />
 
<type value="build" />
<name value="build" />
+
<name value="build" tip="tip_name" />
 
<image path="images/image.bmp" />
 
<image path="images/image.bmp" />
 
<unit-requirements>
 
<unit-requirements>
Line 136: Line 136:
 
<build-skill value="build_skill"/>
 
<build-skill value="build_skill"/>
 
<buildings>
 
<buildings>
<building name="building_name" />
+
<building name="building_name" tip="tip_name" />
 
</buildings>
 
</buildings>
 
<start-sound enabled="true">
 
<start-sound enabled="true">
Line 150: Line 150:
  
 
===type===
 
===type===
The type of the command, in this case, build.
+
The type of the command, in this case, build. The <tt>tip</tt> attribute is an optional GAE-only value that will reference the keyword used as a tooltip.
  
 
===name===
 
===name===
The name of the command, as seen ingame.
+
The name of the command, as seen ingame. GAE can translate these with separate language files as well.
  
 
===image===
 
===image===
Line 171: Line 171:
  
 
===buildings===
 
===buildings===
List of buildings that could be built with this command. These units should all have "be_built" [[skills]].
+
List of buildings that could be built with this command. These units should all have "be_built" [[skills]]. The <tt>tip</tt> attribute is an optional GAE-only value that will reference the keyword used as a tooltip.
  
 
===start-sound===
 
===start-sound===
Line 183: Line 183:
 
<command>
 
<command>
 
<type value="harvest" />
 
<type value="harvest" />
<name value="harvest" />
+
<name value="harvest" tip="tip_name" />
 
<image path="images/image.bmp" />
 
<image path="images/image.bmp" />
 
<unit-requirements>
 
<unit-requirements>
Line 206: Line 206:
  
 
===type===
 
===type===
The type of the command, in this case, harvest.
+
The type of the command, in this case, harvest. The <tt>tip</tt> attribute is an optional GAE-only value that will reference the keyword used as a tooltip.
  
 
===name===
 
===name===
The name of the command, as seen ingame.
+
The name of the command, as seen ingame. GAE can translate these with separate language files as well.
  
 
===image===
 
===image===
Line 245: Line 245:
 
<command>
 
<command>
 
<type value="produce" />
 
<type value="produce" />
<name value="produce" />
+
<name value="produce" tip="tip_name" />
 
<image path="images/image.bmp" />
 
<image path="images/image.bmp" />
 
<unit-requirements>
 
<unit-requirements>
Line 255: Line 255:
 
<produce-skill value="produce_skill" />
 
<produce-skill value="produce_skill" />
 
<produced-unit name="my_unit" />
 
<produced-unit name="my_unit" />
 +
<!-- Start GAE Only -->
 +
<produced-units>
 +
<produced-unit name="my_unit" number="1" tip="tip_name" />
 +
</produced-units>
 +
<!-- End GAE Only -->
 
</command>
 
</command>
 
</syntaxhighlight>
 
</syntaxhighlight>
Line 261: Line 266:
  
 
===type===
 
===type===
The type of the command, in this case, produce.
+
The type of the command, in this case, produce. The <tt>tip</tt> attribute is an optional GAE-only value that will reference the keyword used as a tooltip.
  
 
===name===
 
===name===
The name of the command, as seen ingame.
+
The name of the command, as seen ingame. GAE can translate these with separate language files as well.
  
 
===image===
 
===image===
Line 280: Line 285:
 
===produced-unit===
 
===produced-unit===
 
The name of the unit to produce.
 
The name of the unit to produce.
 +
 +
===produced-units===
 +
An alternative method of supplying the unit to produce in GAE. The difference is that it makes a submenu like build would have. There should only be one of either produced-unit or produced-units. Another GAE only optional value shown here is number, which can appear in either <tt>&lt;produced-unit&gt;</tt> or <tt>&lt;produced-units&gt;</tt> style production commands, and allows multi-production, which produces the number specified when the production is complete. Note that only the resources of one of the produced units will be expended.  The <tt>tip</tt> attribute is an optional GAE-only value that will reference the keyword used as a tooltip.
  
 
==Upgrade==
 
==Upgrade==
Line 285: Line 293:
 
<command>
 
<command>
 
<type value="upgrade" />
 
<type value="upgrade" />
<name value="upgrade" />
+
<name value="upgrade" tip="tip_name" />
 
<image path="images/image.bmp" />
 
<image path="images/image.bmp" />
 
<unit-requirements>
 
<unit-requirements>
Line 295: Line 303:
 
<upgrade-skill value="upgrade_skill" />
 
<upgrade-skill value="upgrade_skill" />
 
<produced-upgrade name="my_upgrade" />
 
<produced-upgrade name="my_upgrade" />
 +
<!-- Start GAE Only -->
 +
<produced-upgrades>
 +
<upgrade name="my_upgrade" tip="tip_name" />
 +
</produced-upgrades>
 +
<!-- End GAE Only -->
 
</command>
 
</command>
 
</syntaxhighlight>
 
</syntaxhighlight>
Line 301: Line 314:
  
 
===type===
 
===type===
The type of the command, in this case, upgrade.
+
The type of the command, in this case, upgrade. The <tt>tip</tt> attribute is an optional GAE-only value that will reference the keyword used as a tooltip.
  
 
===name===
 
===name===
The name of the command, as seen ingame.
+
The name of the command, as seen ingame. GAE can translate these with separate language files as well.
  
 
===image===
 
===image===
Line 320: Line 333:
 
===produced-upgrade===
 
===produced-upgrade===
 
The name of the upgrade to initiate.
 
The name of the upgrade to initiate.
 +
 +
===produced-upgrades===
 +
GAE only alternative which allows multiple upgrades in a single command, which are condensed into one sub menu, like buildings use.  The <tt>tip</tt> attribute is an optional GAE-only value that will reference the keyword used as a tooltip.
  
 
==Morph==
 
==Morph==
Line 325: Line 341:
 
<command>
 
<command>
 
<type value="morph" />
 
<type value="morph" />
<name value="morph" />
+
<name value="morph" tip="tip_name" />
 
<image path="images/image.bmp" />
 
<image path="images/image.bmp" />
 
<unit-requirements>
 
<unit-requirements>
Line 335: Line 351:
 
<morph-skill value="morph_skill" />
 
<morph-skill value="morph_skill" />
 
<morph-unit name="my_unit" />
 
<morph-unit name="my_unit" />
 +
<!-- Start GAE Only -->
 +
<morph-units>
 +
<morph-unit name="my_unit" tip="tip_name" />
 +
</morph-units>
 +
<!-- End GAE Only -->
 
<discount value="0" />
 
<discount value="0" />
 +
<!-- Start GAE Only -->
 +
<cost-modifier value="0" />
 +
<finished-sound enabled="true">
 +
<sound-file path="sound/sound.wav" />
 +
</finished-sound>
 +
<!-- End GAE Only -->
 
<!-- Start MG Only -->
 
<!-- Start MG Only -->
 
<ignore-resource-requirements value="false" />
 
<ignore-resource-requirements value="false" />
Line 345: Line 372:
  
 
===type===
 
===type===
The type of the command, in this case, morph.
+
The type of the command, in this case, morph. The <tt>tip</tt> attribute is an optional GAE-only value that will reference the keyword used as a tooltip.
  
 
===name===
 
===name===
The name of the command, as seen ingame.
+
The name of the command, as seen ingame. GAE can translate these with separate language files as well.
  
 
===image===
 
===image===
Line 365: Line 392:
 
The name of the unit to morph into.
 
The name of the unit to morph into.
  
 +
===morph-units===
 +
An alternative way of morphing units in GAE. The difference is that multiple units can be morphed by presenting a submenu like the one build uses. The <tt>tip</tt> attribute is an optional GAE-only value that will reference the keyword used as a tooltip.
  
 
===discount===
 
===discount===
 
The amount of the resources used to return after morphing, as a percentage from 0-100. 0 would mean you pay the full cost, 100 would mean that you are reimbursed the entire cost after morphing. Note that this is returned after morphing, so the initial resources are still needed.
 
The amount of the resources used to return after morphing, as a percentage from 0-100. 0 would mean you pay the full cost, 100 would mean that you are reimbursed the entire cost after morphing. Note that this is returned after morphing, so the initial resources are still needed.
 +
 +
===cost-modifier===
 +
Works the same way as discount, but instead of refunding the resource after the morph (and thus requiring the full resources to start), it reduces the amount required to perform the morph, thus, you can start a morph with just enough resources for the cost-reduced morph.
 +
 +
===finished-sound===
 +
A list of sound files, from which one is randomly selected, to play when the morphing is complete.
  
 
===ignore-resource-requirements===
 
===ignore-resource-requirements===
Line 376: Line 411:
 
<command>
 
<command>
 
<type value="attack" />
 
<type value="attack" />
<name value="attack" />
+
<name value="attack" tip="tip_name" />
 
<image path="images/image.bmp" />
 
<image path="images/image.bmp" />
 
<unit-requirements>
 
<unit-requirements>
Line 386: Line 421:
 
<move-skill value="move_skill" />
 
<move-skill value="move_skill" />
 
<attack-skill value="attack_skill" />
 
<attack-skill value="attack_skill" />
    <unit value="unit_toSpawn" amount="0" spawnAtTarget="false">
+
<!-- Start GAE Only -->
 +
<attack-skills>
 +
<attack-skill value="attack_skill">
 +
<flags>
 +
<whenever-possible />
 +
</flags>
 +
</attack-skill>
 +
</attack-skills>
 +
<!-- End GAE Only -->
 
</command>
 
</command>
 
</syntaxhighlight>
 
</syntaxhighlight>
Line 393: Line 436:
  
 
===type===
 
===type===
The type of the command, in this case, attack.
+
The type of the command, in this case, attack. The <tt>tip</tt> attribute is an optional GAE-only value that will reference the keyword used as a tooltip.
  
 
===name===
 
===name===
The name of the command, as seen ingame.
+
The name of the command, as seen ingame. GAE can translate these with separate language files as well.
  
 
===image===
 
===image===
Line 412: Line 455:
 
===attack-skill===
 
===attack-skill===
 
The name of the attack skill to use.
 
The name of the attack skill to use.
 +
 +
===attack-skills===
 +
A GAE only alternative method of specifying the attack skill, this allows the attacks to be chosen based on the target. This uses a system of flags such as <tt>&lt;whenever-possible /&gt;</tt> or <tt>&lt;at-max-range /&gt;</tt> to specify circumstances in which to choose different skills. This is read from the top down (so the first one will be followed if the tag evaluates as true, even if the second one does too) and allows the AI to, for example, use a long ranged bow when the foe is far away, but otherwise use a short ranged sword.
 +
 +
Possible flags are: <tt>&lt;whenever-possible /&gt;</tt>, <tt>&lt;at-max-range /&gt;</tt>, <tt>&lt;on-large /&gt;</tt>, <tt>&lt;on-building /&gt;</tt>, and <tt>&lt;when-damaged /&gt;</tt>. The attack-skill value is the attack skill to use when that flag is active. There can be multiple flags per attack-skill.
  
 
==Attack stopped==
 
==Attack stopped==
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<command>
 
<command>
 
<type value="attack_stopped" />
 
<type value="attack_stopped" />
<name value="attack_stopped" />
+
<name value="attack_stopped" tip="tip_name" />
 
<image path="images/image.bmp" />
 
<image path="images/image.bmp" />
 
<unit-requirements>
 
<unit-requirements>
Line 427: Line 475:
 
<stop-skill value="stop_skill" />
 
<stop-skill value="stop_skill" />
 
<attack-skill value="attack_skill" />
 
<attack-skill value="attack_skill" />
 +
<!-- Start GAE Only -->
 +
<attack-skills>
 +
<attack-skill value="attack_skill">
 +
<flags>
 +
<whenever-possible />
 +
</flags>
 +
</attack-skill>
 +
</attack-skills>
 +
<!-- End GAE Only -->
 
</command>
 
</command>
 
</syntaxhighlight>
 
</syntaxhighlight>
Line 433: Line 490:
  
 
===type===
 
===type===
The type of the command, in this case, attack_stopped.
+
The type of the command, in this case, attack_stopped. The <tt>tip</tt> attribute is an optional GAE-only value that will reference the keyword used as a tooltip.
  
 
===name===
 
===name===
The name of the command, as seen ingame.
+
The name of the command, as seen ingame. GAE can translate these with separate language files as well.
  
 
===image===
 
===image===
Line 452: Line 509:
 
===attack-skill===
 
===attack-skill===
 
The name of the attack skill to use.
 
The name of the attack skill to use.
 +
 +
===attack-skills===
 +
A GAE only alternative method of specifying the attack skill, this allows the attacks to be chosen based on the target. This uses a system of flags such as <tt>&lt;whenever-possible /&gt;</tt> or <tt>&lt;at-max-range /&gt;</tt> to specify circumstances in which to choose different skills. This is read from the top down (so the first one will be followed if the tag evaluates as true, even if the second one does too) and allows the AI to, for example, use a long ranged bow when the foe is far away, but otherwise use a short ranged sword.
 +
 +
Possible flags are: <tt>&lt;whenever-possible /&gt;</tt>, <tt>&lt;at-max-range /&gt;</tt>, <tt>&lt;on-large /&gt;</tt>, <tt>&lt;on-building /&gt;</tt>, and <tt>&lt;when-damaged /&gt;</tt>. The attack-skill value is the attack skill to use when that flag is active. There can be multiple flags per attack-skill.
 +
 +
==Guard==
 +
<syntaxhighlight lang="xml">
 +
<!-- Start GAE Only -->
 +
<command>
 +
<type value="guard" />
 +
<name value="guard" tip="tip_name" />
 +
<image path="images/image.bmp" />
 +
<unit-requirements>
 +
<unit name="my_unit" />
 +
</unit-requirements>
 +
<upgrade-requirements>
 +
<upgrade name="my_upgrade" />
 +
</upgrade-requirements>
 +
<move-skill value="move_skill" />
 +
<attack-skill value="attack_skill" />
 +
<attack-skills>
 +
<attack-skill value="attack_skill">
 +
<flags>
 +
<whenever-possible />
 +
</flags>
 +
</attack-skill>
 +
</attack-skills>
 +
<max-distance value="2" />
 +
</command>
 +
<!-- End GAE Only -->
 +
</syntaxhighlight>
 +
 +
The guard command makes the unit follow an assigned unit, ready to attack.
 +
 +
===type===
 +
The type of the command, in this case, guard. The <tt>tip</tt> attribute is an optional GAE-only value that will reference the keyword used as a tooltip.
 +
 +
===name===
 +
The name of the command, as seen ingame. GAE can translate these with separate language files as well.
 +
 +
===image===
 +
Path to the image which will be used as an icon to initiate the command.
 +
 +
===unit-requirements===
 +
A list of units that must exist before this command can be used. For example, you might have to construct a testing lab before you can start throwing grenades.
 +
 +
===upgrade-requirements===
 +
A list of upgrades that must exist before this command can be used. For example, you might have to perform a training field upgrade before you could use a more advanced skill.
 +
 +
===move-skill===
 +
The name of the move skill to use.
 +
 +
===attack-skill===
 +
The name of the attack skill to use.
 +
 +
===max-distance===
 +
The maximum distance from the guarded unit the guard can be. If too large, they might be too far away to see an attacker, but if too close, they might get in the way of the guarded unit.
 +
 +
===attack-skills===
 +
A GAE only alternative method of specifying the attack skill, this allows the attacks to be chosen based on the target. This uses a system of flags such as <tt>&lt;whenever-possible /&gt;</tt> or <tt>&lt;at-max-range /&gt;</tt> to specify circumstances in which to choose different skills. This is read from the top down (so the first one will be followed if the tag evaluates as true, even if the second one does too) and allows the AI to, for example, use a long ranged bow when the foe is far away, but otherwise use a short ranged sword.
 +
 +
Possible flags are: <tt>&lt;whenever-possible /&gt;</tt>, <tt>&lt;at-max-range /&gt;</tt>, <tt>&lt;on-large /&gt;</tt>, <tt>&lt;on-building /&gt;</tt>, and <tt>&lt;when-damaged /&gt;</tt>. The attack-skill value is the attack skill to use when that flag is active. There can be multiple flags per attack-skill.
 +
 +
==Patrol==
 +
<syntaxhighlight lang="xml">
 +
<!-- Start GAE Only -->
 +
<command>
 +
<type value="patrol" />
 +
<name value="patrol" tip="tip_name" />
 +
<image path="images/image.bmp" />
 +
<unit-requirements>
 +
<unit name="my_unit" />
 +
</unit-requirements>
 +
<upgrade-requirements>
 +
<upgrade name="my_upgrade" />
 +
</upgrade-requirements>
 +
<move-skill value="move_skill" />
 +
<attack-skill value="attack_skill" />
 +
<attack-skills>
 +
<attack-skill value="attack_skill">
 +
<flags>
 +
<whenever-possible />
 +
</flags>
 +
</attack-skill>
 +
</attack-skills>
 +
<max-distance value="2" />
 +
</command>
 +
<!-- End GAE Only -->
 +
</syntaxhighlight>
 +
 +
With nearly the exact same syntax as the guard command, patrol has a unit move between its position and its target, ready to attack. If the target is a unit, it will continiously move to the unit's current location. If that unit dies, it will go to where it last was.
 +
 +
===type===
 +
The type of the command, in this case, patrol. The <tt>tip</tt> attribute is an optional GAE-only value that will reference the keyword used as a tooltip.
 +
 +
===name===
 +
The name of the command, as seen ingame. GAE can translate these with separate language files as well.
 +
 +
===image===
 +
Path to the image which will be used as an icon to initiate the command.
 +
 +
===unit-requirements===
 +
A list of units that must exist before this command can be used. For example, you might have to construct a testing lab before you can start throwing grenades.
 +
 +
===upgrade-requirements===
 +
A list of upgrades that must exist before this command can be used. For example, you might have to perform a training field upgrade before you could use a more advanced skill.
 +
 +
===move-skill===
 +
The name of the move skill to use.
 +
 +
===attack-skill===
 +
The name of the attack skill to use.
 +
 +
===max-distance===
 +
The maximum distance from the patrol location the unit can go. If it's too high, the unit might not patrol tightly enough, but too low and they can get blocked or in the way of others (if patrolling to another unit).
 +
 +
===attack-skills===
 +
A GAE only alternative method of specifying the attack skill, this allows the attacks to be chosen based on the target. This uses a system of flags such as <tt>&lt;whenever-possible /&gt;</tt> or <tt>&lt;at-max-range /&gt;</tt> to specify circumstances in which to choose different skills. This is read from the top down (so the first one will be followed if the tag evaluates as true, even if the second one does too) and allows the AI to, for example, use a long ranged bow when the foe is far away, but otherwise use a short ranged sword.
 +
 +
Possible flags are: <tt>&lt;whenever-possible /&gt;</tt>, <tt>&lt;at-max-range /&gt;</tt>, <tt>&lt;on-large /&gt;</tt>, <tt>&lt;on-building /&gt;</tt>, and <tt>&lt;when-damaged /&gt;</tt>. The attack-skill value is the attack skill to use when that flag is active. There can be multiple flags per attack-skill.
 +
 +
==Generate==
 +
<syntaxhighlight lang="xml">
 +
<!-- Start GAE Only -->
 +
<command>
 +
<type value="generate" />
 +
<name value="generate" tip="tip_name" />
 +
<image path="images/image.bmp" />
 +
<unit-requirements>
 +
<unit name="my_unit" />
 +
</unit-requirements>
 +
<upgrade-requirements>
 +
<upgrade name="my_upgrade" />
 +
</upgrade-requirements>
 +
<produce-skill value="produce_skill" />
 +
<finished-sound enabled="true">
 +
<sound-file path="sound/sound.wav" />
 +
</finished-sound>
 +
<produced>
 +
<name value="my_name" />
 +
<time value="60" />
 +
<image path="images/image.bmp"/>
 +
<image-cancel path="images/cancel.bmp"/>
 +
<unit-requirements>
 +
<unit name="my_unit" />
 +
</unit-requirements>
 +
<upgrade-requirements>
 +
<upgrade name="my_upgrade" />
 +
</upgrade-requirements>
 +
<resource-requirements>
 +
<resource name="gold" amount="100"/>
 +
<resource name="energy" amount="-10"/>
 +
</resource-requirements>
 +
</produced>
 +
</command>
 +
<!-- End GAE Only -->
 +
</syntaxhighlight>
 +
 +
Generate is a command for creating static or consumable resources without having to produce an actual unit.
 +
 +
===type===
 +
The type of the command, in this case, generate. The <tt>tip</tt> attribute is an optional GAE-only value that will reference the keyword used as a tooltip.
 +
 +
===name===
 +
The name of the command, as seen ingame. GAE can translate these with separate language files as well.
 +
 +
===image===
 +
Path to the image which will be used as an icon to initiate the command.
 +
 +
===unit-requirements===
 +
A list of units that must exist before this command can be used. For example, you might have to construct a testing lab before you can start throwing grenades.
 +
 +
===upgrade-requirements===
 +
A list of upgrades that must exist before this command can be used. For example, you might have to perform a training field upgrade before you could use a more advanced skill.
 +
 +
===produce-skill===
 +
The name of the produce skill to use.
 +
 +
===finished-sound===
 +
A list of sound files, from which one is randomly selected, to play when the skill is complete.
 +
 +
===produced====
 +
A special tag to sum up the production. Inside we declare the name of what we are producing, which can be any valid variable, we give the path to a bitmap image for the generated thing, as well as a cancel image to cancel the generation. Unit-requirements, upgrade-requirements, and resource-requirements are all the same as you'd see in a [[Unit XML]].
 +
 +
==Cast-spell==
 +
<syntaxhighlight lang="xml">
 +
<!-- Start GAE Only -->
 +
<command>
 +
<type value="cast-spell" />
 +
<name value="cast-spell" tip="tip_name" />
 +
<image path="images/image.bmp" />
 +
<unit-requirements>
 +
<unit name="my_unit" />
 +
</unit-requirements>
 +
<upgrade-requirements>
 +
<upgrade name="my_upgrade" />
 +
</upgrade-requirements>
 +
<cast-spell-skill value="cast_spell_skill" />
 +
<affect value="self" />
 +
<cycle value="false" />
 +
</command>
 +
<!-- End GAE Only -->
 +
</syntaxhighlight>
 +
 +
Cast spell is a command to allow a friendly spell to be casted on either yourself or a target.
 +
 +
===type===
 +
The type of the command, in this case, cast-spell. The <tt>tip</tt> attribute is an optional GAE-only value that will reference the keyword used as a tooltip.
 +
 +
===name===
 +
The name of the command, as seen ingame. GAE can translate these with separate language files as well.
 +
 +
===image===
 +
Path to the image which will be used as an icon to initiate the command.
 +
 +
===unit-requirements===
 +
A list of units that must exist before this command can be used. For example, you might have to construct a testing lab before you can start throwing grenades.
 +
 +
===upgrade-requirements===
 +
A list of upgrades that must exist before this command can be used. For example, you might have to perform a training field upgrade before you could use a more advanced skill.
 +
 +
===cast-spell-skill===
 +
The name of the cast-spell skill to use.
 +
 +
===affect===
 +
Who the command is used against. Either <tt>self</tt> for casting spells on yourself, such as a self-buffing spell, or <tt>target</tt> to cast spells on others, such as a healing spell.
 +
 +
 +
===cycle===
 +
Whether or not the command loops. If true, it will repeat the spell over and over, if false, it casts once per click. Note that since it considers the cycle done when the skill cycle is up, the speed and anim speed in the skill '''must''' be the same!
 +
 +
==Teleport==
 +
<syntaxhighlight lang="xml">
 +
<!-- Start GAE Only -->
 +
<command>
 +
<type value="teleport" />
 +
<name value="teleport" tip="tip_name" />
 +
<image path="images/image.bmp" />
 +
<unit-requirements>
 +
<unit name="my_unit" />
 +
</unit-requirements>
 +
<upgrade-requirements>
 +
<upgrade name="my_upgrade" />
 +
</upgrade-requirements>
 +
<move-skill value="move_skill" />
 +
</command>
 +
<!-- End GAE Only -->
 +
</syntaxhighlight>
 +
 +
Teleport is a method of moving instantly from one location to another, unblocked by anything in the way (though the destination must be clear).
 +
 +
===type===
 +
The type of the command, in this case, teleport. The <tt>tip</tt> attribute is an optional GAE-only value that will reference the keyword used as a tooltip.
 +
 +
===name===
 +
The name of the command, as seen ingame. GAE can translate these with separate language files as well.
 +
 +
===image===
 +
Path to the image which will be used as an icon to initiate the command.
 +
 +
===unit-requirements===
 +
A list of units that must exist before this command can be used. For example, you might have to construct a testing lab before you can start throwing grenades.
 +
 +
===upgrade-requirements===
 +
A list of upgrades that must exist before this command can be used. For example, you might have to perform a training field upgrade before you could use a more advanced skill.
 +
 +
===move-skill===
 +
The name of the move skill to use.
 +
 +
==build-self==
 +
<syntaxhighlight lang="xml">
 +
<!-- Start GAE Only -->
 +
<command>
 +
<type value="build-self" />
 +
<name value="build_self" tip="tip_name" />
 +
<image path="images/image.bmp" />
 +
<unit-requirements>
 +
<unit name="my_unit" />
 +
</unit-requirements>
 +
<upgrade-requirements>
 +
<upgrade name="my_upgrade" />
 +
</upgrade-requirements>
 +
<build-self-skill value="build_self_skill" />
 +
<display value="false" />
 +
</command>
 +
<!-- End GAE Only -->
 +
</syntaxhighlight>
 +
 +
Build self is a way of finishing a building by itself, without any other units repairing or building it. Note that the skill is "build_self" while the command is "build-self".
 +
 +
===type===
 +
The type of the command, in this case, build-self. The <tt>tip</tt> attribute is an optional GAE-only value that will reference the keyword used as a tooltip.
 +
 +
===name===
 +
The name of the command, as seen ingame. GAE can translate these with separate language files as well.
 +
 +
===image===
 +
Path to the image which will be used as an icon to initiate the command.
 +
 +
===unit-requirements===
 +
A list of units that must exist before this command can be used. For example, you might have to construct a testing lab before you can start throwing grenades.
 +
 +
===upgrade-requirements===
 +
A list of upgrades that must exist before this command can be used. For example, you might have to perform a training field upgrade before you could use a more advanced skill.
 +
 +
===build-self-skill===
 +
The name of the build_self skill to use.
 +
 +
===display===
 +
If true, a button is shown and must be clicked in order to perform the self building. If false, it's done automatically.
 +
 +
==Load==
 +
<syntaxhighlight lang="xml">
 +
<!-- Start GAE Only -->
 +
<command>
 +
<type value="load" />
 +
<name value="load" tip="tip_name" />
 +
<image path="images/image.bmp" />
 +
<unit-requirements>
 +
<unit name="my_unit" />
 +
</unit-requirements>
 +
<upgrade-requirements>
 +
<upgrade name="my_upgrade" />
 +
</upgrade-requirements>
 +
<load-skill value="load_skill"/>
 +
<move-skill value="move_skill"/>
 +
<units-carried>
 +
<unit value="unit_name"/>
 +
</units-carried>
 +
<load-capacity value="3" />
 +
<allow-projectiles value="true">
 +
<horizontal-offset value="2.0" />
 +
<vertical-offset value="1.5" />
 +
</allow-projectiles>
 +
</command>
 +
<!-- End GAE Only -->
 +
</syntaxhighlight>
 +
 +
Load is one of the skills needed, along with unload, to make a transport or garrisoning building. It allows a unit to be loaded or "carried".
 +
 +
===type===
 +
The type of the command, in this case, load. The <tt>tip</tt> attribute is an optional GAE-only value that will reference the keyword used as a tooltip.
 +
 +
===name===
 +
The name of the command, as seen ingame. GAE can translate these with separate language files as well.
 +
 +
===image===
 +
Path to the image which will be used as an icon to initiate the command.
 +
 +
===unit-requirements===
 +
A list of units that must exist before this command can be used. For example, you might have to construct a testing lab before you can start throwing grenades.
 +
 +
===upgrade-requirements===
 +
A list of upgrades that must exist before this command can be used. For example, you might have to perform a training field upgrade before you could use a more advanced skill.
 +
 +
===load-skill===
 +
The name of the load skill to use.
 +
 +
===move-skill===
 +
The name of the move skill to use.
 +
 +
===units-carries===
 +
A list of the units that are able to be loaded.
 +
 +
===load-capacity===
 +
The maximum number of units that the unit can hold.
 +
 +
===allow-projectiles===
 +
If true, units can fire out of the loader. The horizontal and vertical offset is the offset to where the particles would start.
 +
 +
==Unload==
 +
<syntaxhighlight lang="xml">
 +
<!-- Start GAE Only -->
 +
<command>
 +
<type value="unload" />
 +
<name value="unload" tip="tip_name" />
 +
<image path="images/image.bmp" />
 +
<unit-requirements>
 +
<unit name="my_unit" />
 +
</unit-requirements>
 +
<upgrade-requirements>
 +
<upgrade name="my_upgrade" />
 +
</upgrade-requirements>
 +
<unload-skill value="move_skill" />
 +
</command>
 +
<!-- End GAE Only -->
 +
</syntaxhighlight>
 +
 +
The opposite of load, unload will remove the previously loaded units, one by one.
 +
 +
===type===
 +
The type of the command, in this case, unload. The <tt>tip</tt> attribute is an optional GAE-only value that will reference the keyword used as a tooltip.
 +
 +
===name===
 +
The name of the command, as seen ingame. GAE can translate these with separate language files as well.
 +
 +
===image===
 +
Path to the image which will be used as an icon to initiate the command.
 +
 +
===unit-requirements===
 +
A list of units that must exist before this command can be used. For example, you might have to construct a testing lab before you can start throwing grenades.
 +
 +
===upgrade-requirements===
 +
A list of upgrades that must exist before this command can be used. For example, you might have to perform a training field upgrade before you could use a more advanced skill.
 +
 +
===move-skill===
 +
The name of the move skill to use.
 +
 +
 +
==Transform==
 +
<syntaxhighlight lang="xml">
 +
<!-- Start GAE Only -->
 +
<command>
 +
<type value="transform"/>
 +
<name value="transform" tip="tip_name" />
 +
<image path="images/image.bmp" />
 +
<unit-requirements>
 +
<unit name="my_unit" />
 +
</unit-requirements>
 +
<upgrade-requirements>
 +
<upgrade name="my_upgrade" />
 +
</upgrade-requirements>
 +
<morph-skill value="morph_skill"/>
 +
<move-skill value="move_skill"/>
 +
<position x="0" y="0"/>
 +
<rotation value="0" />
 +
<morph-units>
 +
<morph-unit name="farm" />
 +
</morph-units>
 +
<hp-policy value="maintain" />
 +
</command>
 +
<!-- End GAE Only -->
 +
</syntaxhighlight>
 +
 +
Transform works like morph, but instead of morphing into a similar mobile unit, it can be used for morphing into buildings.
 +
 +
===type===
 +
The type of the command, in this case, build-self. The <tt>tip</tt> attribute is an optional GAE-only value that will reference the keyword used as a tooltip.
 +
 +
===name===
 +
The name of the command, as seen ingame. GAE can translate these with separate language files as well.
 +
 +
===image===
 +
Path to the image which will be used as an icon to initiate the command.
 +
 +
===unit-requirements===
 +
A list of units that must exist before this command can be used. For example, you might have to construct a testing lab before you can start throwing grenades.
 +
 +
===upgrade-requirements===
 +
A list of upgrades that must exist before this command can be used. For example, you might have to perform a training field upgrade before you could use a more advanced skill.
 +
 +
===morph-skill===
 +
Name of the morph skill.
 +
 +
===move-skill===
 +
Name of the move skill.
 +
 +
===position===
 +
Allows the position of where the building will be placed relative to the unit to be tweaked.
 +
 +
===rotation===
 +
Allows the rotation of building, in degrees, to be tweaked. 0 is facing north.
 +
 +
===morph-units===
 +
A list of the units that can be morphed into.
 +
 +
===hp-policy===
 +
Either <tt>set-to-one</tt> (the new building will have 1 HP), <tt>reset</tt> (use the default behaviour, the new building will have 5% of max HP), or <tt>maintain</tt> (keep the original unit's HP, clamped to the new unit's max HP).
  
 
==See also==
 
==See also==

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